![]() Aside from that fact, it had a full showing of cars and tracks, providing a solid alternative to the stripped-down Ridge Racer that was available at launch. The former, a Burnout clone entitled Asphalt Injection, was heavily translated from a previous iOS release, yet it was somewhat remarkable for being the only racing game on the handheld to target 60fps (although it often failed to meet this). However, it still fills a niche that has remained relatively un-tapped on the console (that of the isometric dungeon-crawler). The latter, a Diablo clone with the title Dungeon Hunter Alliance, which had previously been available on PS3, was sloppily ported over, with plenty of slowdown happening when there was a lot of action on screen. In a more surprising move, Ubisoft also partnered with mobile developer Gameloft to bring two of its most popular franchises - Asphalt and Dungeon Hunter - to the Vita at launch. While sales numbers are scarce for the port, VGChartz estimates it broke the 500k barrier, and it's worth noting that the title as a whole made a profit for Ubisoft. Sadly, local co-op multiplayer was cut from the release, but a ghost mode that allowed you to challenge your friends' runs was put in its place. The Vita version was an incredibly solid effort, translating the beautiful design to the console's gorgeous OLED screen with ease, alongside maintaining the solid 60fps gameplay. Speaking of standouts for the console's launch, a port of the November 2011-released Rayman Origins, Ubisoft's seminal 2D platformer, also received rave reviews. Official sales numbers are unavailable for the game (VGChartz suggests around 230k), but it's likely it benefited greatly from being a standout launch title. It was easy to see why - it looked gorgeous on the shiny new OLED screen and masterfully updated Tetris' formula to create an addictive new puzzler. Just as the company had graced the launch of PSP with the franchise, Ubisoft also managed to show up for the Vita's first day on the market with what many reviewers described as the handheld's first "must have" title. Perhaps the most noteworthy of Ubisoft's launch games was a brand-new entry in its quirky puzzle-rhythm mash-up series Lumines, entitled Electronic Symphony. Unlike the Japanese publishers I've examined in this article series, Ubisoft managed to have a much better launch showing on Vita, mixing ports, existing IPs, and new games. ![]() ![]() ![]() Among the western publishers who did show up there have been varying levels of lesser support and leading the group in my mind is Ubisoft, which at least provided a spree of decently-budgeted games early in the Vita's life, even if this evaporated fairly quickly as time went on. I’ll be examining the games they released, how well they sold (if there's sufficient data), how well they ran in the case of ports, and will take a brief look at games which perhaps should have come to the console, either in the west or in general.Īll of my previous articles have been centered around Japanese publishers ( Bandai-Namco, Koei-Tecmo, and Square-Enix, respectively), due to the fact that they've offered much more support than western publishers. This is the third entry in a series of articles looking at the output of a number of Vita-supporting companies, from launch through to the present day. By Adam Cartwright, posted on 06 November 2017 / 3,527 Views ![]()
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