Sony toyed with removing the Vita's twin analogue sticks entirely while prototyping the device, the platform holder has revealed.
Speaking in an interview on the PlayStation Blog, Sony designer Tokashi Sogabe revealed that his team discussed various alternative plans for control inputs, including "flat slide pads".
"We also built a prototype with flat slide pads, a bit like what you have on your laptop, but it just didn't feel responsive enough for gaming and we learned that you need that physical response of tilting the stick to feel like you have total control.
"For me as a designer [analogue sticks] have presented a huge challenge, partly because it's much easier to design products with entirely flat surfaces.
"We also discussed the position of the analogue sticks at great length: I didn't feel that they were in the perfect position from a design perspective but Worldwide Studios were adamant that they were in the best position for comfortable gameplay, and in the end they won out on that point."
Sogabe also mentioned a few other rejected concepts for the new portable, including a beefy 5.5 inch screen with the buttons somehow incorporated into the display.
"It is easy to fall into the trap of thinking bigger is better when it comes to screen size but it isn't," he explained.
"There was a great deal of discussion and we even talked about using a 5.5 inch screen with all of the buttons included on it, but that had a negative impact on the operability of the device and the idea was abandoned."
Finally, he mentioned that a number of different form factors were tried out, including a clam shell design.
"When we started work on PS Vita, the shape we had in mind was very similar to the final product, but in the testing phase we tried many different designs, including a sliding system [similar to PSP go] and a clamshell.
"We settled on the final model after many discussions with the game development teams in Worldwide Studios."
The final version of Sony's new hardware goes on sale in Europe and the US from 22nd February.
The Achievement list for Resident Evil: Operation Raccoon City has leaked online, courtesy of Xbox360Achievements. PlayStation 3 Trophies are, presumably, the same.
Perhaps unsurprisingly, the co-op shooter spin-off's award tally leans heavily towards the game's multiplayer offerings.
Rewards exist for buying and upgrading weapons, and then doing so for multiple characters.
Classic Resident Evil traits such as killing zombie dogs and using healing herb sprays also get a look in.
Intriguingly, you can earn 15 Points for finding all of the game's seven hidden Raccoons.
The list of visible Achievements, worth 885 out of the game's 1000 Points, lies below. Ten secret Achievements also exist that are hidden, worth the remaining 115 Points.
The finished game is still a little way off - it's due to launch for PC, PS3 and Xbox 360 on March 23rd.
Sony Ericsson has posted a painful €247 million pre-tax loss for the fourth quarter of 2011.
According to ME, Sony's mobile phone wing - which it now owns outright - shipped nine million phones in the fourth quarter, down 20 per cent on last year.
Duly, it's dropped from the fourth largest OEM (original equipment manufacturer) in the world to ninth position.
The division had pinned its hopes on the Xperia brand, which includes the PlayStation-enabled Xperia Play, but it seems it's losing touch with Android pace-setters like Samsung's Galaxy and HTC's Desire.
"Our fourth quarter results reflected intense competition, unfavorable macroeconomic conditions and the effects of a natural disaster in Thailand this quarter," commented Sony Ericsson CEO Bert Nordberg.
It's been a rough few months for Sony's book-keepers. Its PlayStation business recently posted a loss of $449 million for the last fiscal quarter.
41 per cent of all UK developers made redundant over the last three years have since gone overseas in search of work, according to a new survey published by games industry trade association TIGA.
As noted by Develop, TIGA's report, which surveyed three quarters of the UK games industry, also claimed that a third of all those laid off following the closure of Blur developer Bizarre Creations last year have quit the UK and taken their talents elsewhere.
The main destinations for emigrating developers are the US and Canada.
TIGA added that the total UK games industry workforce has shrunk by over 10 per cent between 2008 and 2011.
Commenting on the report's findings, TIGA CEO Richard Wilson stated that the UK "is suffering from a serious brain drain".
"Our competitors in Canada and elsewhere are able to recruit highly skilled developers from the UK largely because they benefit from tax breaks, which effectively reduce the cost of games development," he said.
"Tax breaks both stimulate job creation in the games sector and provide games businesses with significant financial resources with which they can deploy to recruit staff.
"The video games industry is exactly the kind of sector that the Government should be supporting to help rebalance the UK economy."
It has indeed been a rough few years for the UK games industry. As well as Bizarre, EA Bright Light, Codemasters Guildford, Black Rock Studio, MotoGP dev Monumental Games, Little Deviants crew Bigbig Studios and THQ Digital Warrington are among those who have recently shut up shop.
Shank 2, the follow-up to the OTT 2010 action platformer, launches on PC on 7th February and PlayStation Network and Xbox Live Arcade on 8th February, publisher EA has announced.
The Klei Entertainment-developed title will set you back 800 Microsoft Points or your local equivalent of €9.99.
New additions include refined controls, new weapons, improved enemy AI and a more advanced combo system.
A co-op Survival Mode has also been added to which lets you team up with a friend either locally or online and take on wave after wave of enemy goons.
The original didn't quite live up to the promise of its stylish hand-drawn visuals, scoring a meagre 5/10.
"If Shank was an animated short, I'd happily roll a fat one and sit hurgh-hurghing on the sofa at the dumb grisliness of it all," read Kristan Reed's Shank review.
"But as a game, it just feels pointless and irritating, and about as engaging as repeatedly attacking the sofa with your own face."
Three dollops of Sonic the Hedgehog content will be available to download on PC from today, following the release of Sonic Generations last month, Sega has announced.
No specific digital download platforms were mentioned, but presumably the usual gaggle of Steam and others are included.
If you're only just old enough to buy a pint, you probably won't remember Sonic CD, a game released on the technologically astonishing Mega CD back in 1993. It used disks and everything and saved to memory.
Sonic Generations DLC Casino Night Pinball Stage is the second offering in the line-up, while PC players can now also get their hands on Sonic The Hedgehog 4 Episode 1.
Sonic The Hedgehog 4 Episode 2 will launch on PC later this year, Sega also said.
UK retailer Play.com is listing something called the Ubisoft Triple Pack, a disc-based release for PlayStation 3 and Xbox 360 which contains downloadable games From Dust, Beyond Good & Evil HD and Outland.
All three titles were released on PlayStation Network and Xbox Live Arcade last year to glowing reviews.
Play.com lists the Triple Pack for launch on 23rd March, although Ubisoft has yet to confirm the compilation.
Priced with an RRP of £19.99, the Triple Pack offers a saving of around £4 on buying all three games separately.
We've contacted Ubisoft for confirmation of the release and expect to hear back soon.
Who could have predicted that 77 million PlayStation Network accounts would have been compromised last April? Who could have known that 3DS would at first struggle, then fly? Who could have guessed what the Wii U would be? Why, an analyst of course!
These future-gazing mystics are paid to try to discern the future from their money-shaped tea leaves. They weigh in on hot topics, declare the fate of companies; they watch, they listen, they never sleep. Who better to peer into the shrouded year ahead and tell Eurogamer what to expect?
Introducing: Jesse Divination! Michael Predicter! Peers Harding-Rolls! And Nicholas Lovesalloutcomes!
OK, back to reality. Michael Pachter analyses for investment firm Wedbush Morgan; Jesse Divnich analyses for research company EEDAR; Piers Harding-Rolls analyses for media research company Screen Digest; and Nicholas Lovell founded respected games business blog Gamesbrief.
"The Wii U is the big story of the year," prophesied Pachter, "but without knowing specs, price-point and the level of software support, it's hard to predict how it will do. My bias is that it's not significantly more powerful than the current HD consoles, its price-point will not be significantly lower, and software support will be light.
"If I'm right, it will probably have a lukewarm reception at launch."
Harding-Rolls' hunch read: "At this stage, and until we have concrete intelligence on pricing and content for the Wii U, we do not expect Nintendo's next generation console to generate as much interest as the ground-breaking Wii.
"My own view is that the Wii U's product message is more complex and, as a result, will not engage with as wide an audience as the Wii."
"I don't think we'll see anything from Microsoft other than a bigger hard-drive and a lower price-point," Pachter pursued, "and I don't think we'll see anything from Sony at all. The Apple console is probably a 2013 event, so nothing to look forward to this year other than price cuts.
"With that said, Microsoft has a lot of room to cut price (they could probably make money at $199 for a 250GB Xbox 360 with Kinect bundle), so that will be the biggest driver of console sales this year."
Divnich divined: "I wouldn't expect any new hardware announcements from Sony or Microsoft. Both the PS3 and Xbox 360 continue to drive substantial profits for the third parties, and given our industry's historical inability to transition between hardware cycles profitably, I don't think the third-parties are quite yet ready to face a new hardware cycle."
"I don't expect a new Xbox to be launched in 2012," Harding-Rolls ran on. "Our expectation remains 2013, but with information on a new Microsoft console hitting the market this year.
"We're currently forecasting 2012 declines in hardware sales for Xbox 360, PS3 and Wii on a global basis."
"[PlayStation] Vita will struggle," reckoned Lovell. "The key question will not be whether it sells some initial units, but how it does for software tie-ins, and whether its appeal stretches beyond core Sony fans."
Presaged Pachter: "Sony's PS Vita appears aimed at the hardcore gamer, and will likely have limited success because of a relatively small addressable market.
"The 3DS has broader appeal (both casual and hardcore), but the price-points for casual games are not particularly compelling when measured against $9.99, $4.99, $0.99 and free smartphone games. And the quality of games like Infinity Blade and Dead Space makes the smartphone competitive among even the hardcore.
"I see modest sales for 3DS, good enough to be profitable for Nintendo, but not good enough to offset the inevitable decline in DS hardware and software sales."
Recited Harding-Rolls: "Continued momentum of the 3DS in the first half of 2012 will help decide its future at least with regards to third-party support. If momentum stalls, I fear third-parties will continue to look elsewhere for investment opportunities.
"I expect Vita to get away relatively strongly at launch because of its strong content line-up but, like the 3DS, may suffer due to pricing after the initial rush has subsided. I expect Sony to be reluctant to make any significant pricing move, outside of value bundles, until at least 2013."
"It's true that the sandbox for dedicated portable gaming devices has shrunk as mobile and tablet technology increases its market penetration," Divnich divulged.
"But I believe the market for dedicated portable gaming devices is still large enough to support two competitors - 3DS and Vita. And it is certainly large enough to support healthy profits from the third-party publishers that support them."
"Without question," pressed Pachter, "the biggest-selling portable gaming device will be the smartphone. The number of gaming apps for iOS and Android is increasing exponentially, and although many are free-to-play, the mobile games sector should still see greater revenue growth than any other."
"Tablets will fly and fly," Lovell harmonised, "although price-points need to fall. The Kindle Fire is interesting, but I am not yet ready to predict that it will be a success.
"Free-to-play will continue to dominate mobile/tablet gaming. 'Paymium', meaning an upfront purchase price together with IAP [in-app purchases], will also gain ground. I wouldn't be surprised to see over 90 per cent of the 100 top grossing apps in 2012 having IAP, and more than 34 of them being free."
"In relation to smartphones and tablets," hastened Harding-Rolls, "I expect the biggest news to be centred on IAP, improving Android device monetisation of content and the launch of a new iPad and iPhone from Apple."
But, warned Divnich: "We are likely to see lay-offs and studio closures in the mobile and social markets. It has been nearly three years since Wall Street wrote blank cheques to a lot of social and mobile start-ups. In 2012, investors will begin to demand profitable results and while the mobile and social markets will remain healthy, we can all agree they are a little over-saturated."
"I struggle to believe in streaming services as a replacement for the console," lipped Lovell.
"They offer the same fundamental experience as a console with a different business model. They are red herrings that are more interesting to publishers trying to defend their existing business models than to companies trying to innovate to create a new business built from the ground up on internet economics."
"2012 will be characterised with TV manufacturers, distribution platforms and content companies jostling for position," Harding-Rolls' runes revealed, "but its impact on overall consumer spend on games will be limited.
"Gesture and voice control will become more commonplace, which in the future could help the industry overcome some of the challenges of interfacing with games apps using unresponsive and clumsy existing TV controllers."
Pronounced Pachter: "This is the most impactful area for 2012, although it's not focused on gamers, per se. Rather, the focus is on converting other members of a gamer household to users of the home console, and Microsoft has a lot of things planned this year.
"Ultimately, the Xbox 360 and PS3 could be used as TV tuners (we'll see that this year), and will continue to beef up their content offering for over-the-top internet TV."
Declared Divnich: "Expect Google to continue to invest into new technologies that make video games even more accessible. This could include a push into internet-ready televisions and cloud-driven devices."
"In 2012, the debate over whether free-to-play works will move on. It clearly works," Lovell let us know.
"Now the issue will be how to do it better, how to bring it to new genres, how to address the ethical issues of over-exploitation and how to balance fun and creativity with revenue and metrics-led design. Unfortunately, costs are spiralling (both in development and marketing) so innovation will get more expensive.
"The biggest influence will be that social games will pursue better graphics. This is both creatively and financially pointless, but is inevitable, so I guess we just have to accept this enormous waste of time and money."
Put forward Pachter: "Zynga seems really focused on broadening the appeal of its games, and EA appears focused on keeping up with Zynga. Disney won't stand still, and several developers are trying to figure out how to crack the social game code.
"Sim City could be the runaway hit of 2012 on Facebook, as the original 1990s game should work well in the browser, and think that will end up as the story of 2012.
"But Zynga won't rest on its laurels, and we have as yet to see the first game from Steve Chiang, who joined Zynga in late 2010 as head of game development. Steve is a hardcore developer, and we'll see something cool from him this year.
"I'm not a big believer in Google+, as nobody uses it regularly, and it can't be a focus of developers until it attracts a large and sticky audience."
"Browser-based gaming will continue to grow," decided Divnich, "especially as developers unlock the potential of HTML5. But I don't believe HTML5 gaming really begins to capture mainstream attention until 2013/2014. There are still plenty of bugs to work out in the HTML5 technology."
Harped Harding-Rolls: "The mobile social network games opportunity in the West has yet to burst into life - 2012 looks a safe bet for this to happen. "
"We didn't talk about games," Pachter proclaimed.
Oh, those.
"The length of the current cycle is unprecedented, and most publishers are reticent to introduce new franchises. We'll see a few as-yet-unannounced new franchises this year, as well as the next record-setting game (GTA5).
"It will be interesting to see if Respawn and Bungie can get something out this year and, personally, I'm looking forward to Kingdoms of Amalur from 38 Studios."
"In 2012, the best-selling game will again break records," Lovell levelled, "but outside the very top tier of games, publishers will struggle.
"I'm not sure anyone will actually go bust in 2012, but anyone who isn't in the top seven publishers globally (excluding first parties) will struggle."
BioShock Infinite will include "1999 Mode", a harder version of the game where your characters' choices have "irreversible implications", developer Irrational Games has announced.
Irrational's decision to include the feature was prompted in part by feedback in a recent fan survey undertaken by the developer.
Irrational Games already harboured a "hunch" about including the mode, community manager Eduardo Vasconcellos explained on the company's blog. The feedback received by the studio would confirmed Irrational's decision.
1999 Mode is designed to be more than a simple 'hard mode', Vasconcellos explained. Instead, the feature will give players an "especially demanding gaming experience forcing you to examine your decisions while going through your adventure in Columbia".
"With every choice you make, there are irreversible implications, and if your choices guide you down a path not suited to your play style, you will suffer for it."
Resource planning and the need to specialise your combat will also be vital.
"There are game saves, and you're gonna f***ing need them," Irrational head Ken Levine stated.
"We want to give our oldest and most committed fans an option to go back to our roots," Levine continued. "In 1999 Mode, gamers face more of the permanent consequences of their gameplay decisions.
"I'm an old school gamer. We wanted to make sure we were taking into account the play styles of gamers like me. So we went straight to the horse's mouth by asking them, on our website, a series of questions about how they play our games. 94.6 percent of respondents indicated that upgrade choices enhanced their BioShock gameplay experience; however, 56.8 percent indicated that being required to make permanent decisions about their character would have made the game even better.
"In BioShock Infinite, gamers will have to sweat out the results of their actions. In addition, 1999 Mode will demand that players pick specialisations, and focus on them."
Namco's original Soulcalibur is now available on iPhone and iPad for £7.99.
That's the price during the game's current release sale, anyway.
Its standard price is £9.99, 20 per cent more, so if you do want a more portable version of the arcade classic, now is the time to buy.
Soulcalibur arrives on iOS with all 19 characters and a decent selection of modes, although the Dreamcast's Missions option is absent.
Namco has said it is planning extra modes for the game, although did not specify whether these will be free additions.
The release is well timed to whet gamers' appetite for the launch of big new PS3 and 360 game Soulcalibur 5, due 3rd February. Eurogamer's hot-off-the-press Soulcalibur 5 preview just went live.