The original model of the handheld includes a 5-inch (130 mm) OLED multi-touch capacitive touchscreen, a rear touchpad, two analog joysticks, and front and shoulder push-button input, and supports Bluetooth, Wi-Fi, and optional 3G.
Sony released the PlayStation TV, a short-lived, re-purposed version of the Vita that uses a television screen like a home video game console, discontinued at the end of 2015.
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.
In 2004, it released the PlayStation Portable (PSP) to compete with the Nintendo DS as part of the seventh generation of video game consoles.
[17] Rumors of a successor to the PSP came as early as July 2009 when Eurogamer 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 Xbox.
[30] The system, only known by its code name "Next Generation Portable" (NGP), was announced to be a handheld gaming device that aimed for PlayStation 3 quality visuals,[30] which was later clarified to not be taken at a literal level because, according to David Coombes, platform research manager at Sony 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".
[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.
[48] The system continued to get high-profile games over the course of 2012, including Gravity Rush, LittleBigPlanet PS Vita, Sonic & All-Stars Racing Transformed, Persona 4 Golden, Assassin's Creed III: Liberation, and Call of Duty: Black Ops: Declassified.
[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] Sony continued to support the system with games through 2013 as well, albeit lesser so, with titles such as Killzone: Mercenary and Tearaway, along with a handful of other Western-developed ports such as FIFA 13 and Rayman 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] Additionally, big games such as Final Fantasy X/X-2 HD Remaster sold well and roughly in-line with their home console counterparts.
[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.
[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".
[65] The PlayStation 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 president Shawn 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.
[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 like iOS and Android.
[78] At the 2016 Game 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.
[88][89] In line with Sony's ambition to combine aspects of traditional video game consoles with mobile devices like smartphones and tablets, the Vita contains a multitude of input methods.
[90] Sony has stated that the Vita generally runs well under its full clock speed due to overheating and battery consumption issues that would ensue, instead placing its processing power "around halfway between the current PSP and the PS3".
[112] The Vita technically has Remote Play functionality with the PlayStation 3 as well, though very few PS3 games supported the feature due to limitations with the less-powerful PS3 hardware.
[140] Also included was "Near", a social 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.
[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 a niche 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 PlayStation 4 platform with its remote 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 from OLED to LCD 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.
[174] Despite the smaller userbase, the platform continued to be viable for game releases into 2017 due to the high attach rate of software sold per hardware user.
[179] With the success of the Nintendo Switch and Steam Deck handhelds moving into the 2020s, publications questioned Sony's decision to abandon the market.