The PlayStation Vita: New Life For Gaming Handhelds?
It’s easy to be skeptical about the PlayStation Vita. “Vita” means life, which is an optimistic name for Sony’s new handheld gaming system. You don’t need to crunch any numbers to see how smartphones are slowly strangling the life out of portable gaming consoles. Just look around the subway or airport next time you’re in transit and compare the number of Nintendo DSs or Sony PSPs you see to smartphones and tablets. Even kids, the stalwarts of the handheld realm, are increasingly glued to their parents’ iPhones, hooked on Angry Birds and Doodle Jump.
In a way the Vita is already a dinosaur, a $300 instant relic from a time when handheld gaming consoles existed in blissful isolation and mobile phones were merely how people who wore suits for a living talked to one another. It seems like Sony might even think this way, considering how lightly they’ve promoted the Vita’s launch. For weeks leading up to the official release the only television commercials touting the Vita were for a Taco Bell contest and not for the system itself. In the ad, a frightening digital homunculus based on Boston Red Sox first baseman Adrian Gonzalez struggles to steal a piping hot box of Z-grade synthetic Mexican food away from a menagerie of PlayStation characters. It’s a commercial for nightmares.
The problem facing portable gaming systems is that, no matter how many other things they can do, they still exist almost exclusively for gaming. Games are the only reason to buy a Nintendo 3DS or a Vita. Our phones, a mandatory part of modern-day life, can do all the other things a Vita can, like download music, stream movies and swallow up our free time with Twitter and Facebook. But those phones can also play games as beautiful as Infinity Blade II. They can monopolize our time with easily understood but endlessly enjoyable diversions like Jetpack Joyride. They can help us relive our past with ports of classics like Final Fantasy Tactics and Sonic the Hedgehog CD. On the surface the only thing a gaming handheld has over a phone are buttons and a joystick or two.
We’re in the middle of a massive change in how we consume our media. These omnipresent digital devices are rewriting how we receive information, and thus rewriting how we interact with culture on the most basic levels. Print has been withering away for years, and tablets might strike the killing blow. How can gaming handhelds, with their high price tags, expensive games and overpriced peripherals ($99 for a 32 GB Vita memory card?), avoid the same fate? Launching the Vita in 2012 is almost like launching a new nationwide newspaper that costs three bucks a copy.
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