2210 mAh[8] PCH-1000: approx. 3–5 hours for games, 5 hours for video, 9 hours for music (in stand-by mode)[9] PCH-2000: approx. 4–6 hours for games, 7 hours for video, 12 hours for music (in stand-by mode)
The original model of the handheld includes a 5-inch (130 mm)OLED multi-touchcapacitive touchscreen, a rear touchpad, twoanalog joysticks, and front and shoulderpush-button input, and supportsBluetooth andWi-Fi as standard while a variant model was sold with an additional3G modem. The Vita features a quad-coreARM Cortex-A9 MPCore CPU and a quad-coreSGX543MP GPU. The PS Vita 2000 series, a revised version of the system, was released across 2013 and 2014. It has all of the same features with a slightly smaller size, extended battery life, and anLCD panel instead of an OLED. Sony released thePlayStation TV, a short-lived, re-purposed version of the Vita that uses atelevision screen like ahome video game console, discontinued at the end of 2015.
The Vita's design was intended to meld the experience of big-budget, dedicatedvideo game platforms with the then up-and-coming trend ofmobile gaming as seen onsmart phones andtablets. 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 independent developers in the West, combined with strong support from mid-level Japanese companies, helped keep the platform afloat. Though this led to less diversity in its game library, it strengthened support inJRPGs,visual novels, and Western-developedindie games. This built moderate sales in Japan and a smaller yet passionate userbase in the West. Though Sony has not released exact sales figures, estimates are around 15 to 16 million units. In the platform's later years, Sony promoted the PlayStation Vita's ability to work in conjunction with its other gaming products, such asRemote Play ofPlayStation 4 games, similar to theWii U's function ofOff-TV Play. The platform stalled in 2017 upon the release of theNintendo Switch, and was completely discontinued in 2019. The system is regarded as acommercial failure in the video game industry, and was significantly outsold by the Nintendo 3DS. No direct successor was released by Sony, though in 2023, a similar remote play accessory, thePlayStation Portal, was released for thePlayStation 5.
After the success ofNintendo'sGame Boy family ofhandheld game consoles throughout the 1990s and early 2000s, with little market competition, andSony's massive success with itsPlayStation andPlayStation 2home video game consoles around the same time, Sony entered the handheld market as well. In 2004, it released thePlayStation Portable (PSP) to compete with theNintendo DS as part of theseventh generation of video game consoles.[15] After a slow start in the worldwide market, it was invigorated in Japan with multiple releases in theMonster Hunter series.[15][16] 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, with almost 80 million units sold in its lifespan, roughly the same amount as Nintendo'sGame Boy Advance had during thesixth generation of video game consoles.[15] This is only a little more than half of the sales of its actual market competitor, the DS, which was more than 150 million units by the end of 2011.[17]
Rumors of a successor to the PSP came as early as July 2009 whenEurogamer reported that Sony was working on such a device, which would utilize the PowerVR SGX543MP processor and perform at a level similar to the originalXbox.[18] Through mid-2010, websites continued to run stories about accounts of the existence of a "PSP 2".[19][20][21][22][23] Reports arose during theTokyo Game Show that the device was unveiled internally during a private meeting during mid-September held at Sony Computer Entertainment's headquarters in Aoyama, Tokyo.[20] Shortly after, reports ofdevelopment kits for the handheld had reportedly already been shipped to numerous video game developers including bothfirst-party and third-party developers to start making games for the device,[24] a report later confirmed byMortal Kombat Executive Producer Shaun Himmerick.[25] By November, Senior Vice President ofElectronic Arts, Patrick Soderlund, confirmed that he had seen that the PlayStation Portable successor existed, but could not confirm details.[26] In the same month,VG247 released pictures of an early prototype version showing aPSP Go-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.[21][23][27]
Throughout 2010, Sony would not confirm these reports of a PSP successor but would make comments regarding making future hardware.Shuhei Yoshida, President ofSCE Worldwide Studios revealed that his studio, despite usually being more involved with software, had a continued role in future hardware development at the time.[28] In December,Sony Computer Entertainment CEOKazuo Hirai 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 forsmart phone users.[29] The device was officially announced by Sony on January 27, 2011, at their "PlayStation Meeting" press conference held by the company in Japan.[30] The system, only known by its code name "Next Generation Portable" (NGP), was announced to be a handheld gaming device that aimed forPlayStation 3 quality visuals,[30] which was later clarified to not be taken at a literal level because, according to David Coombes, platform research manager atSony Computer Entertainment America, "Well, it's not going to run at 2 GHz [like the PS3] because the battery would last five minutes and it would probably set fire to your pants".[31] Its power was later described by Sony engineers as about halfway between the PSP and PS3.[32] As rumors had suggested, the device was designed to present "the best of both worlds" between mobile and handheld gaming, including a 5-inch OLED touchscreen, a rear touchpad coupled with physical buttons and dual analog sticks.[33] Sony also revealed that the device would be using a mix of retail and digital distribution of games.[22] Further details were announced atGame Developers Conference 2011, including that Sony would be dropping the PSP'sUMD disc format in favor of small game cartridges of 2 GB or 4 GB size variants.[34] along with two cameras, facial detection, head detection and tracking capabilities.[35]
On June 6, 2011, atE3 2011, Sony announced that the device's official name would be the PlayStation Vita, with the word "vita" being Latin for "life".[36]Mark Cerny was the lead architect of the device.[37] Despite reports of the2011 earthquakes in Japan delaying the release of the device, Sony reconfirmed that it was on track for a late 2011 release in Japan[38][39] and a February 2012 release date for other major regions of the world.[39][40] The release date was later narrowed down to a December 17, 2011, release in Japan,[41] and a February 22, 2012, release date for America and Europe, although a limited edition was released a week earlier in North America on February 15, 2012, which included the 3G/Wi-Fi model of the device, the gameLittle Deviants, a limited-edition carry case, and a 4 GB memory card.[40] 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.[42] The Vita launched in the west with 25 titles,[43] including original titles such asUncharted: Golden Abyss andWipeout 2048, and ports of games such asFIFA 12 andRayman Origins.[44]
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.[45][46] 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.[47] 1.2 million units were reported as sold as of February 26, 2012 – after it had launched in most regions.[48] The system continued to get high-profile games over the course of 2012, includingGravity Rush,LittleBigPlanet PS Vita,Sonic & All-Stars Racing Transformed,Persona 4 Golden,Assassin's Creed III: Liberation, andCall of Duty: Black Ops: Declassified. Despite this, the system still only managed to sell 4 million units worldwide in its first 10 months on the market,[11] and estimated by analysts to only be at 6 million units sold after two years of availability.[49] After 2012, Sony ceased releasing direct sales figures of the Vita, instead opting to release combined sales figures with it and the PSP.[49] 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.[50]
With higher-profile games not pushing the system sales enough in 2012, big third-party companies likeUbisoft andActivision started reducing or eliminating support for the system, especially in the West.[33] Additionally, while theMonster Hunter series had significantly boosted the sales of the PSP, its absence instead hurt the Vita. Its developer,Capcom, had decided to releaseMonster Hunter Tri and futureMonster Hunter games exclusively on theNintendo 3DS, where it would sell millions of copies for Sony's main competitor.[16][51] 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 had previously released games for mobile and PC platforms.[33] 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 system's smaller userbase, and in turn, increased consumer attention on the console, keeping the device afloat.[33]Fez,Spelunky,Hotline Miami, andOlliOlli all found success with releases on Vita.[33] Ahmad also maintained interest in the device by directly interacting with consumers on social media; the gameTales of Hearts R was localized into English only because it was number one in a survey of games desired on the platform.[33] Sony continued to support the system with games through 2013 as well, albeit lesser so, with titles such asKillzone: Mercenary andTearaway, along with a handful of other Western-developed ports such asFIFA 13 andRayman Legends.[52]
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.[53] 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.[53] Strong support by Japanese developers also helped, with companies such asBandai Namco,Falcom,Koei Tecmo,5pb,Compile Heart,Spike Chunsoft, andAtlus releasing many games in theJRPG andvisual novels genre to help keep a steady flow of mid-level releases coming to the system.[53] Additionally, big games such asFinal Fantasy X/X-2 HD Remaster sold well and roughly in-line with their home console counterparts.[54] The heavier support from Japan, in turn, also helped support the system in the West as well, with many games in theAtelier,Ys,Danganronpa,Persona, andTrails serieslocalized into English on the Vita, or made playable through the system'sbackward compatibility with digital PSP games.[55]
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, theNintendo 3DS,[45] and its sibling device, the PS3,[52] the high price of its memory cards used for game and data storage,[52][56] and the increasing popularity ofsmartphones andtablets.[46][50] In August 2013, Sony addressed the first two, dropping the price to $199 in North America and €199 in Europe, and cutting the suggested retail price of the memory cards as well.[57] The price cut also coincided with the release of a slight redesign of the system, the "PS Vita 2000" model.[58] 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.[58] However, the redesign did remove theOLED screen in favor of a cheaperLCD screen.[58]
Towards the end of 2013, around the launch of Sony's next video game device, thehome video game console thePlayStation 4, Sony began making comments in regard to the change in focus with the Vita.[59] Yoshida stated that Sony would be releasing fewer first party games for the platform.[60] Sony Computer Entertainment's Product Planning & Platform Software Innovation Director Don Mesa stated that the "economics simply don't work with the traditional process".[61] Sony addressed the "economics of Vita game development" issue with beginning on focusing on the fact that almost all PlayStation 4 games could be streamed and played through a Vita throughRemote Play.[62] 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.[49] In July 2014, Yoshida stated that the company would focus on it less as a dedicated handheld video game console, and more on its combination of uses, stating "it's not about individual Vita games any more. It's more about how Vita can have multiple uses – with PS4Remote Play, PS3 games withPS Now, and the dedicated games. The whole ecosystem with PS4 at the center, the Vita's a part of that."[63] Sony later announced that the Vita will havePlayStation VR integration in the form of asecond screen as well.[64]Open beta trials for PlayStation Now functionality on the PS Vita began on October 14, 2014, in North America.[65] ThePlayStation TV, 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,[66] 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.[67] In November 2014,SCEA presidentShawn Layden suggested that the new approach was working on hardware level, stating that Vita sales had increased since the implementation of PS4 Remote Play,[68] though he and another Sony representative did not give specific figures.[68] Sony continued to make games for the device, though in smaller number than in past. The last major Sony-developed title,Freedom Wars, still found success, selling over 188,000 copies in its first week of release in Japan.[69] The debut was the highest Sony game debut for the system, and the second highest, only to Namco Bandai's late 2013 release ofGod Eater 2 on the platform.[69]
In September 2015, Yoshida stated that Sony had no current plans for a Vita successor, stating that "climate is not healthy for now because of the huge dominance of mobile gaming."[70] AtE3 2015, he had stated that Sony would not be making any more AAA, big budget games to the system,[71] but by October, the comment had been revised that Sony would not be making any more games for it at all.[72] 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.[71][72] In March 2016, Sony announced that instead, it would be forming a new company, "Forward Works", and be instead concentrating on bringing PlayStation-based games to mobile platforms likeiOS andAndroid.[73][74]
Despite Sony's focus on the PS4 and mobile for the future, the Vita still continued to receive substantial third-party company game support in the way of Japanese-stylerole-playing games andvisual novels and Western-style indie video games through 2017.[75][76]Minecraft in particular was successful for the platform, with it selling over 1.2 million physical copies in Japan alone as of September 2017.[77] The device is considered to have sold fairly well in Japan,[70] and still a crucial part of Sony's overall strategy in the region,[76] 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.[78] At the 2016Game Developers Conference, research analyst firm EEDAR estimated the sales of the Vita to be about at 10 million units sold through the end of 2015.[79] 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.[80][81] The March 2017 launch of theNintendo Switch, 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.[82] In mid-2017,Glixel estimated the Vita userbase to be around 15 million.[82]
On September 20, 2018, Sony announced atTokyo Game Show 2018 that the Vita would be discontinued in 2019, ending its hardware production.[83][84] Production of new physical Vita games in Europe and America ceased by the end of Sony's 2018 fiscal year, which ended on March 31, 2019.[85] At the time of the announcement,USgamer estimated that the Vita userbase had grown to approximately 16 million units.[86] Production of Vita hardware officially ended on March 1, 2019.[87] In March 2021, Sony announced that the Vita's online storefront would be closing on August 27, 2021, making it impossible to purchase digital games for the platform, though still allowing for the download of previously purchased games; this decision was later reversed following consumer backlash.[88][89]
In line with Sony's ambition to combine aspects of traditional video game consoles with mobile devices likesmartphones andtablets, the Vita contains a multitude ofinput methods. The device features a "super oval" shape similar to the design of the original PlayStation Portable, with a 5-inch (130 mm)qHDOLEDcapacitive touchscreen in the centre of the device.[90][91] The device features two analog sticks, aD-pad, a set of standard PlayStation face buttons (,, and), two shoulder buttons (L and R), a PlayStation button and Start and Select buttons.[91]Motion control is also possible through Sony'sSixaxis motion sensing system, consisting of a three-axisgyroscope and a three-axisaccelerometer.[91] In addition to these input methods, specific to just the Vita, is a secondary touchpad that is on the back of the device.[92]
Other hardware includesstereo speakers, amicrophone, built-inWi-Fi, andBluetooth 2.1+EDR connectivity, and twocameras.[91] The cameras are both 0.3megapixel and run at640×480 (VGA) at 60 frames/s, or at320×240 at 120 frames/s.[93] 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.[35][94] The platform also launched with a model with3Gmobile data support, which required a separate data plan through a data provider.[95][96] The 3G service has been partnered withNTT DoCoMo in Japan,AT&T in the US,Rogers in Canada andVodafone in Europe and Australia. The 3G model was discontinued in 2013 and not made available in the system's future revised models.[97]
The proprietary PlayStation Vita memory card (16 GB version)
Internally, the device features a customsystem on chip with a quad-coreARM Cortex-A9 MPCore processor and a quad-coreGPUSGX543MP4+.[90] Sony has stated that the Vita generally runs well under its full clock speed but due to overheating and battery consumption issues that would ensue, Sony placed its processing power "around halfway between the current PSP and the PS3".[31] 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.[98] Additionally, the battery can supply about five hours for video watching, and up to nine hours of music listening with the screen off.[9] The system does allow for additional external battery solutions as well.[99] The PlayStation Vita has 512 MB of system RAM and 128 MB of VRAM.[100][101] The amount of RAM allows cross-game chat to be used on the system.[101]
Software for the PlayStation Vita is distributed on a proprietaryflash memory card called "PlayStation Vita game card" rather than onUniversal Media Discs (UMDs) as used by the PlayStation Portable.[102][103] The shape and size of the card itself is very similar to anSD card. 5–10% of the game card's space is reserved for game save data and patches.[34] The PS Vita is incompatible with standardmemory cards, such asSD cards, and instead stores data on proprietary PS Vita memory cards, which are available in sizes of 4 GB, 8 GB, 16 GB, 32 GB[104] and 64 GB.[105] Initially, a maximum of 100 applications and games can be stored on the device at a time, regardless of data storage available.[106] When the limit is reached, applications or games must be moved or deleted in order to access those beyond the limit.[107] This limit was later raised to 500 applications in system software version 3.10 released in 2014.[108] Due to the high price of official Sony memory cards, inexpensive third-party "SD2Vita" adapter cards which allow the use of commodity micro SD storage media in conjunction with a modified console appeared on the market.[109]
All games developed for the PlayStation 4, with the exception of games requiring the use of special peripherals such asPlayStation Camera, are playable on the Vita throughRemote Play.[110][111] 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 atelevision.[112] The result is similar to what aWii U console does with itsGamePad controller throughOff-TV Play.[112] The Vita technically has Remote Play functionality with the PlayStation 3 as well, thoughvery few PS3 games supported the feature due to limitations with the less-powerful PS3 hardware.[113] More PS3 games are available for streaming on the Vita through Sony'scloud gaming servicePlayStation Now, though they are streamed over the internet in the form ofcloud computing rather than directly from a physical PS3 console.[114] First implemented in 2014, the service was announced to be discontinued on the Vita on August 15, 2017.[115]
A revised model of the Vita was released in Japan on October 10, 2013, in Europe on February 7, 2014[116] and in North America on May 6, 2014.[117] The revised model, officially called the PCH-2000 series[118] and commonly referred to as the PS Vita Slim,[119] is 20% thinner and 15% lighter compared to the original model.[105] While it largely maintains the original's overall structure and layout, the original'sOLED screen has been replaced with a lower-costLCD display.[105] The model also roughly added about an extra hour of battery life.[105] 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.[120] Upon inserting a PS Vita memory card, the system will offer to copy the existing data from the internal memory to the new card.[121] This model has amicro USB 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),[105] although it was only released in black and light blue in North America and Europe.[122]
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, it connects to a television viaHDMI like a traditionalhome video game console, and is controlled though the use of aDualShock 3 orDualShock 4 controller.[123] 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.[124] It also shares the Remote Play and PS Now functionality of a regular Vita. The system was released in Japan in November 2013,[125] in North America in October 2014, and in Europe on November 14, 2014.[126] 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.[67]
Physical software for the Vita is distributed on a proprietaryflash memory card called "PlayStation Vita game card".[102][103] All Vita games are also made available to be downloaded digitally on thePlayStation Network via thePlayStation Store,[127] although not all games are released physically.[128] Since its launch, digital-only releases have slowly become more prominent, partially in an effort to reduce production costs for release on the platform's comparatively smaller user-base, and partially due to the influx smaller-scale indie mobile phone games that have always been digital-only releases.[128] Like the PS3 and PS4, the Vita containsTrophy support for games.[129]
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 showcasedtech demos of the device by exporting existing assets from theirPlayStation 3 counterpart and then rendering them on the device, high budget examples includingMetal Gear Solid 4: Guns of the Patriots,Yakuza 4, andLost Planet.[130] 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 ofPlayStation All-Stars Battle Royale,[131] many Japanese development teams would go on to develop mid-level games that would release for both platforms, including the first two games from Falcom'sTrails of Cold Steel series, Compile Hearts' originalHyperdimension Neptunia trilogy, and many entries from Tecmo Koei'sAtelier andDynasty Warriors series. The trend continued on the PS4 as well, with Vita/PS4 releases becoming common due to the spread of their userbases – Vita versions for Japan, where the Vita was larger in its initial years, and PS4 versions of games for North America and Europe, where the PS4 userbase was substantially larger. FewPlayStation 2 titles were ported to the Vita due to the PS2's complicated architecture– games that did, such asFinal Fantasy X/X2 Remaster andPersona 4 Golden required extensive reworking,[132] or were based on their PS3 counterparts, such asJak and Daxter Collection,Ratchet and Clank Collection, andSly Cooper Collection. Towards the end of its lifespan, Vita versions of games began to be cancelled, in favor of PS4 or Nintendo Switch releases.[133]
The device is backward compatible with most PSP games; however, its lack of aUMD disc drive limits this capability to those titles which have been digitally released on thePlayStation Network via thePlayStation Store, but not physical PSP games or films.[134] The Vita is also backward compatible with the majority of thePS one Classics – the group ofPlayStation 1 games Sony has made available digitally for download, andPlayStation Minis – small-budget downloadable titles originally created for the PSP and PS3.[135] Games from Sony'sPlayStation Mobile initiative had initially been compatible but were removed when the service was shut down in September 2015.[136] In Japan, select downloadablePC Engine andPocketStation titles became backward compatible as well.[137]
A number ofapplications are available to run on the Vita, some initially pre-loaded on the device, while others are available via Sony'sPlayStation Store. Pre-loaded apps include aweb browser,[138] a "Content Manager" app for monitoring data saved to the device,[138] anemail client, a music app,[139] a photo app,[139] and a video player.[139] The system's web browser supportsHTML5, cookies, andJavaScript, but notAdobe Flash.[140] Also included was "Near", asocial media/GPS like app that allowed the user to see other Vita players in the area, and what games or applications they had been using, with the opportunity for some limited interactivity and communication,[139] although most of its functionality was disabled in 2015.[141]
Unlike the PSP and PlayStation 3, the PlayStation Vita does not use theXrossMediaBar interface. Instead, it uses a touchscreen-based UI dubbedLiveArea, which includes various social networking features via thePlayStation Network.[102] 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 aredownloadable updates available for the software, and seeing anewsfeed-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.[150]
Comparison of the PCH-1000 (white) and PCH-2000 (red), showing the differing displays used
According toreview aggregatorMetacritic, the Vita's original hardware release was generally well-received with critics, although a few concerns persisted as well.[151] 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.[151] As of its initial Western launch in February 2012, out of 44 professional critic reviews, 9 fell in the "Great" rating, 29 in the "Good" rating, 6 in the "Mixed" rating, and 0 in the "Bad" or "Awful" rating.[151]
Its initial launch sales were generally seen as positive, selling over 300,000 units in Japan,[152] and 200,000 units in North America.[153] 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.[152] Similarly, sales dropped off to about 30,000 to 50,000 units sold per month for the year after launch in North America.[153] Overall, Sony fell far short of the worldwide sales targets of 10 million Vitas sold by the end of March 2013.[154] The device sold 1.2 million units as of the end of February 2012,[155] 4 million by the end of 2012,[11] and were only estimated by analysts to have reached 6 million by the end of 2013,[156] figures that have not been confirmed due to Sony's ceasing to release Vita sales figures after hitting the 4 million mark at the end of 2012.[157]
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,[158] and that current Vita owners only showed a 46% rate of approval for the device and its software library.[159] Similarly, many Western critics felt that the low sales through 2013 would lead to an early death for the product.[158][160][161][162]
From 2013 onward, Sony was able to reverse the trajectory of the system by changing focus, aiming to be more of aniche 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 itsPlayStation 4 platform with itsremote play connectivity functions.[163][164][165] Sony also released the Vita model revision, the PCH-2000, which was generally well received by critics as well for addressing a number of prior complaints about the system, which included a price and size reduction.[166] However, reviewers felt more mixed on the decision to change fromOLED toLCD screen in the revised model,[167] with some feeling it led to a minor downgrade in image quality.[166][168]
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.[169] Similar response was found in the UK as well.[163] The platform has been considered to have sold well in Japan,[170] where it outsold the PS4 in 2015,[171] and reached 5 million units sold in 2016 according to sales trackerMedia Create.[172] It also obtained million-selling software in the same year, with the Japanese Vita release ofMinecraft.[173] By the end of 2015, research firm EEDAR estimated the sales of the Vita worldwide to be around 10 million.[174] Despite the smaller userbase, the platform continued to be viable for game releases into 2017 due to the highattach rate of software sold per hardware user.[82][165][175][176]Limited Run Games and various indie game developers praised the platform for its wide selection of more original and niche video games, and the strong respective sales of them.[82] In mid-2017,Glixel estimated that approximately 15 million units of the system had been sold,[82] while by September 2018, USGamer estimated it had grown to about 16 million units.[86]
In a 2021 retrospective byThe Verge, Sony employees attributed several factors to the Vita's poor sales in contrast to the PSP, which had an estimated 80 million sales in its lifetime; a similar drop had been seen byNintendo with its transition from theNintendo DS to theNintendo 3DS.[177] Christian Phillips, a former senior director in Sony, said they had underestimated the impact ofmobile gaming at the time of the Vita's release. They had considered gaming on smartphones to be "just good enough for gameplay" and instead felt tablet computers to be more their competitors to the Vita, according to Phillips.[177] While some technologists in Sony had cautioned that mobile device computational power could outpace current consoles around 2010–2011, the design of the Vita did not incorporate this caution. Thus, the Vita was released at the same time that mobile gaming was greatly expanding, losing potential consumers to that market.[177]
John Koller, the former vice president of marketing at Sony, also believed that the Vita had been released too late into the main PlayStation console cycle and too close to thePlayStation 4's release in November 2013. As one of Sony's flagship products, many of their first-party developers had put more focus on games for that system rather than the Vita as a result. The lack of interest from Sony's first-party teams reverberated to third-party developers, who felt the Vita was not worth the effort to develop for over the upcoming PlayStation 4, leaving the Vita without a strong software library. Koller believed that if the Vita had launched earlier into thePlayStation 3's lifecycle, they would have been able to capture more interest from developers during that time and build out a more compelling library for the Vita.[177]
The Vita was considered a commercial failure for Sony.[178] In 2018, Sony announced there would be no successor to the Vita/PSP line of handhelds.[179] With the success of theNintendo Switch andSteam Deck handhelds moving into the 2020s, publications questioned Sony's decision to abandon the market.[178] In 2023, Sony announced "Project Q", a controller with an 8-inch screen for thePlayStation 5 that would replicate the experience ofremote play on a Vita orOff-TV Play of theWii U GamePad. The product was later namedPlayStation Portal and was released on November 15, 2023.[180][181]
^Released on February 15th as a 'First edition' bundle with the gameLittle Deviants at select retailers. A more sophisticated launch was later done on February 22, 2012 nationwide.
^Sony has not released figures since August 2012, when it revealed that PS Vita sales had reached 2.2 million units as of June 30, 2012. It did note that sales in fiscal 2012 were down compared to the previous year.
^Between the system's launch and January 2013, 4 million units were sold worldwide.[11] Between January 2013 and June 2014, 1,837,710 units were sold within Japan alone.[12] A total of 600,000 units were sold in Spain as of June 2015,[13] and 446,000 units sold in France as of 2014.[14] As of present, no other reliable sales figures have been released.
^ab"PLAYSTATIONVITA"(PDF). Sony Computer Entertainment. September 2011. Archived fromthe original(PDF) on September 29, 2011. RetrievedDecember 17, 2011.