Platform: PlayStation Vita
What is PlayStation Vita?
The PlayStation Vita is Sony’s second handheld gaming platform, designed to deliver console-style experiences in a portable form. Announced with ambition and a futuristic touch interface, the Vita arrived to a world already moving toward smartphone gaming and shorter attention spans. Yet it built a passionate fanbase that still talks about the device like a beloved friend. It combined a crisp high-resolution screen, dual analog sticks, front and rear touch inputs, and integrations with the PlayStation ecosystem. Even today, the Vita remains one of the most elegant pieces of handheld hardware ever shipped, both in engineering and in feel-in-the-hand comfort.
If you want a quick historical anchor, think of it as the follow-up to the PSP, with power approaching a PlayStation 3’s smaller cousin and a user experience that pointed toward the PlayStation 4 era. You can start with the basics in the Wikipedia overview on PlayStation Vita, then come back to dig deeper here.
Origins and launch context
Sony unveiled the device initially under the codename "NGP" for Next Generation Portable. Expectations were intense. The PSP had carved a space beyond Nintendo’s traditional dominance in handhelds, especially in Japan. The Vita aimed to push that momentum further with dedicated hardware for modern 3D games, twin analog sticks for real action titles, and connectivity that blurred the line between living room and commute.
The launch rolled out in Japan in December 2011, then in North America and Europe in early 2012. Pricing positioned the Vita as a premium device. There were Wi‑Fi and 3G/Wi‑Fi variants, reflecting an era when mobile broadband was a selling point. Unfortunately, the larger market shifted rapidly. The Nintendo 3DS found its footing with a price cut and iconic games. Smartphones matured into gaming platforms capable of stealing daily attention. Developers weighed rising mobile audiences against the complexity and cost of bespoke handheld development. The timing of this pivot did not do Vita any favors.
Despite the headwinds, early software showed off the promise beautifully. First-party showpieces, inventive use of touch and motion, and an ecosystem that talked to the PlayStation 3 and later the PlayStation 4 painted a coherent vision. This vision would evolve from big-budget portable blockbusters toward indies, niche Japanese titles, and remote play features. The shift was not what Sony originally pitched, but it gave the Vita a unique identity.
Hardware at a glance
Sony packed ambitious hardware into the Vita. The original model offered a bright 5‑inch OLED display with a 960 by 544 resolution, roughly 220 pixels per inch. The quad-core ARM CPU and a powerful mobile GPU ensured games could approach home console visuals for the time.
It is useful to note a few high-level specs that defined what the device could do. Fans often remember these more like ingredients than dry numbers, since they explained how the Vita punched above its size.
- CPU: Quad-core ARM Cortex-A9 MPCore. This gave developers actual headroom for complex 3D scenes and physics. You can read more about the core on ARM Cortex-A9.
- GPU: PowerVR-based graphics, similar heritage to the tech used in early iOS devices, yet beefier in configuration. A good starting point is PowerVR.
- Memory: 512 MB of system RAM and 128 MB of dedicated VRAM. On a handheld from 2011, this was generous.
- Display: 5‑inch OLED at 960 by 544 on the launch model. The later slim revision switched to an LCD panel.
- Inputs: Dual analog sticks, a D-pad, four face buttons, shoulder buttons, capacitive touchscreen, a rear touchpad, accelerometer, gyroscope, and two cameras.
- Battery: Several hours per charge depending on the activity, typically 3 to 5 hours of intensive play on the original model, with improved efficiency in the slim model.
What these numbers enabled was a breadth of design space. The Vita could handle complex shaders, fast action controls, and unique touch-driven mechanics. It made sense that developers attempted everything from sprawling JRPGs to intricate indie platformers.
Controls and inputs
Twin analog sticks on a handheld changed everything. FPS and third-person action became viable without awkward control compromises. That alone made the Vita feel like a portable console rather than a handheld compromise. The touchscreen introduced convenience and novelty, used for menus, map panning, inventory interactions, and occasionally for fun gimmicks like cutting bamboo or tracing lines.
The rear touchpad is what people remember most when they think of Vita’s personality. It was weird in the best sense. You could "push up" the world in Tearaway, as if your fingers were popping through paper from behind the screen. Some games used it to replace missing triggers, others to add gestures or mimic a mouse pointer. When used thoughtfully, it added expressiveness. When used as a checkbox feature, it felt forgettable. The best games made it a creative tool.
Motion controls were not just for party tricks. Gyro-assisted aiming made shooters more precise. The combination of physical sticks and subtle gyro tweaks is still a favorite among players, and the Vita made it feel natural in a mobile context.
Screen and audio
The original Vita’s OLED display is still striking. Colors are saturated without losing clarity, blacks are inky, and the pixel density makes 2D art look like it was painted on glass. The later slim model switched to an LCD, which was more power efficient and less expensive. The change sparked endless forum debates about which looked better. The OLED will always win fans for its contrast, while the slim’s LCD offered a cooler tone with better battery life and a slimmer chassis. Both are perfectly usable, and both make pixel art and stylized games sing.
Stereo speakers on a handheld can often be an afterthought. On the Vita, they produce surprisingly clear audio for their size. Paired with quality headphones, the Vita’s audio output does justice to Persona soundtracks, rhythm game beats, and ambient exploration tracks.
Connectivity and services
Vita’s network features aimed to bring a PSN identity into your pocket. Wi‑Fi was the norm, and a 3G model existed in many markets for social and light connectivity. Sony included system-level party voice chat and messaging that worked across games. There was also "Near", a geolocation social app intended to show what people around you were playing. It was forward-thinking, though the reality of privacy, server maintenance, and user adoption meant it faded away over time.
Two services defined the Vita’s connected promise. The first was Remote Play, which later took off with PS4 integration. Unlike the PSP era, PS4 Remote Play was widespread and often excellent given a decent network. It streamed your PS4 games to the Vita, letting you continue a session in bed or on the patio. Mapped controls and touch shortcuts let you use the Vita’s inputs to approximate a DualShock layout. The concept lives on today in many cloud and remote solutions, but the Vita felt like a pioneering implementation. You can read about the broader idea on Remote Play.
The second was PlayStation Now cloud streaming, which came to the Vita in select regions for a period. This turned the handheld into a client for titles running on remote servers. The service eventually dropped Vita support as it evolved. The shift mirrors the wider industry’s experimentation with cloud gaming. See PlayStation Now for the overall arc.
Storage and media
Here is where the Vita’s story gets complicated. Game media came on small proprietary cards. Saves were not always stored on the game card, which meant you often needed a separate memory card for saves and downloads. Those memory cards were proprietary and priced much higher than standard microSD alternatives. Many players remember deciding which capacity to get, recalculating budgets, then ending up with something smaller than they wanted. It hurt early momentum.
The slim model improved charging by switching to a standard micro USB connector. That may sound minor, but not carrying a special cable made daily life easier. These kinds of practical touches are the details people appreciate once the honeymoon period ends.
Software ecosystem and UI
The Vita’s interface was called LiveArea. Picture a colorful bubble layout for apps and games rather than a list or cross-media bar. Every game had its own live page with updates and shortcuts. It looked playful and tactile, which matched the touch-first design of the device. Skeptics called it toy-like compared to the PS3’s Cross Media Bar, but its quickness and app-centric flow fit the handheld use case.
Trophy support mirrored the home consoles, so your progress fed into a unified PlayStation identity. Cross-Buy and Cross-Save initiatives connected the Vita with PS3 and later PS4. Buy a game once and play it on multiple platforms, or carry your save back and forth. It felt magic the first time your dungeon progress in a PS3 game resumed on a train via Vita. Sony also supported backward compatibility for many PSP and PS1 digital titles, which instantly gave the Vita a huge library. If you grew up on PS1 classics, having them in your pocket was irresistible.
Sony also ran PlayStation Mobile for a time. It let developers use a shared toolchain to target Vita and certain Android phones. For indie creators and small studios, this was a welcome on-ramp. Later, Unity support opened even more doors. This is part of why the Vita became an indie haven.
Games that defined it
When people remember the Vita, they remember games that felt purpose-built for the hardware. Some were exclusive for a time, others have since spread to PC and modern consoles. The Vita was a fertile ground for both experimental first-party titles and beloved series entries.
- Uncharted: Golden Abyss: Bend Studio delivered a full-blooded Uncharted adventure sized for commutes. It showed off the screen, used touch for climbing and puzzles, and proved the sticks and triggers could handle console action. It remains one of the most polished showcases of the hardware. More about it on Uncharted: Golden Abyss.
- Gravity Rush: A gem that played with gravity manipulation, directed by Keiichiro Toyama. Floating through a painterly city felt natural with the gyro. It is one of the most Vita-feeling games ever made. Learn more on Gravity Rush.
- Tearaway: Media Molecule made a papercraft world where the player’s fingers poked through the rear touchpad to deform terrain. It was joyful, tactile, and bursting with invention. Check Tearaway.
- Persona 4 Golden: The Vita’s calling card for many. Atlus expanded a beloved PS2 RPG with new content and quality-of-life improvements. For years this was the best place to play Persona 4, and the handheld format suited turn-based RPGs beautifully. See Persona 4 Golden.
- Killzone: Mercenary: A true FPS with weighty gunplay and sharp visuals that belied the platform’s size. It was also a showpiece for multiplayer on the go. More on Killzone: Mercenary.
- Freedom Wars: A stylish hunting action game with a dystopian twist and cooperative play. It tapped into the Monster Hunter zeitgeist with its own identity. Details at Freedom Wars.
- Soul Sacrifice: Speaking of hunting action, Keiji Inafune’s dark fantasy offered co-op battles with a grim spellcasting system that consumed parts of your character. See Soul Sacrifice.
- WipEout 2048: Futuristic racing is a PlayStation tradition, and this entry delivered speed and style, plus Cross-Play with PS3 versions. Read WipEout 2048.
Beyond these, the Vita hosted a tidal wave of indies. Hotline Miami, Spelunky, Rogue Legacy, and many more felt perfect on the OLED screen with tight controls. Visual novels and otome games found a large audience, especially in Japan and among dedicated communities in the West. JRPGs like Ys: Memories of Celceta and Trails entries made the Vita a haven for fans of the genre. Cross-platform gems like Dragon’s Crown and Muramasa Rebirth kept the libraries of action RPG players stocked.
Indie haven and niche genres
The Vita never matched home consoles for unit sales, but it reached the right people. For indie developers, the audience was enthusiastic, vocal, and willing to try new ideas. Sony courted small studios with technical support and storefront features. Unity’s support lowered the barrier for ports. The result was a catalog where creative platformers, rogue-lites, Metroidvanias, rhythm games, and bite-sized experiments felt right at home.
For story-first fans, the influx of visual novels and niche Japanese titles made the Vita indispensable. In some circles, it became the machine you used if you were into Danganronpa, Steins;Gate, and a wide range of otome series that rarely got attention elsewhere. This long tail of releases kept the Vita relevant far beyond the period when big Western studios bowed out.
Cross features with PS3 and PS4
Cross-Buy, Cross-Save, and Remote Play were not just slogans. In practice, they created a sense that PlayStation was an ecosystem rather than a product line. You could buy a title on PS3 and get the Vita version without paying twice, or use cloud saves to pick up progress in your living room after a commute. With PS4, Remote Play became a staple. It was not perfect in every environment, but with good Wi‑Fi, it felt like magic.
PlayStation TV is a related chapter. It was a microconsole based on Vita hardware that connected to a television, allowing you to play many Vita titles with a DualShock controller. It also handled PS4 Remote Play. Compatibility depended on the game, since some relied on touch and motion, but for supported titles it turned the Vita ecosystem into a living room option. You can learn more on PlayStation TV.
Market performance and strategy shifts
Sales were lower than the PSP and the Nintendo 3DS, and Sony eventually stopped reporting figures. Public estimates put Vita lifetime sales far below its predecessor and primary competitor. Pricing on memory cards, a complicated launch with a 3G model, and the smartphone tidal wave all chipped away at momentum. Another factor was Sony’s internal resource allocation. As the PS4 exploded in popularity, first-party focus shifted decisively to the home console. Vita-specific big-budget titles became rare after the early years.
Even so, software did not vanish. In Japan especially, it kept a steady stream of releases, and in the West, indies and smaller publishers kept the storefront lively. PlayStation Plus included monthly Vita games for years, which made building a library painless. That benefit ended in 2019 when Sony retired Vita and PS3 titles from the service.
Hardware production ended in 2019, and earlier Sony had stopped offering physical game cards for most Western releases. Pixel-perfect fans still mourn the lost potential, but the system enjoyed a longer practical lifespan than raw sales charts might imply.
Impact on the industry
The Vita’s legacy is bigger than its market share. It advanced ideas that are now commonplace.
- Remote Play normalization: Streaming your console to a handheld felt futuristic in 2013. It is now an expectation, whether via official apps, cloud services, or accessories.
- Cross-Buy and Cross-Save: The concept of buying once across platforms or carrying your save between devices is increasingly standard. The Vita helped make that expectation feel normal.
- Indie platform identity: Sony’s outreach to independent developers during this era, coupled with a receptive audience, cemented the idea that portable platforms can be the perfect home for imaginative, smaller-scale games.
- Human-device design: The comfort of the Vita, the clarity of its display, and the quality of its controls show how thoughtful hardware can elevate software. Even as phones dominate, handheld consoles still borrow from the Vita’s human-centered touches.
There is also the cautionary tale. Proprietary storage formats and fragmented models make life harder for users and developers. Ecosystem friction, even if it seems minor at a design table, compounds in the real world.
Community, modding, and preservation
No platform story is complete without its community. Vita fans are tinkerers and archivists by nature. After official support waned, communities rallied around preservation, homebrew, and documentation. The device runs a wide array of emulators and utilities through unofficial means, and while that space must always navigate legal and ethical lines, the energy is a testament to how much people love the hardware.
Collectors keep trading pristine OLED units and limited editions. Players share tips for maintaining batteries, repairing sticks, and cleaning buttons. The dedication suggests a simple truth. When a device feels good in your hands and gives you memorable experiences, you fight to keep it alive.
Curiosities and anecdotes
Some facts about the Vita add color to its history rather than change your buying decision. They are fun to remember, especially if you lived through the launch period.
- The name: "Vita" means life in Latin. Sony’s branding pointed to a device that plugged into your daily routine rather than a gadget you visit occasionally.
- OLED vs LCD debates: Entire threads debated which display was better. If you ever compared them side by side, you probably had a favorite within seconds. There is no wrong answer, just preferences.
- 3G’s limitations: The 3G model sounded bold, but in practice it was limited for game downloads and real-time play. It worked better for messaging, turn-based updates, and social features.
- Bubble icons: The bubbly LiveArea icons were easy to poke with a thumb, but they also inspired themes and playful layouts. It was a functional canvas that made your Vita feel personable.
- PlayStation TV whitelists: Not every Vita game worked on PSTV, since some required touch or motion. Workarounds and compatibility lists sprouted, which turned into a mini hobby for some fans.
- Battery and chargers: The original model used a proprietary charging port. The slim’s switch to micro USB earned a standing ovation from anyone who had to pack light. It is a small detail that defines daily joy.
On a personal note, I still remember a rainy bus ride with Persona 4 Golden in my lap, headphones on, the OLED screen glowing like a tiny theater. It was the kind of moment that turns a device into a companion. The Vita excels at that feeling.
Technical choices that aged well
Even if you never touch the touchpad, certain engineering choices deserve praise. The dual analog sticks remain the gold standard for handheld control comfort, and the ergonomics minimize hand fatigue compared to many portable devices. The GPU’s capability meant stylized games could target smooth performance and crisp art. The audio stack, while unassuming, faithfully drove everything from chiptune-style indie tracks to fully orchestrated JRPG scores.
App switching and OS responsiveness feel snappy, helped by the device’s RAM and storage speeds relative to its time. Ultimately, the system feels like it was designed by people who cared about friction. In day-to-day use, friction is what you remember. The Vita quietly removed friction where it could.
Development environment and support
Sony provided mature tools and continuous updates to dev kits. Studios that cut their teeth on PS3 could transition many pipelines, and later Unity support opened doors for teams that never tried console development before. PlayStation Mobile introduced a C# based path for smaller projects, which, while eventually retired, marked another attempt to broaden the tent.
The catch was market size and risk. As smartphone audiences exploded and production values for portable 3D games rose, publishers hesitated. That meant fewer mid-tier experiments and more reliance on ports, indie projects, and niche genres. Nevertheless, the released catalog is large, diverse, and historically significant for portable game design.
Buying and playing today
If you are curious about the Vita now, you will find a vibrant secondhand market and a software library that still plays great. The OLED model is sought after for its display, while the slim model has better battery life and a friendlier charging port. Memory card availability and price can still be a consideration, so factor that into your search. Many games also released on PS4, PC, or Switch later, but playing them on a Vita changes the vibe in the best possible way.
Remote Play with PS4 still works nicely in the right network conditions. If you want a pocketable window into your console library, the Vita remains surprisingly capable. It is also a lovely machine for classic PSP and PS1 titles acquired through official channels on your PSN account.
Legacy today
Ask five Vita fans what the device means and you will get five answers colored by the games they love. For some, it is the definitive way to experience Persona 4 Golden. For others, it is the home of Gravity Rush, Tearaway, and a string of inventive first-party experiments you simply did not see elsewhere. Indie enthusiasts remember it as the console that put Spelunky and Rogue Legacy in their bags every day. RPG and visual novel aficionados still keep their units charged for weekend reading marathons.
From a wider lens, the Vita helped set expectations for connected play between devices, validated an indie-first portable identity that later platforms embraced, and reminded hardware designers that comfort, inputs, and screen quality matter as much as raw horsepower. It was not the commercial runaway Sony hoped for, but it left fingerprints on the industry that are easy to trace.
For a deeper reference point and a broad historical summary, the PlayStation Vita Wikipedia page remains a helpful companion to this perspective.
Final thoughts
The PlayStation Vita was bold, beautiful, and slightly out of time. It arrived at the moment mobile phones became good enough to tempt casual players away and when developers started aiming either for massive console hits or low-risk mobile successes. In that tough middle ground, the Vita carved a home for people who wanted craft, texture, and inventiveness in their hands.
It is the rare device that holds up as an object and as a library. If you find one in good condition, it is more than nostalgia. It is a tour through a decade of game design ideas that feel intimate and focused. And if you ever end up playing a late-night dungeon crawl with rain tapping the window and the OLED quietly glowing, you will understand why the Vita still has a heartbeat.
Most played games
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Persona 3: Dancing in MoonlightStory 6h 38mExtras 11h 38mComplete 13h 50m
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Danganronpa V3: Killing HarmonyStory 39h 14mExtras 52h 31mComplete 99h 40m
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Steins;Gate 0Story 14h 22mExtras 28h 36mComplete 32h 36m
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Digimon Story: Cyber SleuthStory 49h 9mExtras 65h 14mComplete 118h 1m
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Zero Escape: Zero Time DilemmaStory 19h 59mExtras 20h 58mComplete 21h 47m
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UndertaleStory 7h 9mExtras 12h 1mComplete 21h 40m
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Danganronpa Another Episode: Ultra Despair GirlsStory 16h 10mExtras 19h 5mComplete 25h 14m
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Odin Sphere: LeifthrasirStory 29h 32mExtras 36h 10mComplete 43h 22m
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Persona 4: Dancing All NightStory 8h 49mExtras 14h 18mComplete 19h 52m
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Severed (2016)Story 5h 26mExtras 6h 26mComplete 7h 29m
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Danganronpa 2: Goodbye DespairStory 34h 23mExtras 43h 22mComplete 61h 58m
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Hyperdimension Neptunia Re;Birth 1Story 29h 23mExtras 45h 35mComplete 74h 55m
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Akiba's Trip: Undead & UndressedStory 9h 28mExtras 16h 4mComplete 41h 29m
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Danganronpa: Trigger Happy HavocStory 25h 38mExtras 32h 24mComplete 46h 46m
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TearawayStory 6h 45mExtras 7h 56mComplete 12h 41m
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The Legend of Heroes: Trails of Cold SteelStory 60h 57mExtras 81h 47mComplete 114h 17m
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Killzone: MercenaryStory 4h 46mExtras 8h 4mComplete 31h 30m
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SteamWorld DigStory 5h 8mExtras 6h 55mComplete 8h 45m
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Dragon's CrownStory 14h 34mExtras 22h 41mComplete 80h 43m
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Muramasa RebirthStory 11h 32mExtras 23h 21mComplete 37h 16m
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Zero Escape: Virtue's Last RewardStory 27h 20mExtras 35h 47mComplete 36h 53m
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Ys: Memories of CelcetaStory 21h 3mExtras 27h 2mComplete 51h 4m
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Uncharted: Golden AbyssStory 9h 56mExtras 11h 45mComplete 29h 32m
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Thomas Was AloneStory 3h 28mExtras 3h 52mComplete 4h 13m
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Tales of Hearts RStory 32h 24mExtras 44h 4mComplete 80h 30m
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Steins;GateStory 27h 39mExtras 36h 41mComplete 42h 34m
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Sound ShapesStory 2h 41mExtras 4h 21mComplete 8h 40m
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Shin Megami Tensei: Persona 3 PortableStory 66h 8mExtras 85h 6mComplete 129h 38m
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Resistance: Burning SkiesStory 5h 51mExtras 6h 22mComplete 6h 59m
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Rayman OriginsStory 11h 2mExtras 14h 53mComplete 22h 2m
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Persona 4 GoldenStory 67h 21mExtras 84h 55mComplete 134h 23m
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Metal Gear Solid 3: Snake EaterStory 15h 53mExtras 20h 14mComplete 26h 8m
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Metal Gear Solid 2: Sons of LibertyStory 13h 42mExtras 15h 55mComplete 30h 48m
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LittleBigPlanet PS VitaStory 6h 46mExtras 10h 56mComplete 29h 17m
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Hotline MiamiStory 5h 37mExtras 7h 53mComplete 16h 19m
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Guacamelee!Story 6h 15mExtras 9h 12mComplete 14h 43m
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Gravity RushStory 10h 13mExtras 13h 31mComplete 20h 33m
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Final Fantasy XStory 47h 12mExtras 72h 49mComplete 155h 20m
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Castlevania: Symphony of the NightStory 8h 35mExtras 11h 43mComplete 16h 8m
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Assassin's Creed III: LiberationStory 8h 9mExtras 11h 39mComplete 16h 27m