
Network Operator: This deals with 3G, which is not yet activated on my Vita.
Browser: The Vita's Internet browser looks a bit like the PSP's, but performs much faster. It's a similar experience to what smartphone browsing is like, but it doesn't support HTML5 or Flash. Those shortcomings aside, typing URLs on the screen is certainly a welcome change of pace compared with manual entry on the PSP.
Music: A standard music player is installed on the Vita, which allows for background playback.
Videos: Video playback looks great on the Vita. In terms of compatibility, it supports the MPEG-4/H.264 format. While that has become somewhat of an industry standard, the Vita lacks the comprehensive movie file support that the PS3 so proudly boasts. If you're stuck with an incompatible format and you want it to play on the Vita, try using the free encoder HandBrake (Windows | Mac) to convert your file into an MP4.
Content Manager: This app acts as a means to manage all the media (music, photos, and videos) that's stored on the Vita's Memory Card. It can also be used to back up game saves and entire game files. A one-time installation on PC or Mac allows your computer to talk to the Vita and swap files. While it might be a bit cumbersome to set up initially, the Vita software works well and is very easy to use as long as you respect the content directory paths that you assign when setting up the Content Manager Assistant software. It seems like one too many steps, but again, Sony is clearly making this as unattractive to piracy as possible. This also means that you cannot mount the Vita as a USB mass storage device.
Maps: Maps is a Google Maps app that provides a lot of the functionality from the smartphone and Web-based platforms. GPS locates your location, from which you can search addresses, businesses, and directions.
Remote Play: Remote Play allows a Vita to connect to a PS3 over a home network. While Remote Play initially seemed promising, I've yet to see it really impress. It has a lot of potential, but almost every desirable feature seems to be blocked. Very few games will even work with the service; I've only seen Killzone 3 work over Remote Play, and you can't watch any Blu-rays or DVDs, either. That said, I was able to play videos stored on my NAS through the PS3's DLNA client.

To stay competitive, Sony needs to make available as many PS3 video apps as possible. The company has done a great job at turning the PS3 into a video powerhouse, and Sony customers deserve the same experience on the go with the Vita.
Battery
Sony claims that the Vita's battery life should net around 3 to 5 hours of gameplay on a single charge. I've been getting just over 4.5 on a regular basis. This number increases when just watching video or listening to music exclusively.
The big improvement I've noticed over the PSP is standby time. The Vita lasts a very long time in standby mode--I'm talking over a week in my testing. This would have been unheard of in the days of the PSP.
Finally, the battery is internal and not user-replaceable. Again, this decision was probably made to combat piracy, as some of the original PSP's vulnerability was unlocked because of its replaceable battery.
Games and performance
Sony describes the Vita as the "best lineup in PlayStation history," and I'd be lying if I said I disagree. Clocking in at a whopping 25 total launch games (this includes PSN-only titles), there really is something for everyone.
Great graphics is where the Vita shines, and most of the launch titles look absolutely fantastic. It's the closest thing I've seen to a PlayStation 3 in your hands.
I love the ability to be able to pause a game state by hitting the PlayStation button. It freezes your game, which then allows you to use other applications. I should also note that like PSP games, Vita titles require a bit of loading time.
So what about those dual analog thumb sticks? I can't deny that they are definitely needed--Nintendo's introduction of the Circle Pad Pro for the 3DS is living proof. That said, their tiny demeanor doesn't allow for much range of motion. I like that they pivot as opposed to slide, but what this has translated to seems to be an increase in their overall sensitivity as they relate to onscreen action. For example, using them to control aiming in Uncharted definitely takes a fair amount of practice to get right. Even then, I still find myself totally missing targets on a regular basis. It's a much different experience compared with what I'm used to on a DualShock controller.
During my testing with the launch games, I found that some titles (aside from those where touch is a central mechanic like in Little Deviants) give you the option to bypass touch controls. It seems the jury is still out on whether all games should offer that option, but I think touch-screen controls occasionally break the flow of gameplay. Needless to say, touch control was a must-have feature from the start, so we'll have to see how its evolution plays out on the new platform. What I do love, though, is the rear touch panel and how it prevents any visual impairment while still using touch controls. Using the panel feels natural and from what I've seen so far, I enjoy it more than using the front screen for touch.

Just like the DualShock controller, the Vita uses motion control as well. It's another game mechanic that I'm not totally sold on, but it does appear in a sizable chunk of launch games. Love it or hate it, it's still a better experience compared with the 3DS', simply because moving that system around almost always breaks up the 3D effect.
The inclusion of two cameras allows the Vita to enter the world of augmented reality (AR). The technology superimposes game elements into the environment around you by looking through Vita's screen. Nintendo wowed us with a collection of AR games included with the system; the games force the player to move around a general area (in most cases a table top). Bundled in with the Vita are six AR cards that work with a free game available in the PlayStation Store. The AR experience on the Vita is much smoother (in terms of frame rate) and arguably better implemented than what I've seen on the 3DS. Still, the technology does feel a bit gimmicky, but Vita developers seem to be using it more than 3DS game makers.
I also wanted to point out how well I think the Vita's onboard speakers perform. Now you'll probably want to opt for headphones for most gaming situations (it improves battery life and is general common courtesy), but it's definitely worth noting their clear and crisp sound and performance.
I've had plenty of hands-on time with around a dozen games, but here are a few words on some titles I've spent a considerable amount of time with:
Uncharted: Golden Abyss: Easily the one absolutely must-have game at launch, Golden Abyss is Uncharted in your pocket. Touch controls feel gimmicky, but there's the option to bypass them completely. Here's where I also really began to struggle with the analog thumb sticks, but after weeks of play, I'm much better than where I was when I started the game.
EA Sports FIFA Soccer: The Vita's 5-inch screen shines here the most out of any launch game. The level of detail is amazing, as you can see a huge chunk of the field at any given time. Here I really dislike the touch controls, though, including the rear panel. Accidentally hitting the panel is too easy to do, so I turned those controls off.
Ultimate Marvel vs. Capcom 3: While I found this chaotic fighting game a lot of fun, it's limited in terms of modes when played offline. Even though there's a "touch mode," this one's best experienced with buttons only.
Wipeout 2048: Another great example of the sheer processing power the Vita packs in, Wipeout 2048 is a fast, dazzling racer that displays lightning-quick visuals. The pace to the racing is great, though it can spiral into anarchy at any given moment. Wipeout is a classic PlayStation franchise, and 2048 continues the legacy.
Touch My Katamari: I was very excited to see a Katamari game hit the Vita at launch. While it's an odd concept (you roll over items to make your Katamari ball bigger), it's extremely accessible, and the Vita's rear touch panel works great to stretch your Katamari. Pick up Touch My Katamari if you're interested in a game that you can pick up and play in short spurts.
Most launch games will range in price from $30 to $50 (and for less when downloaded off the PlayStation Store). PSN-only games look to start at $10 and up.
Online experience and PlayStation Store
The preinstalled portable mini version of the PSN Store is actually a breeze to use. I downloaded Super Stardust Delta fairly quickly, and the Vita performed this in the background. The store interface is tailored for touch controls and is split up into two main categories, Game and Video. Similar to its PS3 counterpart, the store allows for movie rentals and purchases, and full Vita game, PSP, Mini, and demo downloads. Judging by the initial pricing, purchasing full Vita games from the Store will net you a discount. For example, Uncharted retails for $50, but in the PS Store it's $45.
I haven't had much experience with online multiplayer with the Vita, but I plan on taking Wipeout 2048 for a spin. I'll update this review with any necessary details.
The 3DS and the rest of the portable gaming landscape
It's only fair to compare the Vita with the 3DS, as they're the only game-centric portable consoles out on the market. While the 3DS has had almost an entire year head start in front the Vita, the two will be going head-to-head for the handheld gaming crown.
Judging by what I've seen from each system and its respective software library, the Vita appears to provide more of a complete gamer experience. The graphical comparison isn't even close, and I think the Vita's launch lineup already trumps what the 3DS has offered in almost a year's time. That said, most Vita games appear to cost roughly $10 or so more than the average 3DS game, and it's now $80 more than the price of a 3DS system, not counting the hidden added costs. There's also no doubt that the Vita is a better all-around media player, what with its enormous 5-inch OLED screen. Plain and simple: movies look better on the Vita.
While Sony and Nintendo have been battling since the PSP's introduction in 2005, both companies have had to deal with the threat of other emerging platforms like iOS and Android. Apple and Google have completely changed the mobile gaming landscape, so it's now on Sony and Nintendo to persuade consumers of a need to carry around an entirely separate device--a device that does not make phone calls.
It's a tough sell to someone who has never owned or even heard of a Game Boy, but there's no denying that portable consoles still provide more-precise control and overall better production value than your typical 99-cent flick and swipe mini-game.
Are we in a period of transition? Will the 3DS and Vita be the last of their kind? It's unknown right now, but it's becoming quite clear that people want all-in-one devices. One version of the Vita has a 3G antenna--why not make it a phone?
The PlayStation Vita and Nintendo 3DS certainly have their work cut out. They must find a place to exist in a world where being an all-in-one device and having long battery life is what matters. Perhaps most importantly, each system must continue to deliver compelling software that gives nontraditional gamers a reason to put down their smartphone and pick up a portable console.
The 3DS has rebounded in the states in terms of sales figures, but the Vita seems to be off to a slow start in Japan.
Conclusion
Should you buy a PlayStation Vita? If you want the best overall portable gaming experience, yes. Sure, the cost of getting started is probably more than you thought, but the Vita's fantastic launch lineup, laundry-list of features, cool apps, silky smooth OS, and promising future definitely make a great case for owning one. Will Sony restyle the Vita at some point? Almost certainly. But in terms of a first effort, the Vita is a complete package.




