- See more at: http://www.helperblogger.com/2012/05/related-posts-widget-with-image.html#sthash.EThOPTjV.dpuf

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Showing posts with label PS Vita. Show all posts
Showing posts with label PS Vita. Show all posts

Friday, May 11, 2012

Little Big Planet PS Vita Beta Coming Soon


Sony have announced that Little Big Planet PS Vita will be the first PS Vita game to receive a Beta, register now before its too late......

Wednesday, May 2, 2012

Golf Mania now coming to PS-VITA

Icon Games has announced today that Golf Mania is now available for all to download on the PS3, PS Vita and PSP. It is now available to all after it's PS Plus exclusivity period expired.
"Golf Mania gives players the chance to master over 90 holes of pure gaming fun, in a title which provides multiplayer mayhem for all ages!"
"With gorgeous graphics and out-of this world locations, Golf Mania features 10 gravity-defying courses, each with its own set of weird and wonderful obstacles and hazards. Putt your way through floating skyscrapers, cave-carved landscapes, and other astounding architecture whilst unlocking a whole series of fun new challenges and ball types."

Metal Gear Solid HD coming to Vita in June- Confirmed

The Vita edition of the Metal Gear Solid HD Collection will apparently be seeing a June release in the West alongside it's release in Japan. The game is scheduled to be available in Japan on June 28th but no exact date for the UK release has been set just that Konami expect it to be available from June.
The collection will contain upgraded versions of the PS2 games Metal Gear Solid 2: Sons of Liberty and Metal Gear Solid 3: Snake Eater.
If and when any more information becomes available we will of course keep you informed.

Thursday, April 26, 2012

Pro Evolution Soccer 2013 Not Coming To PS Vita



Konami have confirmed that Pro Evolution Soccer 2013 will be coming to the Nintendo 3DS, but not the Playstation Vita, details inside.........

Though Konami have always made PES games for the PSP it comes as a shock that the PS Vita will not be receiving a port of PES 2013.

No reason was given for the lack of PES 2013 on the PS Vita.



 

Game Used For PS Vita 1.67 Exploit Has Been Revealed


Wololo has revealed which game he used to get VHBL running on PS Vita's 1.67 firmware, and its only a matter of time until Sony remove the game, details inside.......

On his official blog Wololo confirms that the game used to get VHBL running on the PS Vita is Super Collapse 3!

Official statement is as follows:
Insert here random rant for Sony.
Insert here weird explanation on why people should buy the PSP game Super Collapse 3 on their Vita. Implicitly make it clear that this is the next game being used for VHBL.
Don’t forget to thank thecobra for his exploit and the port.
Mention that the game is mostly unavailable for the vita in Europe/Asia, but has been so far spotted in the US, UK, Canada, Mexico, Finland, Czech, Sweden, and Poland.  Tell people to wait a bit more for the VHBL files.

Its obvious Sony will remove the game from the Playstation Store VERY soon so stay posted for a "Sony removes Super Collapse 3! from the PSN store article"

This seems to be a great news.Excited ?
Let us know in the comments.
Go game. . .

Wednesday, April 25, 2012

Sony Confirm Massive PS Vita Price Cut



After all the rumours Sony have finally decided to give the PS Vita a massive price cut, Kazuo Hirai interview and official price inside.......

Since the PS Vita launched worldwide lacklustre sales were a huge issue, many claimed that the sales were bad due to a lack of Japanese launch titles, other pinned the blame on the PS Vita's $250 price tag. It turns out Sony have agreed and think that cutting the PS Vita's price to $120 will greatly boost sales.

Sony President Kazuo Hirai released this press statement
"Right now the PS Vita is the best thing in the world, it fits perfectly in my giant hands and Microsoft has not tried to copy it, and even Apple haven't copied it yet, and since we have already made millions of early adopters a price cut seems necessary. So from April 16th retailers will be selling the PS Vita for $120 to coincide with releases such as Gravity Rush and Resistance: Burning Skies."
Its also been rumoured that the Kaz Hirai will be taking a 60% pay cut to make up for lacklustre PS Vita sales.


Along with the price cut Sony also announced a "Pioneer Program" This is a set of free gifts and downloadable games which will be available to the early adopters who purchased a PS Vita at its previous $220 price.This news was previously mentioned on our blog and now it has been confirmed.
Are you gonna get the device now?
Go game ...
Cheers.

Tuesday, April 24, 2012

Skype now available for PS Vita

Skype has launched their anticipated Video and Voice app for the handheld console today.


The PlayStation Vita will now give gamers a chance to video chat or voice call friends and family around the world using Skype.

North American gamers can download the app now, but anyone in Europe and Asia will have to wait tomorrow to download their region-specific version of the service.

Using the app, users can make free calls to Skype numbers or purchase credit to make calls to all other numbers via 3G or Wi-Fi depending on what Vita you purchased.

Probably most important for fans, the app can remain in the background while you play a game. You can also use either the front or rear cameras to make video calls.

God of War - Ascension arriving on PlayStation Vita ?

God of War fans might have one more reason to pick up the PlayStation Vita in the future. According to a report from IGN recently, they claim that Sony might be bringing God of War to a non-Sony platform in addition to the PlayStation Vita. In the article God of War developers, Ready at Dawn, were quoted as saying, “I think with the way the industry’s playing that dysfunctional passive aggressive type of mentality, we as a company and we as an industry constantly have to look at all opportunities. It doesn’t mean we’ll go there, but there’s certainly reason to talk about it.”
With job postings and other rumors floating around, it has been no secret that there has been a God of War game in development. Today, the next game in the series has finally been confirmed as God of War: Ascension.
Chances are it’ll be arriving on the Vita before any other platform but at the rate iOS devices are being adopted – it would be silly to rule it out. It would be an interesting twist to play as Kratos without the Blades of Chaos or Godly powers.What do you think? Would you like God of War on your PS vita?
Stay tuned for more information as it becomes available.

Sunday, April 22, 2012

Three Free PS Vita App's Coming To The PSN Store

PlayStation Vita owners can look forward to a trio of free applications to help you make the most of the handheld console’s unique features, release date and images inside.....
Taken from Official Playstation Blog:


Friday, April 13, 2012

10 Things that should be improved on the Vita


For some of us, the vita has been out for 5 months now. I could talk about how the screen looks great, how I’m happy that Sony put 2 analog controllers on the device, etc… but I’d rather focus on the things that Sony failed to achieve with the PS Vita. In the past 5 months, customers have been patiently waiting for useful firmware update that never came, or simply being updated on some of the promises that have yet to be fulfilled…
So let’s have a look at the 10 things I think Sony should have done better with the Vita, or that should have been improved in the past 5 months.

The browser

The browser on the PS Vita is awful. This is Netfront again (an “upgraded” version of the crappy browser they were using on the PSP), a browser that was dedicated to mobile devices (phones) 15 years ago, when phones had very low computing power, screens, and ram. This browser made lots of sense back then, but nowadays, compared to what we have on smartphones such as Android or iPhone, Netfront is an insult (even this new version which has been beefed up to support html5).
Lack of flash, poor refreshing rates, close to no customization… The Vita browser is doing so poorly that I don’t think anybody will ever use it to do more than browsing the PSN Store (which is what Sony wants you to do with the browser anyways). Who cares that it’s doing 99/100 on the ACID test, if you can’t do anything useful with it?


Suggestion: migrate to a proper webkit implementation, or Firefox. Or don’t put a browser in the device, at all: don’t advertise the console as being an online device, as without a decent browser, this is a lie.

PS Vita 1.67 Firmware Update Rolls Out With Free-To-Play Treasures of Montezuma Game

Following on from the recent firmware updates released by Sony for its PS Vita. Sony has today rolled out another together PS Vita 1.67 together with the consoles first free-to-play game in the form of the puzzler Treasures of Montezuma Blitz.  Treasures of Montezuma Blitz is the latest game based on the popular Treasures of Montezuma franchise and includes new power-ups and challenges for players.


A lot of people look at freemium or free-to-play games and think you have to spend money to be competitive and beat your friends. That’s actually not the case with this game.
We built the game so it is actually really fun whether you’re earning your power-ups by playing a lot and being rewarded in-game for your persistence, or if you are short on time and want the benefits of being a seasoned and dedicated player, you can spent a little to get a short-term power-up. It’s really the best of both worlds since it respects players that have a lot of time, as well as those that don’t.”
With regards the 100MB PS Vita firmware update, details of exactly what it updates or brings to the PS Vita console, are still in the dark as Sony hasn’t yet released any details. However can view a video of the free-to-pay Treasures of Montezuma game over on the PlayStation Blog and the game is now available to download from the PlayStation Store. Enjoy!

Thursday, April 5, 2012

Open CMA R2 (Content Manager Assistant) PS Vita by Virtuous Flame

This is the Open CMA (Content Manager Assistant) tool created by Virtuos Flame that allows you to move your games and other files between the PS Vita and PC without the need for a internet connection.

Download Here.

PS VITA Firmware xTractor

This tool allows you to extract you PSVita firmware from your PSVita using a Windows PC.
Developer: skfu

Download Here

Wednesday, April 4, 2012

PlayStation Vita 1.66 firmware update rolling out now, minor UI tweaks in tow

Shortly after unleashing (and quickly pulling back) the PS Vita's v1.65 firmware update, Sony's rapidly rolling out a followup release. Version 1.66 brings with it a few UI tweaks, including tidbits such as the addition of a progress bar during app installs, notification alerts now only popping up for three seconds, plus the option to tap Retry / Cancel when running into troubles during location search.

PS Vita 1.66 Firmware Update Now Available

Following on from Sony’s messy firmware v.1.65 release yesterday, which ended in the new firmware released for their PS Vita gaming console being pulled, after its caused problems for users once installed.Sony have today released a new update version 1.66 firmware update for their PS Vita which they hope will correct the issues.

Experienced before yesterdays roll out and the issues that were caused by version 1.65. Sony has detailed what is now in PS Vita Firmware version 1.66

Tuesday, April 3, 2012

Porting VHBL to your game exploit

This guide is the second major revision of a guide I wrote a year and a half ago. In this guide I will explain how to port Half Byte Loader to your game exploit, and in particular to make it work on the PS Vita. I just updated the main file needed to create the exploit, so the timing is right.
This guide assumes that you found a user mode exploit in a game, and that you were able to write a binary loader.

So now what’s next? Well, as you probably know if you’ve gone that far, the PSP scene doesn’t really like “hello worlds”. A hello world is nice, but it accomplishes nothing, it just draws Sony’s attention to your exploit, and you know the vulnerability will be patched soon, while nobody really used the exploit.
Well, the next step is, ideally, a HEN or a custom firmware. Of course, this requires a kernel exploit, and we know how these are difficult to find. A much more doable task, that will make lots of people happy, is to port HBL to your exploit. HBL opens the door to lots of legal contents on the PSP and the Vita, and we designed it so that porting it to your game exploit can be done fairly easily.
This tutorial is valid at the time of its writing, for all games, and up to firmware 6.60 (Vita firmware 1.61). In theory, HBL will work on future firmwares, but of course new kinds of security might be introduced in new firmwares. Additionally, depending on your game (and its function imports), the compatibility and speed of homebrews might vary.

0. Easy as pie

HBL was designed to be easily ported to new game exploits. Most Game-specific files (except one) go in a subfolder that I will describe below. To complete this tutorial, you need basic shell skills, a working pspsdk, a working game exploit and the associated binary loader / hello world, a ruby interpreter, and basic ruby skills (usually, if you know any other scripting language, you’ll figure it out easily, there are not so many changes required).

1. Get the HBL sources and compile them

The first step is to get the HBL sources, compile them, and if you’re motivated, test them on an existing game exploit, to make sure the copy you have works correctly. (As I write this, it is recommended to test compilation with either the Mototrstorm or the Everybody’s tennis exploits, as we might have broken backwards compatibility with older exploits)
The sources of HBL can be downloaded here (SVN client required)
In order to compile it, you need the PSPSDK (which you probably already have if you wrote a binary loader). Compilation is fairly easy, but in order to compile the HBL for a specific exploit, you have to specify the folder of the exploit. for example, make FOLDER=lifeup will compile HBL for the Motorstorm (EU) exploit.

2. Create your own exploit’s folder

As you guessed, you will create a folder dedicated to your own exploit. Let’s imagine you game is called wololo, then you can create a subfolder “wololo” in the eLoader folder. Basically, we want to reproduce the files that are in this folder for another exploit, and adapt them to our exploit. Let’s have a look at the lifeeu folder:


The folder contains 6 files and 1 folder (which contains 1 file) that you will want to adapt to your exploit. I will describe each of them separately. Most of these files are automatically generated by a script, so this should be fairly simple.

3. Create your exploit’s files

linker_loader.x

This is the linker file for h.bin. If you created a binary loader and a hello world, you already have this file from your hello world, and most likely you named it “linker.x“. Copy linker.x from your hello world to linker_loader.x. Done!

sdk_loader.S

This is the sdk for h.bin. If you created a binary loader and a hello world, you probably already have this file, and named it sdk.S. Copy sdk.s to sdk_loader.S. If you don’t have this sdk, you can create it either by running prxtool on the EBOOT.BIN of the game, or by using the moskitool (a ruby version of the moskitool can be found in the eLoader/tools folder of the HBL). Most likely, if you created a hello world, you already have this file so I won’t give more details for now. Done!

config folder, exploit_config.h, sdk_hbl.S, loader.h,

The contents of the config folder, as well as sdk_hbl.S, loader.h, and most of exploit_config.h (details below for exploit_config.h)  are automatically generated by a ruby script that you can find in eLoader/tools/gen_exploit_config.rb.
The gen_exploit_config.rb has 2 “modes”, but I will only describe the first one, which is required the first time you adapt your exploit. You need to have a usermem dump named memdump.bin (that you acquired from psplink with the command savemem 0×08800000 0×01800000 memdump.bin). Important note: For Vita compatibility, that dump must be done on a PSP running firmware 6.60. In addition to memdump.bin, you need a list of UIDs from the same psplink session, that you will name uidlist.txt. You can get that file by typing uidlist > uidlist.txt in psplink. That file needs to be in unix format, so be sure to convert it if you are running windows. Finally, you need a file named sdk.S, which is nothing else than the sdk.S you created for your game exploit, the one we just named sdk_loader.S above.
Put these 3 files (memdump.bin and uidlist.txt obtained from the same psplink session, as well as sdk.S from your exploit) in the tools folder, and run gen_exploit_config.rb
This should display a list of addresses (you will want to copy these addresses inside the stubs array of gen_exploit_config.rb so that other people who want to improve your exploit won’t need a memory dump/uidlist anymore, although they will still need the sdk.S file), and generate a series of files in the tools/output subfolder.
The files generated by gen_exploit_config.rb in the output folder can be copied “as is” into your game’s folder.

Final edits to exploit_config.h

You’re almost done, but the file exploit_config.h need to be edited in two places, that you will find because they say “TODO” in big letters.
HBL_LOAD_ADDRESS This is where you will load HBL in RAM. You want a value that is outside of the boundaries of the game, and basically, a place where the PSP will accept to alloc roughly 200kB. you can get such an address in psplink while the game is running by typing malloc 2 test l 204800
HBL_ROOT is the name of the folder where your exploited savedata is. That folder name looks like ms0:/PSP/SAVEDATA/UCUS12345000. Important note: my tutorial on how to create a binary loader assumes you will load a file named ms0:/h.bin. On the PS Vita, this is not possible anymore, so you will have to adapt your binary loader in order to load the exploit from ms0:/PSP/SAVEDATA/XXXXXXX/h.bin (where XXXX is the folder of your savedata). In the Vita version of HBL, all HBL files for in that folder, and there is no subfolder.

linker_hbl.x

copy linker_loader.x into linker_hbl.x, and replace the address value with the value of HBL_LOAD_ADDRESS that you figured out earlier while creating exploit_config.h. Done.

4. Compile

  • run make FOLDER=yourfolder (alternate ways: make distrib FOLDER=yourfolder to remove debug messaging, make nonids FOLDER=yourfolder to remove NIDs-related heavy debug messaging)
  • You’re done, grab the h.bin and hbl.bin in the root, the config folder from your exploit’s folder, and the libs_… folders from the root. You now have the meat of your HBL port ready.

5. Last but not least

HBL is licensed under the GPL. If you plan to distribute your compiled binaries, it is required that you provide your source code as well. Don’t make us ask for it ;)
This tutorial is voluntarily vague. Porting HBL is fairly easy, but we assume that if you made it that far, you probably are skilled enough to do some research on your own. Nevertheless, don’t hesitate to ask questions if you are running into problems :)
You are allowed to reproduce this article on other websites and/or translate it on condition that you put a clear link to this page in your copy.

6. More details

Porting VHBL is simple in theory, but many games do not import some functions that are necessary for HBL to run properly. One goal of the script gen_exploit_config.h is to analyze the imports of your game (this is why the sdk.S is necessary), and define some workarounds in exploit_config.h in case your game does not have all the necessary exports. This should work in most cases, but that script is still experimental and might make mistakes. Below are a few details on some of the “define” sections it creates:

TH_ADDR_LIST, EV_ADDR_LIST, SEMA_ADDR_LIST, and GAME_FREEMEM_ADDR can be computed for you by the tool eLoader/tools/freemem.rb. For that you will need a memory dump and a file uidlist.txt which is the output of the uidlist command in psplink (uidlist > uidlist.txt ). It is important to note that the memory dump and the uidlist need to be from the same session, otherwise the addresses will be incorrect. If you’re on windows, also make sure that the uidlist.txt file is in the unix format (use your favorite editor to convert it if needed). For those interested, here are some technical details about those variables, but basically the tool should do it for you
TH_ADDR_LIST, is the list of threads you want to kill. Threads are defined by a SceUID, but since this value changes all the time, what we actually want is the addresses where they are defined. in psplink, while your game (or your hello world) is running, you can get a list of these thread by typing thlist. Then look for each thread’s uid in ram. The address (hopefully unique) where the thid is defined, is what you want to put in this list.
EV_ADDR_LIST is the list of events you want to kill. You get this list by typing evlist in psplink. The rest is similar to the construction of TH_ADDR_LIST
SEMA_ADDR_LIST is the list of semaphores you want to kill. You get this list by typing smlist in psplink. The rest is similar to the construction of TH_ADDR_LIST above
GAME_FREEMEM_ADDR this is the address in Ram where the game’s memory was allocated. Most game have this but for those that don’t have it (patapon2), this value can be commented out. To find this value, type uidlist” PSPLink and look under the SceSysMemMemoryBlock section. You’re looking for blocks that have a 0xFF (user) attribute (not 0×00!), and are not “stack”. In the golf exploit, this block was simply called “block” and was easy to find. Again, you’re interested in the entry address, not the uid.
UNLOAD_ADDITIONAL_MODULES : define this variable if possible. Comment it out only if you run into issues at the “free memory” stage of HBL
Other variables: The variables above are the basics of the config file. With those, HBL should basically work, or at least take you to a step where you can start debugging. But with time, HBL has grown and has been updated by several people. In order to maintain backwards compatibility and increase game coverage, the exploit_config file was added several config values. DISABLE_P5_STUBS is useful if you run into a crash/freeze even before hbl is loaded (just after firmware detection). SYSCALL_* are used for perfect syscall estimation on firmwares where this is available (TODO: explain syscalls estimation), etc… at this point you will probably need to dig in previous exploit_config.h files in order to find more on each macro you can possibly define.

Thursday, March 29, 2012

How to use multiple PSN accounts with PS Vita.



It is possible to use one PlayStation Vita with more than one PlayStation Network account. And despite what others are saying, it’s not that difficult to switch between two or more accounts. Really! Importers have been on the fence after early reports, so this article should ease their minds a bit.

Earlier this month Sony went back and forth on how the Vita works with PSN accounts. They ended the discussion by saying that the system is locked to one PSN account, and that’s right. When you set up the system, the account you use is tied to the hardware. You’ll have to go through a process to break that tie and set up a new account.
We’re going to take you through how it’s done. The process looks a bit scary as you go through, but we’ve tried it ourselves a few times. If done correctly, you won’t lose any of your saves or data, and your system activations will be in line.
How to switch PSN accounts on the PS Vita:

1) Backup:

Assuming that you’ve already set up your Vita with one PSN account, and that you’re wanting to use another, you’ll want to back up your game data and saves first. I was particularly nervous the first time I tried this, as I had game saves for several Vita games stored in the system.
The backup process is very easy, though. Simply connect the Vita to a PC or PS3 and use the Content Manager app. You’ll need Sony’s software for PC use. “Backup” is one of the four options given in this app. Select this to dump the entire contents of your memory to the connected device. You’ll be able to restore this with one touch through the same app later.
If you don’t need a full system backup, you can choose to simply export your game saves.


2) Restore and deactivate the PS Vita system:

You’ll need to “restore” the PS Vita to sign on to the other account you want to use. This means that the data and settings will be wiped to factory standards, and that you’ll have to set up the system all over again. The good news here is that this process is very quick.
Important: Note that you’ll need to deactivate your Vita while logged into one PSN account to use it under another. You probably won’t want to do this from a PC, as you’re only given one activation every six months! Deactivating from the Vita makes it so that you can activate it again without issue. To do this you’ll go to the Settings app, choose the PlayStation Network option, and then pick System Activation and follow the instructions.
-OR-
Or, you could start the Vita’s Restore process. The system should prompt you to deactivate the system first before restoring. It should also ask if you’d like to delete all data on the memory card. The whole process takes less than a minute.

3) Set up the Vita with your other PSN account:

It’s simply a matter of logging in with your other PSN account. Again, the setup process only takes a minute or two. You’ll set the language, date/time, and watch the silly mandatory opening movie. Then you’re good to go!

4) Reload save files and content:

Content Manager makes it easy to select everything you’d want back on your Vita. Note that you won’t be able to move over games that belong to another PSN account, but game saves and other data work just fine.

5) And when you want to go back to the first account, Restore:

Don’t even bother setting anything up. Just connect the same USB cable to the same PC/PS3 you used to back up. Start the Content Manager, click “Restore” and watch as your Vita goes back to the way you had it before you logged in. You could even create backups of each PSN account on your PC/PS3 to have ready for easy switching. It’s quite wonderful how easy it is to back up everything on the Vita.

FAQ:

Here are some questions we’ve been asked on account switching. Import related questions have also been included. These are in addition to our operational FAQ.
Does a US PSN account work on a Japanese Vita?
Yes, it works. You won’t be able to access the US PS Store as it’s not up yet. This means that you won’t be able to download your games to the system, either. Still, you can access everything else, including friends lists, trophies and messaging.
Can I use Japanese games while logged into my US PSN account?
All of mine work fine!
What happens if you don’t deactivate the Vita before restoring it?
You may not be able to activate the system under another PSN account, as it’s still tied to the previous one.
Can you load PSP games from your PS3 or PC to your Vita on a US PSN account?
Not yet, it seems. I tried it from both the PC and PS3 a couple of times.
Can you just switch out memory cards, using a dedicated card for each PSN account?
Our second memory card is on order, so we can’t test this yet. But I see no reason why it wouldn’t work. We’ll report back soon on this.

Tuesday, March 27, 2012

Unit 13 - Could have been better

Unit 13 is a tactical shooter for the PlayStation Vita from Zipper Interactive, the makers of the SOCOM series. It’s the closest PS Vita owners will get to a Rainbow Series game – that is until Ubisoft actually put out a Rainbow Six game for Sony’s latest handheld console. Unlike most story-based games, Unit 13 is divided into a bunch of stand-alone missions and the only thing explained to you from the get go is that you’re a new recruit with an elite task force called Unit 13 whose sole aim is to kill a lot of terrorists. I’m not a huge fan of this kind of a mission structure as it makes the game feel very disjointed, since there is no real story arc that’s persistent through all the missions.



On the plus side, it makes for a good pick-up-and-play kind of game where you don’t have to sit around investing multiple hours into the game. In Unit 13, there are around 35 missions to choose from. You have your stealthy infiltration kind where ideally you should dispatch your enemies silently without alerting anyone. Doing so gets you higher points that you can later on upload on to the game’s leaderboards. And then you have the kill everything that moves variant where you’re essentially running and gunning through the entire level like a man on fire. The other two types are essentially timed missions or missions with a very strict penalty where the mission ends once you die. Checkpoints are for wusses apparently.

Gameplay in Unit 13 revolves around a cover mechanic that seems pretty responsive. You press a key to snap to cover from where you can dispatch your foes or hide and eventually sneak past them. Shooting in this game is also your standard third person shooter fare where you can pop out and fire from cover. Zooming in on any weapon shifts the action to a first person perspective making it easier to take someone’s head off.




While I enjoyed the game’s stealth as well as its run-and-gun mechanics, the whole mission structure was a major buzzkill for me. For one, I never forged any sort of connection with any of the protagonists or their cause, because I could choose a new one for every mission. Also the stealth mechanics could have a bit stronger allowing me to hide dead bodies or even distract enemies a la Splinter Cell. Things also tend to get a bit repetitive and boring when you’re killing the same looking dudes in same-ish looking environments. After the environmental diversity packed into Rayman Origins, Unit 13 actually felt suffocating.

Still, if you’re a fan of tactical shooters, Unit 13 may be worth considering as its combat mechanics are rather solid. It also allows players to team up and tackle missions co-operatively online, which is always a plus point for action games. If only the game had been structured better and offered more variety, it would have joined Uncharted: Golden Abyss and Rayman origins as must-buy titles for the PlayStation Vita.