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Nathan Drake

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These days there are so many handheld devices available that allow you to play games on the move - small and large, cheap and expensive, buttons and touch - that it's a challenge to stand out from the crowd. Where do you put your focus? Judging by a fortnight with PlayStation Vita, even Sony's hardware designers couldn't make their minds up about that, because the initial impression is that they threw everything at the wall and everything stuck. The result is a handheld that can do pretty much anything. The good news for hardcore gamers is that in amongst all of that functionality are a few things that could - if the software follows - make this the best gaming portable ever.

PlayStation Vita isn't going to infest the world like iPad did two years ago, but it faces the same scepticism - that Sony is answering a question no one's asked. Apple's tablet quickly rose to that challenge by seeping into the gaps between other devices to become the best at things we forgot we wanted, and gamers may discover that Vita pulls a similar trick. Now you can sit on a train playing a new Uncharted adventure and it looks almost as good as the one at home, and crucially it feels the same.

"We need that second analogue stick - something that even Nintendo has belatedly acknowledged with its revisions to the 3DS - and it's here at last."

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Regenerating health is en-vogue lately, but is it really a good design practice? I contend the answer is a solid... sometimes - but not terribly often.

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As gamers we have been brought up with various control methods in games. It has become second nature and this can reflect in the games that we design today. This post looks at the difficulty that is posed by traditional control methods to new gamers.

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