Tag Archive: PS VITA


It’s déjà vu all over again

It was one of last year’s premiere fighting games and it is a franchise that arcade fighting fans absolutely can’t get enough of. So, much in the same vein of how the Nintendo 3DS had Super Street Fighter IV at their handheld system launch, Sony wanted to make sure they had a premiere fighting game to go along with their handheld on launch day as well.

That game, of course, is Ultimate Marvel vs. Capcom 3. But with a game already heralded as a superior fighting product that gave fans everything they wanted and then some, what could they possibly do with their port to the PS Vita? Nothing. Well, that’s not entirely true, but relatively speaking Capcom did very little with this latest version of the game that makes it stand out from its console brethren.

And this can be a good thing because why mess with something if isn’t broken? The game still has stunning visuals due to Vita’s processing power and the full 48-character roster of fighters remains completely in tact. The arcade, training, mission, and versus modes all return as nothing content wise was cut to facilitate the small size of the Vita’s cartridge. The voice acting and original music is still all there, the story cut scenes done in a style similar to comic book panels, the hyper combos, Galactus as the final boss, and even personalizing your online card is still present. All of the patches and balancing tweaks that console players had to wait for are all packaged in the game and because of it you still get one of the premiere fighting experiences of 2011 available to you.

The problem is that now it is 2012. And most people who were going to buy this game already have. And the major negative of making little to no changes with the game is now evident. If the audience has already been tapped, who is going to buy the exact same game twice?

Sure, it’s portable now and you can link up with friends to get in some quick versus matches. That’s a cool feature, but again, most people won’t have need of it really if they already bought the game unless they are so hardcore that this game is the center of their entire gaming universe and must have it with them AT ALL TIMES. But for the rest of us, what might sell us on this? Will a new touch screen system make us want to pick this game up? No. Especially since the touch screen is mostly pointless as it is crucial to actually see the screen when playing a fighting game to learn hit boxes, range, patterns, and other critical elements to victory and so you can’t have your fingers constantly getting in the way of that.

And speaking of fingers, it does become a bit harder to pull off a lot of the moves you’re accustomed to with the smaller joystick and buttons of the Vita. And the one thing the Vita version of Ultimate Marvel vs. Capcom 3 does lack isn’t a shortcoming with the game itself, but with the hardware as you only have two shoulder buttons to try to pull off moves that were originally mapped to four. This can lead to some unnecessary button mashing that changes the game play for the worse.

But, aside from that, if you should pick this game up again, you’ll get everything you would expect from the console version. And if you missed it the first time around on a console, then picking it up for the Vita will definitely be money well-spent. There just isn’t enough of a positive difference though between the console and Vita versions to warrant owning both in most cases.

SUMMARY: Still a stellar fighting game, but if you already have it on a console, there’s no point in picking it up again.

  • THE GOOD: Basically the same game as on consoles
  • THE BAD: Pointless touch controls, lack of shoulder buttons sacrifices move list
  • THE UGLY: Tiny buttons and joysticks make button mashing more difficult

SCORE: 8.0

Ultimate Marvel vs. Capcom 3 is available on Xbox 360, PS3, and PS VITA. This review was based on the PS VITA version of the game.

The Return of Sony’s Golden Boy

Uncharted: Golden Abyss sees our favorite modern-day treasure hunter, Nathan Drake, in the jungles of Central America as he stumbles upon a 400-year old mystery involving a murdered Spanish expedition. Of course, no Drake adventure would be complete without some sort of meddling from interlopers, so Nathan will have to avoid the rivalry of an old friend, Jason Dante, and new leading lady Marisa Chase, a girl who’s searching for her missing archeologist grandfather—and who can hold her own in a firefight.

Now, Sony moving their crown-jewel franchises over to portable systems is an inevitability that’s paid off some decent dividends when you look at franchises like God of War and Resistance. But can Drake make the transition as easily as when he hops from ledge to ledge—especially with the pressure of being a PS Vita launch title—or will he stumble and fall into a portable-gaming chasm of doom?

For Uncharted fans, the answer isn’t quite so clear, unfortunately. The story unfolds just like one of Drake’s PS3 adventures we’ve all come to know and love. Sony Bend’s tale stays true to the character while also brings along new players seamlessly. Couple this with the great voice acting for which the series is known and console-quality visuals, and—at least on the surface—this game looks like a winner.

But if you were expecting to come into this experience and be able to pick up and play it just like one of its console brethren, then your frustration level will rise quickly. To start off with, the game features forced tutorials that showcase special Vita-style controls—and which constantly pop up throughout much of the early part of the game. Now, this is somewhat understandable, given that the Vita’s an entirely new paradigm, but after learning what it takes to execute even the simplest of moves, you’ll quickly realize that it’s just much easier to do what you’ve always done on the PS3 with button prompts. Why would I want to draw a path with my fat fingers for Drake to climb when I get a much more desired level of accuracy—and a more satisfying feeling of direct input to my character—by moving the analog stick and pressing buttons?

But whether you choose to avoid the Vita-style gameplay or not, Golden Abyss forces you into countless minigames that not only break up the pace of the action, but are also so simple that you’ll wonder why the developers are making you bother in the first place. These minigames include putting together a torn-apart map, taking pictures of interesting ruins, rubbing your finger over the screen to draw a charcoal etching, and, of course, balance games. Because nothing says Uncharted like running away from poachers with assault rifles, coming to a log bridge, and then being forced to stop in the middle to play with the Vita’s gyroscope so that Drake can miraculously balance himself and continue being chased. And these instances are constant—I must’ve taken a dozen charcoal drawings and balanced on half a dozen bridges (not always being chased) in the first five chapters alone. For a series whose pacing and storytelling is as celebrated as its visuals and voice actors, the former really falls apart when forced into these proof-of-concept minigames.

The other major problem is that even on the least-sensitive setting, the aiming crosshairs are still much too sensitive; the right analog stick is so small that each degree of movement is greatly magnified. This means that while your movement might work on the PS3, it’s completely thrown off by the shrunken-down scale of the Vita’s analog stick. This leads to constant misfiring and needless deaths as you attempt to work out where your enemies will be so as to save yourself the trouble of aiming. And though you can move the Vita around to help with this, you’ll find that it just throws too many moving parts into the machine, and you’ll still overcompensate as you move your arms and thumbs trying to line up a shot.

Uncharted: Golden Abyss may serve as a Vita proof-of-concept, but it also serves as proof of a lesson to be learned: Don’t mess with something that isn’t broken. All the new moving Vita parts and features end up watering down what should be celebrated as a really great Uncharted story, but the diluted pacing, unnecessary minigames, and hit-or-miss (literally) controls keep this from being anywhere near the level of a console Uncharted.

SUMMARY: A story worthy of the franchise, Uncharted: Golden Abyss falls short in terms of pacing and controls, as the touchscreen gimmick takes the experience down a big notch.

  • THE GOOD: The story’s worthy of an Uncharted adventure.
  • THE BAD: The gimmick-based play destroys the pacing and flow.
  • THE UGLY: My fat hands trying to use touchscreen controls.

SCORE: 7.0