PlayStation Vita Wants to Kill Me, and I'm OK With That

The benighted Vita made an impressive showing at this year's E3, even if everything I played was curiously hostile.

Preview by Jeremy Parish, .

Even though very few people talked about it, the single most impressive thing about E3 this year (in my book, anyway) wasn't the new hardware or the hundred upcoming sequels that were announced; rather, it was the way Sony has quietly revitalized the Vita. ("You can't spell 'revitalize' without 'Vita'!" -- a marketing tagline I hope they never use.) The system has gone from dead on arrival to genuinely compelling, and the secret isn't a raftload of big-budget AAA-wannabe releases from major studios. Instead, the Vita has become the ultimate portable indie game showcase, every nerd's mobile counterpart to Steam.

It works. A game like Floating Cloud God Saves the Pilgrims in HD! fits the platform much better than Killzone: Mercenary -- no offense to Guerilla Cambridge, of course. But there's a not-so-fine line between console and portable systems, and for most of the years that Sony's been in the portable space its platforms seem to attract studios who think simply downsizing their console titles and adding some awkward gimmick features (I'm looking at you, back-touch.) makes an awesome portable game. This year, Vita at E3 was all about the little guy, and the platform was infinitely better for it.

And, it turns out, the little guy wants to make really challenging software that calls back to the glory days of 8- and 16-bit gaming. For years, I've been worrying about the industry's polarization between HD games from huge studios and two-bit mobile games, with only a handful of Japanese developers holding down the middle ground on Nintendo's platforms -- a middle ground whose games seem to be localized ever more infrequently by third parties averse to take a chance after getting burned by market bloat and piracy on DS.

So Vita seemed like a godsend at E3. Here we have a handful of intriguing mid-tier games from Japan (Muramasa Rebirth, Ys: Memories of Celcetta), a couple of releases from fairly high-profile studios (the aforementioned Killzone, which looks pretty cool despite my trepidation about it, and Media Molecule's wonderful Tearaway), and a ridiculous number of small-scale but immensely playable indie games from both home and abroad. For us old-timers who need to leaven their forced diet of first-person shooters and QTE-driven third-person action games with reminders of a simpler bygone era, Vita's indie lineup made for a welcome sight.

Of course, a lot of these games also appear on PS3, PS4, Wii U, and even to a lesser degree the Xbox family, but they seem somehow most at home here. Maybe it's the screen. Lower budgets make for games that don't necessarily scale well to 60" flat screens... but a 5" OLED? Just perfect.

I didn't get to sample as many of the Vita's offerings as I'd have liked to -- those damnable E3 lines -- but two of the games I spent time with really scratched an itch for me. And they were hard. Crazy hard.


Now you, too, can explode violently on an airplane. (Please do not tell the TSA I just said that.)

You probably know Spelunky by now. Originally released for free on PC, Derek Yu's addictive blend of roguelike RPG and classic platformer Spelunker came out in a fancied-up form last year for Xbox 360. The Vita version is based on that updated rendition, with lush hand-drawn graphics replacing the original 8-bit visuals.

Great as Spelunky has been in its previous incarnations, it's always begged for a portable rendition. Death comes quickly in Spelunky, a game of instant, permanent failure in unpredictable procedural worlds. A strong run can go south in a matter of seconds, and in my experience a Spelunky session usually lasts about five to 10 minutes. That's exactly the kind of game that portable systems excel at (well... that and, curiously enough, incredibly slow and expansive role-playing games).

Nothing about Spelunky seems to have been toned down or removed for its Vita version. I played for a few minutes, jumping in from someone else's session in progress, just in time for that huge ghost to start chasing me across the screen. I managed to reach the exit before the ghost reached me, but I died a few seconds into the following stage when I got a little cocky and jumped from too great a height to survive the fall. In my next session, I found my hero's health slowly whittled away by spiders, dart traps, and other hazards, ultimately falling to a humble snake, of all things.

In short, it's Spelunky, and it's fantastically evil.

1001 Spikes

This? This is nothing. This is like a romper room.

Originally launched as an Xbox indie game called Aban Hawkins & the 1000 Spikes, the ever-so-slightly spikier 1001 Spikes will, I'm told by Tyrone Rodriguez of publisher Nicalis, make the original look "like a prototype by the time we're done." Where the original version was the work of one man, the possibly sadistic Samu Osada, 1001 Spikes marks a more collaborative approach between Nicalis and Osada. However, the team approach hasn't toned down its deliberate cruelty.

The E3 show floor demo offered players a crack at the first 10 stages of the game, but it also imposed a 15-minute time limit on the action. By the time I checked out the demo kiosk, at the end of E3's second day, no one had yet made it to the end of stage 10. "We've had some people come close," programmer Jeremy Stevens told me, "even some coming back to try again. But no one's reached the end."

Me? I didn't even get within spitting distance. I made it one block from the end of stage six before being struck by a poison dart in the back of the head, which meant I barely even cleared the game's prologue. By that point I was down about 20 lives of my stock of 1001. I have no idea how much of the overall game was left; Nicalis' folks would only tell me, "There are a lot of stages."

So here's how 1001 Spikes works: You're a little explorer who can run, jump to two different heights, shoot a weak pistol, and push blocks. You apply these skills to a series of platform-based puzzles in which every action (and every inaction) can be absolutely deadly. The greatest hazard comes from the eponymous spikes; some of them sit in the open, plain as day, but for the most part they're hidden in blocks. Some pop up on a regular cycle, while others only spring forward once the hapless protagonist stands in range. Spikes can appear from seemingly anywhere, and what makes them particularly deadly is the way they're placed to surprise you while you're worrying about other dangers. You may pause in a seemingly safe spot in order to wait for a timed spike trap to run through its cycle, only to find -- bam! -- you were outsmarted by the designer, who put a spring spike trap in that block because he knew you'd use it to stage a jump.

There's a sort of cat-and-mouse interplay between the player and designer in 1001 Spikes. It's clearly the work of someone who has spent ample time watching how people approach his puzzles, then taken notes to kill them most efficiently. It's really quite a remarkable piece of work. Most of the time, beta testing smooths over the rough patches, but in the case of 1001 Spikes I feel like testing has been used to more effectively rough up the smooth patches... not to mention the player, too.

And that's really just the tip of Vita's indie iceberg. I've never been so eager to die (over and over again) before.

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Comments 19

  • Avatar for Shinogu #1 Shinogu 4 years ago
    Holy crap, both Spelunky AND 1001 Spikes? Vita is about to get some serious Digital Love.

    Next week, Hotline Miami too!
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  • Avatar for pjedavison #2 pjedavison 4 years ago
    @Shinogu And people say that system's dead! It seems to fast be becoming the place to go for awesome indie stuff.
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  • Avatar for jeremy.parish #3 jeremy.parish 4 years ago
    Between Sony's hardcore indie push and the PS4's Vita hooks, I think the system has some serious legs. But it'll take a while for most people to catch on, because it's going to be slim on high-visibility hit titles. In any case, I'm glad to own one.
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  • Avatar for pjedavison #4 pjedavison 4 years ago
    @jeremy.parish Likewise. Between stuff like this and the enormous back catalog of PSP JRPGs I'm yet to catch up on, I'm very glad to own one too.
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  • Avatar for jeffk #5 jeffk 4 years ago
    I finally succumbed and picked up a Vita on Monday, and I have to say I'm surprised by how hard I've fallen for it. Sure, some of that has to do with P4 Golden, but the overall experience has been really positive. Super-easy access to all my old PS3/PSP digital purchases, super-clean interface, a screen so nice that even my wife remarked on it.... So yeah, it's nice to see so much good press surrounding it, this week in particular. As an RPG/Metroidvania fan and new dad with limited gaming time, I'm in a pretty happy place right now.
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  • Avatar for jeffk #6 jeffk 4 years ago
    (Also, congrats on the site, Jeremy and everybody—loving it so far.)
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  • Avatar for AxiomVerge #7 AxiomVerge 4 years ago
    I'm starting to feel more and more stupid for designing Axiom Verge with the Xbox in mind. I think I may instead concentrate on porting it to Vita once I have the PC version wrapped up.
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  • Avatar for dogfish #8 dogfish 4 years ago
    Vita Love!
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  • Avatar for IPA #9 IPA 4 years ago
    Can anyone create a quick crib note on the best Vita games, with an emphasis on RPGs for lil' ole' me?

    Great previews Jeremy. Spelunky is incredible but hadn't heard about 1001 Spikes. Just wrapped up Mega Man 9 so I'm in the mood for additional sadism.
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  • Avatar for Feanor #10 Feanor 4 years ago
    Persona 4 Golden is what you want.
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  • Avatar for jeremy.parish #11 jeremy.parish 4 years ago
  • Avatar for Bla1ne #12 Bla1ne 4 years ago
    Anyone who ever doubted the Vita's longevity clearly has a short memory. The PSP also had a relatively lackluster games library in its infancy, but Sony never stopped supporting it until it built up quite a solid library. I always knew the Vita would be the same, and it's happening.

    What I'm actually waiting for though... is a hardware redesign! I have a PSP Go, love it, can't really get comfortable with the idea of owning a huge Vita. Once there's a smaller version, I'll get it for sure.
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  • Avatar for chrisbaker25 #13 chrisbaker25 4 years ago
    I could definitely see the Vita catching on more once a redesign and a price drop come (or at least a price drop on the damn memory cards) into play. Hopefully Japan can keep it alive long enough for that happen.
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  • Avatar for helpfulmole #14 helpfulmole 4 years ago
    well, i think i am finally sold. i have been holding out but who couldn't resist Spelunky?
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  • Avatar for justinleighton10 #15 justinleighton10 4 years ago
    I came for Olivia Jane and stayed for Jeremy Parish. This place is fantastic.
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  • Avatar for JustPlainJack #16 JustPlainJack 4 years ago
    Happy there's a place where I can regularly read some of Jeremy Parish's work again. Now just bring in Bob Mackey. Very true (regarding the article). I love my Vita and I look forward to checking out some of these great "indie" titles. I plan on checking out Hotline Miami today to see how it holds up the the pc version.
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  • Avatar for JustPlainJack #17 JustPlainJack 4 years ago
    @jeffk Gotta check out Guacamelee for your metroid fix.
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  • Avatar for arter-wesb #18 arter-wesb 5 months ago
    The sony has been signing up for playstation vita since the birth of the service, something that has become a tradition in the world of console games: Want to play online? You will need to pay for it. Fortunately, there is a compensation to the melhores jogos para ps vita program where you win every month four games for playstation vita.
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  • Avatar for Masyarakat-Komunal #19 Masyarakat-Komunal 3 months ago
    Released five and a half years ago, the story of the PlayStation Vita’s life is one of optimistic hopes and tragic shortfalls. Initially pitched as an ultra-powerful next-gen handheld, for many owners it ended its life as an indie-game machine, with the odd Japanese visual novel thrown in. Initial attempts to bring PlayStation's heavy hitters like Uncharted, Killzone and Wipeout to the system resulted in some great and innovative games, but over the years, support for Sony’s powerful little handheld dwindled to almost nothing. According to best estimates (Sony stopped releasing specific sales figures for the Vita in 2012) from EEDAR and other agencies, the Vita never passed 10 million sales. Its predecessor, the PlayStation Portable, reached around 80 million.

    It’s easy to blame the encroachment of mobile games on the handheld gaming market for this unimpressive showing. Nintendo’s handhelds, too, saw a significant sales drop-off from 2011 onwards; the 3DS has sold around half what the original DS sold (around 70 million to the first DS’s 155 million) - but it still did dramatically better than the Vita, and was supported better by Nintendo’s internal studios. The Vita was the wrong console at the wrong time: a powerful, expensive handheld that Model kebaya modern came out right when most people started carrying equally expensive supercomputers in their pockets
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