a tad bit long..but a fantastic read here!
http://www.1up.com/features/making-uncharted-golden-abyss
This tells the story behind how it all fell into place..from a small intro to the creation of psv to how Bend landed the job and how they went about it
I'm still reading it and noticed two VERY important things
1. It was Sony BEND devs who chose to do a game on Uncharted IP..not Sony making them. They had the choice to pick something they wanted to do
2. "We felt that if we made an Uncharted game that could just as easily be played on the PS3, we would have failed. For one thing, Naughty Dog's got that pretty well covered. But for us, it meant exploiting the device to change up the experience in ways only possible on the Vita."
e-punch the next idiot who spreads fud on these matters next time
ok done reading..GREAT read..and if you don't have time read everything at least the following
"
"Because it's a touch device," says Garvin. "I honestly don't understand this reaction from players. I've heard comments from reviews and the boards that using the touch screen is a 'gimmick.' Huh? I hate to break it to them, but the Vita is not just a Sixaxis controller with a screen. It's got touch, and rear touch, and cameras, and a way more sensitive gyro. Our goal from the beginning was to make an Uncharted Vita game. We felt that if we made an Uncharted game that could just as easily be played on the PS3, we would have failed. For one thing, Naughty Dog's got that pretty well covered. But for us, it meant exploiting the device to change up the experience in ways only possible on the Vita. For touch melee our goal was to allow the player to physically touch the enemy, and decide where to punch or kick -- to have a touch gesture that matched a finishing move. It's one thing to say, 'hey, I tried it and it's not fun.' But what I usually hear is, 'The PS3 didn't do it, so you shouldn't either.' That is one of the dangers in bringing an established franchise to new type of device. Some hardcore fans just won't accept any tinkering. But our attitude was: is there a cool and fun way to use this input? Having said that, the device has sticks and buttons, so we use those when they make sense as well. But I stand by our design decision that using a swipe gesture to finish off an enemy is more fun than tapping square," he says with a smile.
And what of player speculation that Sony's product development group instructed Bend to overdose on Vita-specific features to show off the hardware -- like theories suggested they did with Factor 5 when Lair shipped with Sixaxis-only flight controls -- and that it wasn't Bend's decision to leave out button melee?
"It was totally ours," says Garvin. "This is something else I keep hearing: that Sony 'made' us use all these Vita features, that touch and other controls were shoe-horned in, that our game was to act as a demo for the hardware. But like I said, it wasn't like that at all. We consider Vita development to be completely different than PS3 development. Vita games should use the touch, and rear touch, and sticks, and buttons, and cameras, and gyro. If you make a game that doesn't use those inputs in fun and interesting ways, why are you making a Vita game?"

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