Puddle PS Vita

Game Review: Puddle (PS Vita)

Puddle is a physics based puzzle game available for download from the PlayStation Store for the PS Vita. Puddle originated as an entry for the Independent Gaming Festival at the Game Developers Conference (GDC) in 2010, which received a Student Showcase prize. The PS Vita version of the game is a port of the PS3 version, which was released six months earlier although it unfortunately does not feature any Cross Buy, Cross Play or Cross Save functionality.

Puddle challenges you to retain as close to 100% of the liquid that you start out each level with. The concept is made particularly original as you have to tilt the environment in order to move the puddles of liquid, so you are effectively controlling the environment to create a reaction from the liquid thus creating a feeling that it is almost as though the environment is the real character, rather than the puddles. There are a total of forty-nine levels spread across eight environments each containing six levels with an additional unlockable level to round off the count of forty-nine levels. There is a short but sweet cut scene before the first level of each environment that shows the purpose of how the environment contains its particular elements. The loading screens before each level provide an insight into the elements of each liquid with details on the type of liquid, particularity in regards to how the liquid dissolves and tips on how to move the liquid efficiently.

There are different types of liquids including coffee, water, oil, nitroglycerin, molten lava and even weed killer, amongst many others that all contain their own properties that react differently to the surrounding environments. Each level contains various traps and hazards with elements such as flames attempting to dissolve the liquid, gaps in the environment that liquid can become trapped within, spills, venus fly traps and many more resulting in you having to ensure that the liquid is moving slower or faster depending upon the element that is trying to destroy it, which results in you having to take varying approaches to different levels and in some cases from one area to another in the same level.

The indicator informs you as to how close you are to not having enough liquid remaining to complete the level. If you lose too much liquid you will see the blue puddle of liquid in the indicator progressively drops and if it drops below the red marker, then you will not be able to complete the level. The game can be rather frustrating at times with rather harsh difficulty spikes even to the point of having to restart when you were merely seconds away from completing the level, but fear not as you can use up to four “whines” to skip levels of your choice that you find particularly frustrating and difficult, although you can still revisit that level at a later time to earn the whine back by completing the level. Upon selecting a level, you are provided with a menu detailing the name of the level, your best score, your best time, the amount of bonus particles that you have successfully achieved, the medal you have received and the time you will have to beat in order to receive the next best medal. The medals range from a normal green tick if you have completed the level without hitting all of the appropriate targets to achieve a medal; followed by bronze, silver and gold medals depending upon your time and the amount of liquid you have been able to retain.

The controls consist purely of tilting the world in order to move the liquid and you are provided with four sets of control preferences as you can use the Vita’s motion sensing capabilities; the rear touch pad; the left analogue stick or the L and R buttons, along with the select button to restart the level and start to pause. All four sets of controls work very well, so it is more about the player experimenting with their favourite type of controls in order to find the appropriate and most comfortable configuration.

Graphically, the environments, hazards, traps, elements and puddles of liquid are beautifully detailed. The environments range in scale and content with the standout backdrop being an x-ray of the human body. The audio consists of a soundtrack of thought provoking music, alongside such sound effects as the rushing and splashing of liquid as it travels through the environment and the sizzling of liquid as it passes through or nearby flames that really bring you into the experience in regards to the importance of keeping the liquid away from certain elements that would harm it.

The presentation of the game is solid with a great touch screen based user interface. The heads up display (HUD) can be customised to your liking with no indicator; an indicator or an indicator and timer, which allows you to effectively choose whether you want a full HUD or a clear screen. In a puzzle game of this nature that can be a massive help to have a clear screen or an added challenge by having to judge for yourself in regards to how much liquid you have actually retained and the amount of time remaining, so it depends upon your personal preferences, but I would personally recommend a full HUD. There are puzzles during the menus, which is a very positive and interesting design choice as it brings a level of interactivity to the menus and actually adds to the gameplay. The puzzles consist of moving liquid through funnels as you attempt to retain 100% of the liquid that you started with. You will know when you have completed a puzzle successfully as the steam counter will turn green and another colour of liquid will be released to start the following puzzle, although if you have failed in your attempt to retain 100% of the liquid; you will see the steam counter turn red and the same colour of liquid will be released for you to try again.

The trophy list includes fourteen trophies with eleven bronze trophies, two silver trophies and one gold trophy. The trophies are mostly earned naturally through completing all of the levels the game has to offer, such as the “Watercourse: absorbed” bronze trophy for reaching the end of the watercourse chapter, although this is difficult to judge as certain levels can be particularly frustrating resulting in eight bronze trophies hanging in the balance. However, there are even more difficult trophies including the “Gold rush” gold trophy for earning all of the forty-eight gold medals. I would estimate depending upon skill and whether you have a trophy guide to provide some tips for the best methods of how not to drop any of your particles for the “Green peace” silver trophy or how to guarantee earning all forty-eight gold medals for the “Gold rush” gold trophy that it would take between ten to fifteen hours to 100% the trophy list.

The online leaderboards focus on the overall world ranking, friends ranking and local ranking based upon the total time you have taken to complete the levels with each leaderboard containing each players’ rank, name (PSN ID) and overall time.

The replayability of Puddle is undeniable as the online leaderboards and medals provide an additional layer to the pick up and play focus of the game that works in harmony with the short period of time it takes to complete each level. The various environments and elements of the liquid make each of the levels feel unique, which certainly helps to make the game feel consistently fresh and keeps bringing you back for more. There is certainly a lot of gameplay here with forty-nine levels across eight different environments, despite the lack of any Cross Buy, Cross Play and Cross Save functionality.

Overall, despite the lack of any connections with the PS3 version of the game via Cross Buy, Cross Play or Cross Save functionality; the PS Vita version of Puddle certainly packs a lot of content that will have you coming back time after time for just one more go whether it is to earn a faster time, a better medal or a higher leaderboard position; there is certainly motivation to return to the game. With forty-nine levels spread across eight environments; Puddle is a worthy physics based puzzle game that I would highly recommend to anyone that is a fan of puzzle games, especially for exceptional value at £5.49.

Jason Bonnar

At A Glance

  • Title: Puddle
  • Publisher: Konami
  • System: PS Vita
  • Format: PSN Download
  • Cross Buy: No
  • Cross Play: No
  • Online Multiplayer: No
  • Memory Card Space Needed: 578Mb

 

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A Change For The Better With PlayStation Mobile?

Whether our campaign has started to make a difference or not we don’t know, but over on the PlayStation Blog this week we saw something happen that took us by surprise…

This week, on the EU PlayStation Store, four brand new PlayStation Mobile games were released and we expected them to all be ignored in the weekly store update post on the EU Blog. To our surprise (and that of many of the comments made on the blog afterwards), all of these games were listed as part of the summary. We hope that this will be a regular feature of the blog updates and it’s certainly a step in the right direction. Interestingly though, this hasn’t been implemented on the US PlayStation Blog…

Maybe our Open Letter reached the right people at Sony afterall…?

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PlayStation Mobile Campaign Update

We’ve only been running our latest campaign to support PlayStation Mobile for less than 48 hours but it is already gathering momentum. In that time, our Open Letter to Sony Computer Entertainment Regarding PlayStation Mobile has received an incredible amount of support and has quickly become one of the most read pages of this website since the site was launched back at the end of 2012.

More importantly, it is receiving wider coverage. On Twitter, our post promoting the campaign has already been re-tweeted to almost 10,000 people and we are now actively discussing the matter over on the official European PlayStation Blog. Additionally, our Twitter promotion has been supported by several PSM developers including Super Icon, Nostatic Software, and SFB Games.

We’re still a long way off from achieving our goal though – of seeing real change with PlayStation Mobile – so we still need your support. Please tweet about our campaign, share the piece on Facebook and other social media sites that you are a member of and if you have a website, blog or any other outlet that may be able to make use of the original article, please feel free to use it and republish it there. We’d love to see this published on as many websites as possible and please let us know where this is featured.

Together we can make a difference.

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An Open Letter To Sony Computer Entertainment Regarding PlayStation Mobile

I am writing this open letter to Sony Computer Entertainment with regards to the PlayStation Mobile format and the future of what is potentially a bright and exciting gaming platform.

Before I continue, I would like to give a brief background on myself. I have been a gamer since the 1970s and the advent of the early home Pong clones. From there I moved on to the 8-bit computing era, starting with the Commodore Vic 20 and remaining loyal to Commodore with the Commodore 64 and numerous Amiga systems before making my first mainstream leap into consoles with the original PlayStation. Since then, as have many gamers, I have purchased – and still own – a PlayStation, PlayStation 2, PS3, PSP and now, a PS Vita. Simultaneously, I have worked in the computing and gaming industry in retail, journalism, and software development and am currently the site editor for the PlayStation Vita gaming site, Vita Player.

One thing I have found to be exciting about the PlayStation family is the cross-system playability of gaming. PS one compatibility was a major selling point of the PlayStation 2 for me as a gamer, as was backwards compatibility of the PS3. When the PSP range of Minis became available for the PS3 I believed that this was another fantastic boost for the system enabling gamers access to many under-rated games and this level of backwards compatibility (running PSP, PS one and Minis( is something that many PS Vita owners appreciate greatly.

Both developers and gamers alike now see PlayStation Mobile as being the natural successor to the Minis range and there is no doubting that there are some high quality games currently available, but that being the case there is an almost universal level of frustration levied at the format which so far seems to be failing both gamers and developers, many of whom are struggling to make it financially viable to support.

My intention with this open letter is to call upon Sony Computer Entertainment – not just in Europe but on a global level – to take steps to help PlayStation Mobile and its developers to ensure that the format has a strong future and to build on what has already been started and to show gamers the true potential for what it can really offer. For those who are behind the format, we already know what it can provide and enjoy what it has to offer but without radical action developers could start to look elsewhere. So where do we begin?

The Format

Without stating the obvious here, PlayStation Mobile has access to a potentially vast userbase. In additition to PS Vita owners, PSM titles can also be run on most modern Sony smartphones as well as phones and tablets produced by other manufacturers. At the time of writing this, there are an estimated 5 million PlayStation Vita owners worldwide and while I do not have figures for the number of owners of other devices, Sony themselves shipped over 30 million phones in 2012. According to the official list of PSM certified devices, I would estimate that all of these phones shipped during this period would be PSM compatible. Taking other manufacturers into consideration and it is not unreasonable to assume that there are 50 million plus potential users worldwide for PlayStation Mobile.

Distribution

At present, PlayStation Mobile is only available to gamers in just nine countries. Gamers have been used to different offers being made to different territories through the PlayStation Network Store, or titles being released at different times but PSM has left gamers angry. There are players eager to try out PlayStation Mobile and buy games and support the format but have been unable to and despite numerous requests online through official blogs and forums, these requests have been met with relative silence other than a standard “we are working on it” response. If there are particular issues, or there is a known time-frame, then players should be informed of this so they know when to expect the service in their territories.

What does concern and confuse many gamers – and the question needs to be asked – is why PlayStation Mobile is so restricted? If services such as the App Store and Google Play can be rolled out on a global scale then it is quite easy to understand why there are such high levels of frustration. While gamers do understand that there is a need for localisation of titles (which affects distribution of games on the PS3 and PS Vita), as a gaming community we do need to ask whether a global delay for the service is really justifiable? Infact, with the number of countries currently affected, it means that there is a large percentage of the market simply not able to access PSM gaming.

Trophies and PlayStation Network Support

While many gamers are not interested in Trophies and Leaderboards, it is clear that social gaming lies at the heart of Sony’s plans for the future of PlayStation. If PlayStation Mobile is to be a part of this, then the ability for PSM gamers to be able to interact with each other is vital. There are gamers who are shunning the format simply because they can not share their achievements with each other, they can not compare scores with online friends or as part of a global Leaderboard or can not play online. This was seen as a failing of Minis and both gamers and developers alike have been asking for this to be added.

PlayStation Blog

The PlayStation Blog is an important marketing tool for Sony. Every day there are news updates on the latest games – from mainstream publishers and smaller, indie developers – but it is rare that we see PlayStation Mobile games featured. It is our experience as gamers that only those games that have had direct development support from Sony themselves that have been featured on the Blog and the rest have been left to the developers to self-promote.

Equally, each week the PlayStation Blog providers players with an update on the latest additions to the PSN Store. While the Blog updates visitors on the latest content added for the PS3 and PS Vita (including releases of Classics and discounts) there is no mention of releases of PlayStation Mobile games. A prime example of this was the EU PlayStation Store. On the Blog on 24th April 2013 only two titles were announced for the PS Vita – Draw Slasher and Thomas Was Alone. However, on the same day, no fewer than eight PlayStation Mobile titles were released for the EU market, all of which were playable on the PS Vita. At a time when PlayStation Vita owners are calling out for more games aren’t these releases something that should be emphasised more? It isn’t an isolated incident either. PSM games do not appear to be featured in any of the weekly Store updates.

Marketing

At the moment, very little is being done. It appears that, with the exception of Sony-supported titles, it is down to developers and the media to promote PlayStation Mobile. As most developers are not provided with review codes for their games, many websites and publications will not provide review coverage so it is left to the smaller, fan-run websites to cover titles that have been purchased by site owners / writers. Without complimentary review code, the mainstream press simply will not consider covering PSM.

What is needed to market PSM properly in addition to review codes is a multi-levelled approach. Not only do we need to see more media coverage of PSM games, but also more coverage of PSM generally. Both the mainstream gaming community and mobile phone market need to be aware of PlayStation Mobile and the range and quality of gaming that is on offer. For the majority of potential PSM customers, the reason they are not currently buying games is that they simply don’t know about PSM rather than the fact that they do not want to buy them.

PlayStation Network Store

This is another area where promotion of PlayStation Mobile is sorely lacking. Despite the addition of the Indie Games category to the PSN Store, PSM games are generally sidelined when it comes to the Store. While PS Vita games can be purchased easily using the web and PS3 versions of the store (as can Minis, PSP titles and PS one Classics for downloading), PlayStation Mobile games can only be purchased directly using a PS Vita and they are only available using their own separate area, as are the Videos. By keeping these isolated from “regular” games, many players simply don’t even look at PSM titles or know when new games are released unless they specifically visit that section on a regular basis. Gamers have admitted to me that they don’t look their and if it had not been for my campaigning, many wouldn’t have even considered trying a single title.

PlayStation 3 / PlayStation 4

As I touched upon earlier, cross-compatibility has been a key strength of Sony systems in the past. We have seen the PS3 capable of running Minis and PS one (and more recently PS2 games) and the PS Vita is capable of running PS one, PSP, Minis and PlayStation Mobile titles. What would give PSM a significant boost would be to tap into the sizeable established userbase of the PS3 by providing a runtime engine allowing PlayStation Mobile games to run on the console. While this would not be possible for all games without some form of touchscreen emulation, the majority of titles that utilise the directional pad / joystick and action buttons would function perfectly on the PS3. Introducing this range to PS3 owners who do not currently own a compatible phone or PS Vita would open up the market again to a new world of gamers.

The Future?

Here at Vita Player, and at many of our friends in the PS Vita community, we are staunch supporters of PlayStation Mobile and we strongly believe that it does have a great deal of potential and a bright future but changes do need to be made. Right now, it seems as if PlayStation Mobile is being treated like a separate entity to other gaming on the PS Vita but it needs to be fully integrated both in terms of the store (in addition to its inclusion in the web and PS3 versions) and its marketing online through the Blog and other means. These are proper games and need to be regarded as such and if gamers and developers don’t feel that Sony are treating these games as such then they won’t be taken seriously by anybody.

On a mobile level, there are a large number of devices available that can run PSM games, but how many people with PlayStation Certified phones have actually tried a game or have created a PlayStation Network account? With the potential market there, these people need to be reached through advertising either in the general media or otherwise. Creating an account will not only give them access to PSM but other Network services such as Music Unlimited so it is in Sony’s best interest to get these users onboard.

The promotional offer giving away a free PSM game worked introducing people to PSM but more is needed here. A new variation of the offer as an introduction to the PlayStation Network could bring in the millions of mobile users that are currently not being reached. Similarly, PSM should be incorporated into PlayStation Plus. Even if members are only offered one game as part of their membership per month, and discounts on others again it could be another factor in promoting the format.

Most critically, making PSM more accessible on a global level and ensuring that people are more aware of it, as I have already discussed here, is key to ensuring the future of PlayStation Mobile. There are enough developers and websites committed to PlayStation and the PS Vita who are willing to get behind PlayStation Mobile and lend their support to and marketing that Sony will do. The rest, as they say, is now in the hands of Sony Computer Entertainment.

I do appreciate that this is a length letter but I and the PlayStation community as a whole, would welcome Sony’s input and comments on this so we can all contribute to making PlayStation Mobile the success it deserves to be.

Simon Plumbe

Site Editor, Vita Player

* * * *

This letter was originally written for the independent PlayStation Vita reviews website Vita Player (http://www.vitaplayer.co.uk). The author, Simon Plumbe, is the website’s editor and a freelance writer with 20 years experience in the video games industry having worked in retail, journalism and software development. This letter can be reproduced on any website freely as long as this notice and the link to Vita Player remains intact.

Ninja Gaiden Sigma Plus PS Vita

Game Review: Ninja Gaiden Sigma Plus (PS Vita)

Ninja Gaiden Sigma Plus is an action adventure game available from retail stores and for download from the PlayStation Store for the PS Vita. The game is an improved port of the PS3’s Ninja Gaiden Sigma, which itself was released across all territories between June and July 2007.

There are two game modes consisting of a single player story mode and ninja trials. The majority of the single player story mode sees you following the story from the perspective of the main character Ryu Hayabusa for sixteen of the nineteen chapters with the other three chapters being played from Rachel’s perspective; Ryu is a dragon ninja, while Rachel is a field hunter. The story sees Ryu fighting to protect his village from the Black Spider Ninja Clan that sets him on an epic adventure across various locations ranging from his home village to an airship and even ice caverns during his journey, while seeking revenge on those who are responsible.

The ninja trials game mode is essentially a compilation of short missions that provide a pick up and play feel to the game for people that want to play Ninja Gaiden Sigma Plus on short journeys that may not have the immediate amount of time required to play the single player story mode. There are fifteen ninja trials consisting of five challenges in each with a sixteenth ninja trial called Eternal Legend that is only unlocked after the rest of the challenges have been completed totalling to seventy-six challenges. The trials are spread across eight tiers with each containing two sets that are progressively unlocked as you complete more challenges at higher difficulty levels. You earn coins depending upon which difficulty level you choose. You start out with just the normal difficulty level, but you unlock the next difficulty level by completing the current highest available difficulty level.

You will be rewarded with a bronze coin for completing a challenge on the normal difficulty; a silver coin for completing a challenge on hard difficulty; a gold coin for completing a challenge on very hard difficulty and a platinum coin for completing a challenge on master ninja difficulty. The missions range from destroying all of the enemies or objects such as radio towers to defeating the leader of a clan, while some of the missions are timed missions; not all of them are. Ninja trials allows you to choose between two characters including Ryu Hayabusa and Rachel. Ryu starts out with just his battle suit, although there are another three unlockable costumes, while Rachel starts out with her leather suit and has a further two unlockable costumes. Once you have completed a mission, a screen will be displayed showing that you have completed the mission and informing you of the amount of karma that you have received from completing the mission as well as if your performance has set a new personal best.

The inventory is split into four categories including: equipment, supplies, accessories and info. The equipment category is split into three sections covering melee weapons, projectile weapons and ninpo. Melee weapons are used for close quarters combat, such as a Japanese sword from the descendants of the Hayabusa Ninja Clan which is carved out of the fang of a dragon called the dragon sword and the legendary nunchaku; while the projectile weapons are used for combat from distance, such as the crossbow with a variety of bows ranging from standard bows to explosive bows and the cross shaped throwing star called shuriken; and ninpo provides special abilities, such as the art of the fire wheels that allows Ryu to create fire wheels that circle him. The supplies category is split into two sections covering items and valuables. The items include various elixirs that increase your health when you are near death in battle and the valuables include anything that you have collected that could be sold in the Muramasa shop to help fund other purchases of weapons and elixirs or pieces to a puzzle that must be placed in a certain location to unlock your path in order to progress.

The accessories category is split into two sections covering armlet and enhancements. The armlets provide you with improved capacities, such as increased strength, increased ultimate technique limit and faster ultimate techniques; while the enhancements provide increased projectile weapon strength and boosting the power of ninpo. The info category is split into three sections covering archives, technique scrolls and maps. The archives include various letters that you have received along your journey; technique scrolls inform you of how to use your special abilities and the maps show a detailed outline of various levels that you have collected maps for along your journey.

There are some puzzles that you will encounter along the way during the story, which really adds to the depth of the gameplay as it sets it apart from other hack and slash games. The camera angle is always fluent with a default camera angle that can be moved anywhere around the main character. The health mechanic in the game sees you using elixirs when near death, but you can also regularly be rewarded with health in the form of blue orbs after having defeated a group of enemies, while karma is earned from defeating enemies and creating long combos and is essentially a scoring system.

The default controls are easy to master, despite a long and evolving moves list. The controls consist of pressing square to attack, triangle is the special attack, O is to use the projectile weapon or to interact with an object when close by such as opening a door and collecting a weapon or elixir, X to jump, O and triangle together to use the ninpo, X and square together to use the wind run, L to guard, R to centre the camera, left analogue stick moves the character, the right analogue stick moves the camera, a tap of the touch screen sees the camera enter the first person view which is ideal for aiming arrows from your crossbow, using the Vita’s motion sensor functionality to move the positioning of the camera angle while in the first person view, using the rear touch pad to tap symbols to boost the power of Ryu’s ninpo, select to display the map (once you have found the map for that particular area) and the start button pauses the game to take you to your inventory.

If for whatever reason you do not like the default controls, they are fully customisable from the button settings screen within the controller settings section of the options menu; as are the projectile controls, which can be changed from pressing a button to using the touch screen. Pressing the square button to attack three times in quick succession will result in a quick and effective combo, while pressing the X button with the left analogue stick held upwards near a wall will result in your character running up the wall and jumping backwards at the peak of the wall or alternatively press X again while ascending the wall to jump backwards off the wall at anytime before the peak of the wall. There is a moves list that details the controls for each of the weapons, which is accessible by pressing the start button, choosing your weapon from the equipment menu and pressing the triangle button. The moves list provides a long list of combos that are referred to as techniques, such as pressing square twice and triangle twice to perform the Fang of the Wolf move with the dragon sword.

Graphically, Ninja Gaiden Sigma Plus is just as good as its PS3 counterpart with crisp textures, lighting and shadows. All of the characters and enemies are well animated and there is no drop in frame rate or screen tearing at anytime no matter how much action and how many enemies are on screen at once, which is of huge importance to a game like this that belongs in the action adventure and hack and slash genres. The game is very gory with lots of blood and violence that is depicted in immense graphical detail.

The presentation of the game is solid with a combination of a touch screen and face button based navigation of the user interface across various menus such as the main menu, save and load menus and the inventory. The audio is of a high quality standard with rock music providing the soundtrack during the menu screens and atmospheric music during gameplay, while you can hear every enemy in agony from their Ryu inflicted wounds and every clash of swords. There are also great voice overs during video sequences and scrolls containing words of wisdom and guidance.

The trophy list includes fifty-one trophies with forty-two bronze trophies, five silver trophies, three gold trophies and one platinum trophy. The trophy list starts out easy with trophies earned for completing the first chapter, obtaining a scarab and completing the fifth chapter, while there are some easier trophies that require a longer period of time to earn such as completing the fifth; tenth and fifteenth chapters, completing all of the chapters, but these will come in time with perseverance. There are harder trophies that are more likely to require a trophy guide in order to achieve them, such as obtaining all of the scarabs and finding all of the Team Ninja logos. The major sticking point on the way to the platinum trophy is the sheer length of the majority of the trophies as they mainly incorporate defeating enemies with a particular weapon between one-hundred and one-thousand times, along with multiple required playthroughs of the story mode and ninja trials across various difficulty levels. This makes for a harder trophy list as I would estimate that it would take upwards of one-hundred hours to earn the platinum trophy!

When starting a new game in the story mode, you have three difficulty levels to choose from including: hero mode, normal and hard. Hero mode is a new inclusion to Ninja Gaiden Sigma Plus that you will not find in the PS3 version of Ninja Gaiden Sigma and is essentially an easy mode, as it has been included for players that are new to the Ninja Gaiden series and casual players, so you can get into the game without having to worry about it being too difficult, of course there may be some places here and there that are more difficult than others to provide a challenge, but it does its jobs as it is noticeably easier than the harder difficulty levels due to providing automatic blocks from enemy attacks and infinite ninpo when near death. There are two more difficulty levels that you can unlock in the form of the very hard and master ninja difficulty levels. You can unlock the very hard difficulty level by starting a new game on the hard difficulty level and playing through until you have defeated Doku at the end of chapter two, while you can also unlock the master ninja difficulty level by starting a new game on the very hard difficulty level and playing through until you have once again defeated Doku at the end of chapter two. Unlike some games that seem to be rather similar across various difficulty levels; the difficulty levels of Ninja Gaiden Sigma Plus definitely adjusts the capabilities and intelligence of the A.I. appropriately with such examples as the A.I. regularly throwing shuriken when they barely use it on hero mode, if at all.

The replayability of Ninja Gaiden Sigma Plus is without doubt, especially as the platinum trophy would take upwards of one-hundred hours to achieve; it really shows just how much gameplay can be explored including all five difficulty levels and the ninja trials. The ninja trials mode provides pick up and play action in short bursts for your entertainment during shorter journeys on public transport, so even if you don’t have the time to play the full story mode while on the go; you will definitely have time for the ninja trials mode. The only downside is that they have bizarrely decided to remove all of the online leaderboards that were available in the PS3 version of the game.

Overall, Ninja Gaiden Sigma Plus excels in all of the areas that you would expect a PS3 action adventure to excel in and retains that level of quality on the Vita. The game possesses excellent graphics, audio, gameplay and replayability, so I would highly recommend that you purchase Ninja Gaiden Sigma Plus for the Vita; even if you are new to Ninja Gaiden or a casual player as you can still quite easily get into the game with the inclusion of the new hero mode and for those of you that want your action in short, sharp bursts; the seventy-six challenges provided by the ninja trials mode with four difficulty levels available for each of them are absolutely perfect for you. This game is a steal especially considering that you can easily find it for £15 or less at retail stores, so don’t hesitate to buy it now!

Jason Bonnar

At A Glance

  • Title: Ninja Gaiden Sigma Plus
  • Publisher: Tecmo Koei
  • System: PS Vita
  • Format: PS Vita Card / PSN Download
  • Cross Buy: No
  • Cross Play: No
  • Online Multiplayer: No
  • Memory Card Space Needed: 768Kb (PS Vita Card) 2.3Gb (PSN Download)

 

Vita Player Returns From Hiatus

We have had a short hiatus from working on the website here at Vita Player due to unforeseen personal reasons, but we wanted to let you know that we’re back and raring to go. Over the next few days we’re going to be bringing you loads of game and app reviews, features and blog posts so expect plenty of new content added to the site. It will be as if we have never been away…!

Simon Plumbe, Site Editor

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Are Microtransactions Good For the PS Vita?

It’s slowly becoming more common across the entire games industry to see microtransactions appearing in games. First we had full games that we were able to buy and then play as much as we wanted without any further expense. Then, over the years, we have been treated to the wealth of content released to enhance games through DLC (although, to be honest, this method of expanding games through additional content in reality dates back to the 8-bit era).

Now, a more worrying trend is emerging that is changing the way gamers – and publishers are looking at the market. It’s commonplace on Facebook to find a never-ending range of games that are apparently free to play, luring gamers in with the chance to play the same socially-driven game as countless numbers of their friends. Some are resource management games, others are simplified versions of well known PC games (Facebook versions of The Sims and Sim City, for example) and then there are sci-fi titles, RPGs and even film and TV tie-ins. All share a common theme though – for players to truly be able to progress and keep up with challenges thrown at them (including missions and objectives that are often time-limited), players need to acquire in-game objects and even though these can be collected using currency earned during play, this is very difficult to achieve so most dedicated players need to purchase these using good old hard-earned cash.

Without realising it, these players can build up astonishing bills playing these games. While small purchases may not seem like a great deal, it soon adds up and before players realise it, they could spend a staggering amount on these games. If you compare the typical amount charged for a full-price retail game, compared with the amount spent by a dedicated F2P gamer and the difference would be shocking. It’s not beyond the realms of possibility that some players could spend a couple of hundred pounds a year playing a single “free” game.

There have been a number of high profile cases recently where children have been playing these games using tablets owned by their parents and have amassed credit card bills approaching a staggering four-figure amount. This is a frightening prospect for any parent to contemplate but for this to be accrued where no physical goods change hands or even actual games are purchased is disturbing. While it is argued that parents should monitor their child’s use of such games that utilise microtransactions, the ease at which payments can be made, especially where payment details are stored is dangerous. What may seem like harmless fun at the time can result in worry, and confusion over who really is at fault.

While it can be argued that parents should take better precautions where their children’s gaming is concerned, it is equally easy for adults to make in-game transactions without realising how much is really being spent, especially where online transactions can be linked to mobile phone accounts and when compared to retail games, these costs can become frighteningly exhorbitant. Certainly without realising it, gamers can spend hundreds of pounds a month depending on the game before realising. Certainly I’ve done this myself and paid for “enhanced” content for free games myself to further progress in games but I’ve always limited this to games that I have genuinely had plenty of enjoyment out of, spent a considerable amount of time playing and have felt that if it were a commercial release I would have been happy paying for.

Where the PlayStation is concerned we have seen this implemented slowly over the last few years. The first on a large scale was PlayStation Home. The virtual world opened up a new area of social interaction between PS3 owners and while access to the service and much of the games was free, there was a notable paid element with clothing, furniture, enhancements to games and other premium content and regular gamers do seem willing to pay for this, ensuring that the basic service is free. In fact, this has spread to the PlayStation Vita with the addition of the PlayStation Home Arcade although in this case it has brought the addition of playable arcade games to the system both in-game for Home and as stand-alone games on the Vita itself.

We’ve also been offered MMORPGs DC Universe Online and Free Realms, again offering premium content at a cost while still offering enjoyable online gaming experiences for all players. Granted, to be able to access premium features, enhanced equipment, storage capacity and functionality micro payments are required and additional missions are available as DLC, the game itself – and it has to be said that this is a vast MMORPG – is free and is populated by plenty of gamers.

DC Universe Online

While the Vita doesn’t have it’s own MMORPG yet, we do have some F2P titles already. Treasures Of Montezuma Blitz has proven to be a fun and popular puzzler and despite offering a microtransaction option, many gamers haven’t felt this necessary. Sony themselves have released a large number of AR games that have been free, choosing to offering additional content and levels as DLC instead as an option to support the free model. Certainly this seems to work as it encourages gamers to pay for games they actually enjoy playing.

The same has also applied to PlayStation Mobile. We have seen a number of games released freely but with additional levels / game modes locked which can be released for a small charge. Lemmings and Bullion Blitz immediately spring to mind but in the latter, there is an entire game available freely (which will be more that good enough for most players) but the additional modes are available for such a low price that it makes the overall package a steal.

Continuing the trend with the other versions of the game, Halfbrick Studios released the PS Vita version of Jetpack Joyride as a free game but offered in-game currency as paid content. While the game can be played without it, again this can help accelerate progress in-game but unlike many not paying doesn’t affect gameplay in any way. The game itself has proven to be incredibly popular and I dare say that many people have paid for coins just to show their appreciation for the developers.

Jetpack Joyride PS Vita 03

Where I am concerned is something that is slowly creeping in to both the PS3 and PS Vita… games that are paid for but that also charge for in-game currency. If a game is offering additional content or bonus levels for a small payment then generally gamers don’t seem to object to this (unless this is content that is already incorporated into the game from the offset and players just unlock it). However, being asked to pay for a game and then again for in-game funds seems to be an insult to gamers, especially if not only does that currency give players a considerable advantage over others (with Leaderboard positions, for example) or if some in-game items are unattainable by any other means or incredibly difficult.

One of the worst culprits currently is Hungry Giraffe. While we think that the PS Vita conversion is absolutely superb, the addition of micro-transactions does confuse us somewhat. In a typical game a player may only accrue a few thousand of the game’s currency (calories). To unlock the best items (new skins for the giraffe), you need to use anything up to 400,000! While the game itself may only cost £2.39 from the PSN Store, calorie packs cost anywhere between £0.65 and £10.99. Taking that into consideration, if you want to unlock everything, the game doesn’t quite look as good value for money any more…

Hungry Giraffe PS Vita 02

Micro transactions do have their place in modern gaming, but there needs to be limitations on their usage. Developers need to set realistic values on their games as if they were sold normally, and then any transactions should be set so players shouldn’t need to pay more that that price to be able to purchase every in-game item. If these payments do go over that amount then there is something fundamentally wrong with the payment models in use and – to be frank – gamers are simply being ripped off. Alternatively, why not simply charge more for the games in the first place and adjust the games so we have access to in-game content more easily?

Will the industry change? Unless gamers vote with their wallets it’s extremely unlikely but we all have a responsibility to let publishers and developers know that there is a limit to how much we are willing to spend on in-game content. Unless we do so now, this could be a trend that could extend across gaming as a whole…

Simon Plumbe

Kung Fu Fight PlayStation Mobile

Game Review: Kung Fu Fight! (PlayStation Mobile)

Fighting games have come on a long way since the 1980s. Nowadays we take 3D characters and fully animated backdrops and arenas for granted, countess game modes and opponents are expected and if a game doesn’t offer us online multiplayer modes then modern gamers are – at best disappointed and at worst feel somewhat cheated.

Kung Fu Fight! takes us back to a simpler time, back to the 80s where games focused on gameplay rather than graphics and concentrated on something that should be at the heart of all gaming experiences – fun! Reminiscent of the early side-scrolling beat-em-ups, you take on the role of a farmer in a small village in ancient China (or Japan… as the story goes, even the game isn’t quite sure!). Now hear me out, this does explain itself in a minute… An evil warlord descends upon the village demanding his usual tribute payment. Unable to pay, he kidnaps the granddaughter of one of the villagers before attacking the elderly man. You swear to avenge the assault and rescue the girl but how? You’re just a farmer… until the old man gives you a strange headband with mystical powers granting you martial arts abilities. Now you’re ready to take on everything in your path…

At the heart of Kung Fu Fight! is a side-scrolling action game. The best way to describe it is a hybrid of running games such as Cannabalt and old-school beat-em-ups such as Kung Fu Master from the arcades. Rather than adopting a push-scroll technique (the game scrolling as you move your character), the game is continually scrolling so you have to react constantly to what appears ahead of you. You have to travel from your village pursuing the warlord through buildings, roadsides, temples until you finally face him in combat. Along the way there are obstacles in the way that you either have to jump over or duck using a sliding movement. There are a variety of opponents in your way who can either be jumped over or attacked and while most will remain stationery, some will run towards you making timing more crucial.

You only have a basic amount of moves at your disposal – punch, jump (and if you use the attack button while in the air you will perform a high kick) and when you slide to duck under things the attack button turns that move into a sliding kick. It’s pretty much as simple as Kung Fu Master was back in 1984 but, to be honest, it doesn’t need anything else more. There are a range of different adversaries that you will encounter and while each only needs a single strike to defeat them, they are all varied. Some are passive and require nothing more than a hit to deal with them, some (dressed in red) throw shuriken at you, others are armed with spears, some throw daggers, there will be sumo wrestlers whose sole intention is to crush you with an almighty belly flop… and more that I’ll leave you to discover. With many of these there are several ways that they can attack you so you need to watch for the signs carefully to know what type of attack you need to use.

The game is spread over a number of stages with checkpoints along the way. While you have an unlimited number of lives, contact with any adversary or collision with any object will take you straight back to the last checkpoint that you had reached. Unlike their previous PSM game, Quiet, Please! here you can leave the game at any point and return at a later date to the last checkpoint you had reached – a much welcome feature as this is a considerably longer game than their last title.

There are two basic game modes – the Story Mode which is the main game itself and you have to proceed through all the different stages to reach the Warlord and rescue the old man’s granddaughter from his clutches. Even with an unlimited number of lives, this game mode will keep you playing for quite some time as it’s a fairly lengthy and varied game with plenty of gameplay in it and once you do eventually complete it, there’s still plenty more replay value here as there are three difficulty levels on offer to challenge you.

The second game mode is Infinite Fortress. Following more closely the gameplay style of Cannabalt and its many clones, you only get a single life here and you just have to travel as far as possible. In both game modes there is a distance counter at the top of the screen, but this is the mode where it really counts! Just remember to keep your wits about you, and be prepared to fight! Again there are three difficulty levels to keep pushing you further and give the game even more longevity.

But that’s not all there is to Kung Fu Fight! In terms of all the opponents you come across and all the obstacles you have to avoid, these are randomly placed so no two games will ever be the same. In fact, if you have to replay any particular section from a checkpoint, things will be different so from that perspective it means that the game will never be the same twice. For me, that meant that this was a real joy to play. It never grew tiresome for one moment and each time I had to restart from a checkpoint it literally was a new set of challenges to face keeping the game fresh every time.

And then there are the “trophies”… At present, PlayStation Mobile doesn’t offer Trophy support, but Kung Fu Fight! has it’s own Trophy Case where you can work towards earning it’s own 15 in-game “trophies” by accomplishing different goals during the game. Some are fairly easy to achieve but others aren’t quite so easy. One of the more quirky ones involves getting to the end of the game’s credits… which presents you with another “hidden” game!

The credits themselves are presented in the form of another elongated level based on the main game with the credits scrolling past. You’ll need to jump or duck under the names of the developers, jump over or attack the randomly appearing characters and avoid or destroy objects to be able to reach the end of the credits and if you manage then you’ll be rewarded with a trophy. Plus it means you’ve had another game to play as well!

Visually, this has been created in the same style as Quiet, Please! – attempting to recreated the pixelated 8-bit look but with a larger colour palette and with slightly chunkier graphics. While the character animation is rather limited, I think it fits the game wonderfully and creates a fantastic retro atmosphere. Despite being small and pixelised, everything is clearly defined, it’s easy to tell each type of adversary from another and it’s wonderfully smooth.

Sound is limited to a few 8-bit sound effects, a chip tune playing in the background (although this was probably more 16-bit era that 8-bit if I am honest here!) and a short burst of digitised speech. The speech itself was limited to just a couple of words and is intentionally rough-sounding (anyone who heard some of the early attempts at sampled sound in the 8-bit era would understand what it was like back then!), but it really adds to the old-school feel of the game.

But how does it play? This really is a great fun game. It’s incredibly simple and while it’s not going to set the world alight as a beat-em-up, it was never intended to. I’ve played a lot of run-and-jump games over the years and while I have said before that I preferred games like I Must Run to games like Cannabalt, neither come close to this. This has taken that genre and really shaken it up and this is one of, if not the most original and unique of all the similar games available. It’s certainly the most addictive. The first time I sat down to play this I intended to try it for a few minutes just to make sure it had installed properly… an hour later and I was still playing it and there aren’t many PSM games that have grabbed my attention so quickly.

This really is a gem and should be an essential buy for every PS Vita owner. If you’re not into retro gaming, look beyond the graphics and I promise you that you’ll love the classic gameplay underneath.

Simon Plumbe

At A Glance

  • Title: Kung Fu Fight!
  • Publisher: Nostatic Software
  • System: PlayStation Mobile
  • Format: PSN Download
  • Cross Buy: No
  • Cross Play: No
  • Online Multiplayer: No
  • Memory Card Space Needed: 13Mb

 

News

3G PS Vita Reduced To £199 At Argos

For anyone still not sure about buying a PlayStation Vita, UK retailer Argos have reduced the price of the 3G+Wi-Fi model to just £199.99 at the moment – a saving of £60 from its previous selling price. More significantly, this now brings the price of the unit down to £20 less than the cost of the Wi-Fi so following the American price drop of the 3G model it does seem apparent that this could lead to a global price drop of the 3G unit prior to it being discontinued. In fact, this is now the cheapest price in the UK for the 3G model – let’s just see if other stores follow suit…

But that’s not all… The 3G console comes complete with extras bundled free! When you purchase the console you also receive a free 4Gb memory card AND a copy of Little Big Planet making this an incredible package for first time Vita owners! More details can be found at the Argos website.

Top Ten Lists

Top 20 PlayStation Mobile Games List

Recently we compiled a list of what we felt were the top ten games available for PlayStation Mobile. Since then, there have been a flood of high quality games released for the format and it’s time we went back and re-evaluated our original list! With that in mind, very soon we’ll be bringing you an updated version of the Top 10 featuring the absolutely best that PS Mobile has to offer while bringing you a brand new list which will highlight the Top 20 must have PlayStation Mobile games if you’re really stuck for choice.

Not everything in the current top ten may still be there, but we’re pretty sure that they’ll all still have a place in the Top Twenty but there may be a few surprises in store…