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History of PlayStation Vita. Part 2. VTE-1000 and PCH-2000
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History of PlayStation Vita. Part 1. PСH-1000.
History of PlayStation Vita. Part 2. VTE-1000 and PCH-2000.
In 2013, at the SCEJA 2013 press conference, Sony finally revealed the price and release date of PlayStation 4. For nearly two hours, company representatives shared information about upcoming games and future plans.
Everything proceeded as usual—a standard presentation dedicated to the launch of a new gaming system. But following a tradition once introduced by Steve Jobs, Sony had one more surprise saved for the very end of the event.
The company unveiled two new consoles simultaneously: PlayStation Vita TV and PlayStation Vita 2000.
This article will take a closer look at the history behind these devices.
But before diving into the second part, let's take a brief step back. To the time when the first PlayStation Vita was being developed.
The Forgotten Feature of PS Vita: HDMI and the Live Core Concept
In the previous part, we overlooked one curious and important detail. During the earliest stages of PlayStation Vita's development, Sony engineers equipped the console's devkits with an HDMI output. This implied that the PS Vita could be connected to a TV for gaming. However, this idea was eventually abandoned.
Looking at one of the patents from that time, you can see that item number 25 is indeed labeled as an HDMI port. This further confirms that Sony seriously considered such a use case for the console.
Engineer Muneki Shimada mentioned in one of his interviews that the original PS Vita 1000 model did include a built-in video scaler—a hardware component necessary for image scaling. Moreover, the possibility of video output via cable was discussed within the team but was ultimately rejected.
The reason for abandoning this feature is more interesting than just a matter of cost. It all comes down to a concept Sony was trying to realize with PlayStation Vita—a concept internally referred to as Live Core.
Live Core was envisioned as a universal core—not just a gaming console, but a module that could serve as the foundation for an entire lineup of devices. It could be a media player, a cloud gaming console, or other hybrid formats. Essentially, Vita was meant to be a platform, not just a handheld console.
One embodiment of this idea later became the PlayStation Vita TV project—a device based on the same architecture but designed for home use with HDMI output.
PlayStation Vita TV: The Dream of Live Core and Its Compromises
Development of PlayStation Vita TV began six months before the release of the original PS Vita. This is important because it means Sony deliberately excluded the HDMI output from the final version of the handheld console to preserve the uniqueness of the new home console. Having the ability to play on a big screen built into the PS Vita would have simply devalued the entire idea of Vita TV.
In essence, PS Vita TV became the first and only realization of the Live Core concept—a universal core that Sony wanted to use across various devices. What exactly was included in this concept?
Sony's goal was ambitious: to create a compact and affordable device that would give users access to the PlayStation ecosystem at home. The console was supposed to:
Run games from PSP and PS1;
Run games from PS Vita;
Support Remote Play with PlayStation 4;
Play media content, including TV and YouTube.
A media hub with a focus on gaming—in a package the size of a cigarette pack and priced at less than 10,000 yen (about $100).
But as soon as work began, the developers faced numerous challenges. How to replace the touchscreen and rear touchpad? What to do about the lack of GPS, gyroscopes, and cameras? Were they even necessary?
The solution turned out to be simple—maximum feature reduction. First, the main menu was redesigned, as PS Vita's navigation was built around touch gestures, including the famous "pull the corner to close the app." This was simply impossible with a DualShock, so the interface had to be completely reworked for controller use.
All other features—GPS, gyroscope, cameras—were simply removed. Ironically, after removing all these modules, the PS Vita TV's body ended up being... larger than the PS Vita itself. The engineers had to redesign the board layout and shrink the device. The task was twofold: make the console as cheap and as inconspicuous as possible.
To some extent, they succeeded. But at what cost?
Remember: studios from around the world worked on PS Vita, each adding unique features to the console. For example, BigBig Studios (UK) created Little Deviants—a game that heavily utilized the rear touchpad. Thanks to such games, Sony decided to include these technologies in the final version of PS Vita.
But now, the PS Vita TV team faced a dilemma: what to do with games that used all these features?
The solution: create a list of compatible games—literally dividing the PS Vita library into two categories:
Those that could run on PS Vita TV (without special control elements);
And those that couldn't (e.g., Uncharted: Golden Abyss, Sony's flagship exclusive).
As a result, all of Sony's most technologically advanced games were unavailable on their own new console.
Thus emerged a strange hybrid—PS Vita TV. Sony claimed it wasn't a competitor to Apple TV but a gaming console. Yet even Sony's own hits didn't work on it.
Yes, they achieved two goals: compactness and low price. But the cost was a total gutting of functionality.
Later, many journalists and analysts agreed: PS Vita TV was doomed to fail because... it wasn't a PS Vita. Everything that made the original console unique was unavailable on its "home" version.
The paradox was that all the platform's best games—Wipeout 2048, Assassin's Creed III: Liberation, Tearaway, Gravity Rush, Borderlands 2—were either completely unsupported or required specific controls missing on PS Vita TV.
Some of these problems could have been solved. For example, the DualShock 4 controller has a touchpad that could have emulated Vita's controls. But neither Sony nor third-party developers adapted their games for PS Vita TV, even months after its release.
This undoubtedly hurt sales. According to Media Create, only 42,172 units were sold in Japan during the first week—a disappointingly low figure even for niche platforms.
But amid this failure, another console, the PS Vita 2000, was also unveiled. So let's move on to it.
Development of PlayStation Vita 2000: Simplified and Controversial
In spring 2012, Sony began working on a new version of the handheld console—the PCH-2000, a model designed to replace and simplify the original PS Vita.
At launch in 2011, Vita was offered in two variants: a standard model without 3G and a version with 3G support (where you could insert a SIM card for mobile internet). The base model without a SIM card was the one slated to be replaced by the lighter version.
The idea was to make the console more user-friendly. And what did Sony mean by "user-friendly"?
1. Accessibility and Price
The main focus was price. The new model had to be cheaper to appeal to a broader audience, especially younger users.
For comparison:
The PS Vita Wi-Fi (2011) cost 24,980 yen (~$250);
The PS Vita 3G—29,980 yen (~$299);
While the Vita 2000 sold for just 18,980 yen (~$190).
2. Simplified Daily Use
In an unexpected burst of common sense, Sony added a microUSB port for charging to the PS Vita 2000. Against the backdrop of their own proprietary cables and ports—this seemed like a real revolution.
It also included 1 GB of built-in storage—not much, but enough to start using the console right "out of the box." Of course, heavy games wouldn't fit, but it was sufficient for saves and small indie projects.
3. Improved Ergonomics
The console became thinner and lighter, with rounded edges. It fit better in hands, especially children's.
Overall, the Vita 2000's body felt more comfortable for daily use.
4. Colors and Design.
Sony clearly tried to expand the target audience: instead of the strict black "gamer" look of the original, the Vita 2000 came in various colors and had a softer, more "homey" appearance. This made it appealing to casual players and women.
5. Increased Reliability.
Here's where contradictions arise. Sony decided to replace the wonderful AMOLED screen of the original PS Vita with an LCD screen. On one hand—this did affect the console's reliability. On the other hand—they were being a bit disingenuous, as this change was primarily related to the first point—reducing the console's price. After all, AMOLED screens were significantly more expensive. Though there was a plus—battery life increased by one hour.
Still, for a gaming console, image quality is critical, and the screen replacement noticeably impacted the visual experience. Though personally, the Vita 2000's LCD display wasn't a "disaster." Unlike, say, the difference between the first Switch and the Switch OLED, here the screen quality was more comparable—but it was still a step back.
Every element of the PS Vita 2000 was designed with the mass user in mind. From simplified access to slots to increased overall durability—all of this was done to make the console convenient, sturdy, and hassle-free for daily use.
Special attention was paid to feedback from women and young players. These user groups influenced not just the ergonomics but also the color palette: the console became less "tech-gamer" and more universal in appearance.
The PS Vita 2000 project was developed under strict cost and weight reduction requirements, but Sony didn't want to sacrifice performance. The engineering team put in meticulous work:
Rearranging components on the motherboard;
Simplifying the cooling system;
Thoroughly testing the body shape and grip comfort;
And, of course, ditching the expensive OLED display for LCD.
In the end, the PS Vita 2000 wasn't a revolution but an evolution—an attempt to adapt a powerful but niche console to broader audience demands, preserving the original's spirit but with a more practical approach.
SCEJA 2013: An Unexpected Finale
On September 9, 2013, on the eve of the Tokyo Game Show, the SCEJA 2013 press conference took place at Shinagawa Intercity Hall. Many expected the event to focus entirely on PlayStation 4: announcing the price and launch date, showing trailers. And at first, that's how it seemed—a standard press conference ahead of a major release.
However, at the end of the event, two important announcements were made.
The first was the announcement of PlayStation Vita TV. Andrew House, CEO of Sony Computer Entertainment Europe, took the stage and, without much preamble, introduced the new console—PlayStation Vita TV.
He announced that the device would go on sale in Japan on November 14, 2013, priced at 9,954 yen (or 9,480 yen without tax).
Two bundle options were planned.
Standard bundle—console only;
And an expanded Value Pack for 14,994 yen, including a DualShock 3 and an 8 GB memory card.
It seemed the event was winding down, but suddenly Hiroshi Kawano, President of Sony Computer Entertainment Japan, appeared on stage. Behind him, children came up wearing bright T-shirts showcasing the colors of the new consoles. This was a visual presentation of the PS Vita 2000's variety.
Kawano then introduced the console itself and revealed its features. To conclude, he announced two limited-edition PS Vita 2000 models themed around Gundam and God Eater 2.
However, it's worth noting that the SCEJA 2013 press conference was a closed event for press and industry representatives. Regular players got their first look at the new devices a few days later—at the Tokyo Game Show 2013.
At TGS 2013, Sony set up a massive booth dedicated to its new products.
You could try PlayStation Vita TV in person, seeing how the home console handled portable games.
Or examine the limited-edition PS Vita 2000 models up close, including the Gundam and God Eater 2 versions.
Or learn about future exclusives coming to both systems in the following months.
Tokyo Game Show was the first opportunity for the general public to truly experience the new Vita philosophy—split into portable and home forms.
A Quiet Sales Launch
The official release of the new consoles was scheduled for October 10, 2013, for PS Vita 2000 and November 14, 2013, for PS Vita TV. However, unlike past Sony console generations, there were no grand events or mass launches with fan participation.
The only notable event on November 14 was a ceremony organized by Bandai Namco Games to celebrate the release of God Eater 2. The event took place at Yamada Denki Ikebukuro LABI1 Mobile Dream Hall and focused more on the game than the console launch.
Attendees included: game producer Yusuke Tomizawa (Bandai Namco Games), development director Hiroshi Yoshimura (Bandai Namco Studios), and an official cosplayer of Alisa and her companion from Sony Computer Entertainment Japan.
The guests demonstrated a multiplayer mission called "Press Release" using PS Vita and PS Vita TV. The situation looked particularly comical when one participant kept having to "revive" a colleague who was playing the game for the first time and struggling with the controls.
The event concluded with a short autograph session, after which everyone dispersed.
Thus passed the launch of two new devices—quietly, matter-of-factly, and surprisingly modestly, highlighting Sony's uncertainty about their fate.
Epilogue
The removal of video output from PS Vita 1000 was a pivotal decision: instead of expanding the handheld console's capabilities, Sony took a different path—creating PS Vita TV, an experimental device at the intersection of media player and gaming platform that ended up being neither.
Meanwhile, PS Vita 2000 was a pragmatic attempt to adapt to the market: more affordable, compact, and convenient for everyday use.
Both models—so different in spirit and purpose—reflected two development vectors for a single platform. PS Vita TV aimed for a place in the home ecosystem, while Vita 2000 sought to appeal to mass-market users.
This was Sony experimenting with form, functionality, and target audiences. And though neither model became a true hit, they serve as a reminder that PlayStation Vita was meant to be more than just a handheld gaming system.