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I can understand people who want to play Day One a game and pay full price, it do it like 4-5 times a year, but for collecting purpose its a massive massive massive waste of money. Its good to have a reminder... Vous pouvez aussi sans témoins.


ps vita for sale
Glennb Got it on switch so far im 12 hours in loving it also got octopath traveller to start and xenoblade chronicles after i north this Markabs That would help. The March 2017 launch of thewhich operates on a similar concept of providing high budget video games on a portable unit, further overshadowed the Vita, though niche support through indie games and JRPGs continued into the year. In the platform's later years, Sony also responsible its ability to work in conjunction with its other gaming products, notably the ability to play games on it through the process ofsimilar to the 's function of. Retrieved January 27, 2011. Front and rear cameras can be used to take use your face and surroundings in social games, making for a personalised gaming experience. Backward compatibility Main articles:, and The device is backward compatible with most PSP games; however, its lack of a disc drive limits this capability to those titles which have been digitally released on the via thenot physical PSP custodes or films. ps vita for sale

RadiantDuck I only got my Vita last year, it's been great loads of good cheap games. Whether you need a gift in a pinch or you're simply running low on household essentials, a ShippingPass subscription gets you the things you need without hurting your pocket. Retrieved December 30, 2016.


ps vita for sale

Sorry! - The heavier support from Japan, in turn, also helped support the system in the West as well, with many games in the , , , , and series into English on the Vita, or made playable through the system's with digital PSP games.


ps vita for sale

Internally, the Vita features a quad-core processor and a quad-core graphics processing unit. A revised model, the PS Vita 2000 series, released across 2013 and 2014, sports all of the same features with a slightly smaller size, extended battery life, and an screen replacing the OLED display. Sony also released the , a short-lived, re-purposed version of the Vita that allowed for the play of PS Vita games on a screen similar to a , though the PS TV variant was discontinued by the end of 2015. The system's design was created to meld the experience of big budget, dedicated with the then up-and-coming trend of through and. However, in the year after the device's successful launch, sales of the hardware and its bigger budget games stalled, threatening to end its lifespan. A concentrated effort to attract smaller, in the West, combined with strong support from mid-level Japanese companies, helped keep the platform afloat. While this led to less diversity in its game library, it did garner strong support in and alongside a wealth of Western-developed , leading it to become a moderate seller in Japan, and build a smaller, yet passionate userbase in the West. While Sony has not released exact sales figures, analysts estimate the sales to be between 10 and 15 million units. In the platform's later years, Sony also promoted its ability to work in conjunction with its other gaming products, notably the ability to play games on it through the process of , similar to the 's function of. Background After the massive success of 's of throughout the 1990s and early 2000, with little in the way of market competition, and 's massive success with its and around the same time, Sony decided to enter the handheld market as well. In 2004, it released the PSP to compete with the as part of the. After a slow start in the worldwide market, it was invigorated in Japan with multiple releases in the series. With the series being less popular in western regions, it failed to revive the platform in the same way. The PSP ended up being a mixed result for the company. It was seen as a success in that it was the only handheld video game platform that had ever significantly competed with Nintendo for market share in a meaningful way, selling almost 80 million units in its lifespan, roughly the same amount as Nintendo's had during the. Despite this, it had still only managed to sell a little over half of what its actual market competitor, the DS, had sold, which was over 150 million units by the end of 2011. Rumors of a successor to the PSP came as early as July 2009 when reported that Sony was working on such a device, which would utilize the PowerVR SGX543MP processor and perform at a level similar to the original. Reports arose during the that the device was unveiled internally during a private meeting during mid-September held at Sony Computer Entertainment's headquarters in Aoyama, Tokyo. Shortly after, reports of for the handheld had reportedly already been shipped to numerous video game developers including both and third-party developers to start making games for the device, a report later confirmed by Executive Producer Shaun Himmerick. By November, Senior Vice President of , Patrick Soderlund, confirmed that he had seen that the PlayStation Portable successor existed, but could not confirm details. In the same month, released pictures of an early prototype version showing a -like slide-screen design along with two analog sticks, two cameras and a microphone, though the report mentioned that overheating issues had since caused them to move away from the design in favor of a model more similar to the original PlayStation Portable device. Throughout 2010, Sony would not confirm these reports of a PSP successor, but would make comments regarding making future hardware. In December, CEO stated that Sony aimed to appeal to a wide demographic of people by using multiple input methods on future hardware; buttons and joysticks for traditional handheld game system users, and touchscreens for users. Its power was later described by Sony engineers as about halfway between the PSP and PS3. Sony also revealed that the device would be using a mix of retail and digital distribution of games. Further details were announced at 2011, including that Sony would be dropping the PSP's disc format in favor of small game cartridges of 2 GB or 4 GB size variants. Despite reports of the delaying the release of the device, Sony reconfirmed that it was on track for a late 2011 release in Japan and a February 2012 release date for other major regions of the world. The Vita launched with 26 titles in Japan, with Sony announcing that there were over 100 titles in development prior to the system's release overall. The Vita launched in the west with 25 titles, including original titles such as and , and ports of games such as and. The sales of the Vita started strong at launch, but then stalled and greatly underperformed. The Vita had a strong launch in Japan, selling over 300,000 units in its first week of availability, though figures shortly afterwards shrunk down 78% to under 73,000 sold in its second week, and then settled into about 12,000 sold per week in the following weeks. Similarly, in the United States, the system debuted with 200,000 units sold in the first month, before slinking down into an amount of about 50,000 a month. The system continued to get high-profile games over the course of 2012, including , , , , , and. Despite this, the system still only managed to sell 4 million units worldwide in its first 10 months on the market, and estimated by analysts to only be at 6 million units sold after two years of availability. After 2012, Sony ceased releasing direct sales figures of the Vita, instead opting to release combined sales figures with it and the PSP. Still, the system under-performed; while Sony projected selling 16 million units of combined Vita and PSP systems, it had to slash its forecast twice in the same year—down to 12 and then 10 million units sold. With higher profile games not pushing the system sales enough in 2012, big third party companies like and started reducing or eliminating support for the system, especially in the West. Additionally, while the Monster Hunter series had significantly boosted the sales of the PSP, its absence instead hurt the Vita. Its developer, , had decided to release and future Monster Hunter games exclusively on the , where it would sell millions of copies for Sony's main competitor. With support diminishing, Shahid Ahmad, Sony's Director of Strategic Content, instead began a new approach to software, through directly reaching out to, and making accommodations for, smaller, independent developers who were previously release games for mobile and PC platforms. While not completely reversing the sales trends of the Vita, the lower costs of making or porting smaller-budget games made it easier for developers to make a profit on the systems's smaller userbase, and in turn, increased consumer attention on the console, keeping the device afloat. Ahmad also maintained interest in the device by directly interacting with consumers on social media; the game was localized into English only because it was number one in a survey of game's desired on the platform. Sony continued to support the system with games through 2013 as well, albeit lesser so, with titles such as and , along with a handful of other Western-developed ports such as and. While the focus on indie games kept the device afloat in the West, in Japan, no such measures were necessary, as the Vita maintained moderate hardware sales. While it was routinely outsold by its main competitor, the Nintendo 3DS, the Vita still managed to be one of the top consoles sold overall, partially due to Japan's preference towards handheld gaming. Strong support by Japanese developers also helped, with companies such as , , , , , , and releasing many games in the and genre to help kept a steady flow of mid-level releases coming to the system. Additionally, big games such as sold well and roughly in-line with their home console counterparts. The heavier support from Japan, in turn, also helped support the system in the West as well, with many games in the , , , , and series into English on the Vita, or made playable through the system's with digital PSP games. While the system managed to stay afloat as a minor success, other issues continued to persist, including the high price of the system in comparison to its main competitor, the , and its sibling device, the PS3, the high price of its memory cards used for game and data storage, and the increasing popularity of and. The redesign included making the system 20% thinner and 15% lighter, while adding 1 GB of internal storage, and an extra hour of battery life. However, the redesign did remove the screen in favor of a cheaper screen. Shifting focus Towards the end of 2013, around the launch of Sony's next video game device, the the , Sony began making comments in regards to the change in focus with the Vita. Yoshida stated that Sony would be releasing fewer first party games for the platform. Sony attempted to attach the device to the PS4 due to its extreme popularity; it took only a few weeks for the sales to surpass the sales of the Vita over the course of almost two years. It's more about how Vita can have multiple uses — with PS4 , PS3 games with , and the dedicated games. The whole ecosystem with PS4 at the center, the Vita's a part of that. The , released across late 2013 and 2014, also aimed to expand the system's userbase by allowing for Vita games to be played on a television like a home console, though the device was discontinued in the West by the end of 2015, and did not fare well in Japan's handheld-focused region either. In November 2014, president suggested that the new approach was working on hardware level, stating that Vita sales had increased since the implementation of PS4 Remote Play, though he and another Sony representative did not give specific figures. Sony continued to make games for the device, though in smaller number than in past. The last major Sony-developed title, , still found success, selling over 188,000 copies in its first week of release in Japan. The debut was the highest Sony game debut for the system, and the second highest, only to Namco Bandai's late 2013 release of on the platform. Reasons cited included the company focusing on supporting the PS4, and the fact that it felt that third party Japanese developers and Western indie developers were sufficiently supporting the device. Despite Sony's focus on the PS4 and mobile for the future, the Vita still continues to receive substantial third party company game support in the way of Japanese-style and and Western-style indie video games. The device is considered to have sold fairly well in Japan, and still a crucial part of Sony's overall strategy in the region, while Sony has acknowledged that the device still has a very vocal and passionate user-base in the West as well, with the company still encouraging third party companies to create games for the device. At the 2016 , research analyst firm estimated the sales of the Vita to be about at 10 million unit sold through the end of 2015. Multi-platform releases with the PS4 have also incidentally helped sustain the Vita's stream of software, even in the west, through 2016 and 2017; games receive a Vita version more to appeal to Japan's larger Vita user-base, and receive a PS4 version more to appeal to North America's larger user-base. The March 2017 launch of the , which operates on a similar concept of providing high budget video games on a portable unit, further overshadowed the Vita, though niche support through indie games and JRPGs continued into the year. In mid-2017, estimated the Vita userbase to be around 15 million. In line with Sony's ambition to combine aspects of traditional video game consoles with mobile devices like and , the Vita contains a multitude of. The device features two analog sticks, a , a set of standard PlayStation face buttons , , and , two shoulder buttons L and R , a PlayStation button and Start and Select buttons. In addition to these input methods, specific to just the Vita, is a secondary touchpad that is on the back of the device. Other hardware includes , a , built-in , and connectivity, and two. The cameras are both 0. They can be used to take photos or videos using built-in applications on the system. The two cameras feature the abilities of face detection, head detection, and head tracking. The platform also launched with a model with support, which required a separate data plan through a data provider. The 3G service has been partnered with in Japan, in the US, in Canada and in Europe and Australia. The 3G model was discontinued in 2013 and not made available in the system's future revised models. Internally, the device features a custom with a quad-core processor and a quad-core. The Vita's internal battery has between 3—5 hours of power for game playing, depending on the processing power required for the game, screen brightness, sound level and network connections, as well as other factors. Additionally, the battery can supply about five hours for video watching, and up to nine hours of music listening with the screen off. The system does allow for additional external battery solutions as well. The PlayStation Vita has 512 MB of system RAM and 128 MB of VRAM. The amount of RAM allows cross-game chat to be used on the system. The size and shape of the card itself is very similar to an. The PS Vita is incompatible with standard , such as , and instead stores data on proprietary PS Vita memory cards, which are available in sizes of 4 GB, 8 GB, 16 GB, 32 GB and 64 GB. A maximum of 500 applications and games can be stored on the device at a time, regardless of data storage available. When the limit is reached, applications or games must be moved or deleted in order to access those beyond the limit. Remote Play interactivity with PlayStation 4 Main article: All games developed for the PlayStation 4, with the exception of games requiring the use of special peripherals such as , are playable on the Vita through. With the use of a Vita, PS4, and PS4 game, this allows a PS4 game to be run on the PS4, but its output transmitted to the Vita, with the Vita being used for the controller input, and the image and sound being transmitted to the Vita's screen and speakers instead of a. The end result is similar to what a console does with its through. The Vita technically has Remote Play functionality with the PlayStation 3 as well, though due to limitations with the less-powerful PS3 hardware. More PS3 games are available for streaming on the Vita through Sony's service , though they are streamed over the internet in the form of rather than directly from a physical PS3 console. First implemented in 2014, the service was announced to be discontinued on the Vita on August 15, 2017. Revised model The second generation PS Vita system, PCH-2000 A revised model of the Vita was released in Japan on October 10, 2013, in Europe on February 7, 2014 and in North America on May 6, 2014. The revised model, officially called the PCH-2000 series and commonly referred to as the PS Vita Slim, is 20% thinner and 15% lighter compared to the original model. While it largely maintains the original's overall structure and layout, the original's screen has been replaced with a lower-cost display. The model also roughly added about an extra hour of battery life. The newer model also comes with 1 GB of internal storage memory, although it is not possible to use both the internal memory and memory card concurrently. Upon inserting a PS Vita memory card, the system will offer to copy the existing data from the internal memory to the new card. This model has a Type B port, which can be used to charge the device along with any standard micro USB cable. The model was released in six colors in Japan white, black, light blue, lime green, pink, and khaki , although it was only released in black and light blue in North America and Europe. PlayStation TV A picture of the PlayStation Vita TV, showing the ports on its back side The PlayStation TV is a non-portable variant of the Vita; instead of featuring its own display screen like a , it connects to a television via like a traditional , and is controlled though the use of a or controller. Due to the difference in controller input between the Vita and a DualShock controller, Vita games that are dependent on the system's touch-screen, rear touchpad, microphone or camera, are not compatible. It also shares the Remote Play and PS Now functionality of a regular Vita. The system was released in Japan in November 2013, in North America in October 2014, and in Europe on November 14, 2014. The device did not fare well and had a short retail shelf life in North America and Europe, where it was discontinued at the end of 2015. All Vita games are also made available to be downloaded digitally on the via the , although not all games are released physically. Since its launch, digital-only releases have slowly become more prominent, partially in an effort to reduce production costs for release on the platforms comparatively smaller user-base, and partially due to the influx smaller-scale indie mobile phone games that have always been digital-only releases. Like the PS3 and PS4, the Vita contains support for games. The system was designed so that it would be easy for developers to extract PS3 game assets and in turn use them to make Vita versions of games. Prior to the Vita's release, several third-party studios showcased of the device by exporting existing assets from their counterpart and then rendering them on the device, high budget examples including , , and. While none of these particular high budget tech demos materialized into actual game releases, and few big-budget Western games would be made for both outside of , many Japanese development teams would go on to develop mid-level games that would release for both platforms, including Falcom's duology, Compile Hearts' original trilogy, and many entries from Tecmo Koei's and series. Backward compatibility Main articles: , , and The device is backward compatible with most PSP games; however, its lack of a disc drive limits this capability to those titles which have been digitally released on the via the , not physical PSP games or films. The Vita is also backward compatible with the majority of the — the group of games Sony has made available digitally for download, and — small-budget downloadable titles originally created for the PSP and PS3. Games from Sony's initiative had initially been compatible, but were removed when the service was shutdown in September 2015. In Japan, select downloadable and titles became backward compatible as well. Applications A number of are available to run on the Vita, some initially pre-loaded on the device, while others are available via Sony's PlayStation Store. The system's web browser supports , cookies, and , but not. A number of other third party apps commonly found on mobile devices have also been made available on the Vita, including , removed in 2015 , removed in 2015 , removed in 2015 , removed in 2016 , , , , and. While the Google Maps and YouTube apps have been removed, the websites are still accessible and usable through the Vita's internet browser. System software LiveArea, the user interface for the Vita Unlike the PSP and PlayStation 3, the PlayStation Vita does not use the interface. Instead it uses a touchscreen-based UI dubbed , which includes various social networking features via the. Each game or application is represented by its own circle icon, and selecting it leads the user to a panel with multiple options present, including running software itself, going to its respective website through the internet, seeing if there are available for the software, and seeing a -like list of activities related to it, such as installing it or obtaining trophies, for both the user and others the user has interacted with recently. According to , the Vita's original hardware release was generally well-received with critics, although a few concerns persisted as well. Metacritic editor Jason Dietz noted that reviewers tended to praise the Vita's actual hardware design and operating system, but expressed some concern on its practicality, namely competing in 2012 onward, with a large size and price, where mobile phones with large screens and cheap games were prevalent as an alternative. Its initial launch sales were generally seen as positive, selling over 300,000 units in Japan, and 200,000 units in North America. However, a large dropoff occurred in both regions. In Japan, second-week sales dropped 78%, and leveled off at selling about 12,000 units per week. Similarly, sales dropped off to about 30,000 to 50,000 units sold per month for the year after launch in North America. Overall, Sony fell far short of the worldwide sales targets of 10 million Vitas sold by the end of March 2013. The device sold 1. Views on the hardware dropped to more moderate levels in 2013, after the platform's initial sales lulls. Surveys in Japan showed that consumers were not purchasing the device due to its high retail price and perceived lack of software variety, and that current Vita owners only showed a 46% rate of approval for the device and its software library. Similarly, many Western critics felt that the low sales through 2013 would lead to an early death for the product. From 2013 onward, Sony was able to reverse the trajectory of the system by changing focus, aiming to be more of a product than one with mass market appeal — focusing more on small Western mobile phone games and mid-level Japanese developed games, and attaching it to the rise of popularity of its platform with its connectivity functions. Sony also released the Vita model revision, the PCH-2000, which was generally well received by critics as well for addressing a number prior complaints about the system, which included a price and size reduction. However, reviewers felt more mixed on the decision to change from to screen in the revised model, with some feeling it led to a minor downgrade in image quality. While not giving specific figures, Sony stated that Vita sales beat projections in North America in 2014, which it was happy and surprised with, sometimes even falling out of stock. Similar response was found in the UK as well. The platform has been considered to have sold well in Japan, where it outsold the PS4 in 2015, and reached 5 million units sold in 2016 according to sales tracker. It also obtained million-selling software in the same year, with the Japanese Vita release of. By the end of 2015, research firm EEDAR estimated the sales of the Vita worldwide to be around 10 million. Despite the smaller userbase, the platform continues to be viable for game release into 2017 due to the high of software sold per hardware user. In mid-2017, estimated that approximately 15 million units of the system had been sold. Between January 2013 and June 2014, 1,837,710 units were sold within Japan alone. A total of 600,000 units were sold in Spain as of June 2015, and 446,000 units sold in France as of 2014. As of present, no other reliable sales figures have been released. Retrieved October 19, 2011. Archived from on November 23, 2011. Retrieved December 13, 2011. Retrieved September 11, 2012. 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Retrieved December 30, 2016. Retrieved December 30, 2016. Retrieved December 30, 2016. Retrieved December 30, 2016. Retrieved December 30, 2016. Retrieved December 30, 2016. Retrieved December 30, 2016. Retrieved December 30, 2016. Retrieved December 30, 2016. Retrieved December 30, 2016. Retrieved December 30, 2016. Retrieved December 30, 2016. Retrieved December 30, 2016. Retrieved December 30, 2016. Retrieved December 30, 2016. Retrieved December 30, 2016. Retrieved December 30, 2016. Retrieved December 30, 2016.