Atelier Totori Plus announced for PS Vita - Gematsu
Atelier Totori Plus announced for PS Vita
posted on 08.28.12 at 06:58 AM EST by (@salromano)
Enhanced port due November in Japan.

Rumors of a PlayStation Vita version of Atelier Totori: The Adventurer of Arland surfaced earlier this month through Taiwanese retail listings. Dengeki PlayStation this week confirms these reports, announcing Atelier Totori Plus for PS Vita.

Due on November 29 in Japan, the game will include new items – equipment such as canes, glasses, and ribbons – a bikini outfit, and additional illustrations and material recipes. Download content characters from the PlayStation 3 version are included with added elements as you play throughout the game. This plan is the prologue to the new development of Arland series.

The standard edition of the game will cost 6,090 yen, while a premium box, which includes a PS Vita skin and paper weight, will cost 8,190 yen.

View a scan of the game’s announcement here.

Thanks, Re: Gigen.

Save $3 with the coupon code "GEMATSU"
  • i wish they make new atelier for vita 

  • Taiho

     After playing Totori and somehow developed an attachment to her, it’s hard for me to play Atelier Meruru. So if I do get a Vita I would want this game 100%

  • Hinano

    She’s my waifu so day -1 buy.

  • Cess007

    If i haven’t ever played an Atalier game, which one is the best to start? :)?

    • Well, luckily, the Arland sub-series only has three games. Totori is the second. I’d say start at Rorona, considering it’s the first, and move your way up. ;D

  • 浪黒雷 (ro-kurorai)

    Finally more support is coming Vita’s way from Japan. Somehow I guess this year’s TGS will be huge. Gonna be interesting to see what Ninty have to share on their home turf as well. 

  • abzdine

    TGS seems promising.

  • HarryHodd

    Good to see that porting between the PS3 and Vita is easy and will benefit both systems.

    • 浪黒雷 (ro-kurorai)

      Lots of developers say that developing on and porting to Vita is a breeze. Seems Sony have learned their lesson with PS3’s unique hardware and prefer to use more standardized hardware instead. Bodes well for PS4. I’m interested to see how Sony’s top tech-savvy studios will take advantage of a more off-the-shelf approach to hardware as developing for the next console won’t be a challenge anymore (my guess considering Vita’s hardware approach). 

      In theory any developer could build beautiful worlds on PS4 were it to include off-the-shelf parts, so I’m really intrigued how much of a visual difference there will be between games by Naughty Dog, Sony Santa Monica, Guerrilla Games and Quantic Dream compared to third party developed games.

      • HarryHodd

        Yeah I don’t see Sony going with a complex architecture for developers again, especially the way Japan floundered with the console early on.

        • 浪黒雷 (ro-kurorai)

          That’s why I’m so interested in their next system. We already know that WiiU uses modified off the shelves parts as it’s a breeze to develop on and port to (Darksiders 2 was ported in three months, 3 friggin’ months!). Simple architecture means easy development for third parties but it also means that the system gets “maxed out” visually fairly early on. Gears 2 is the most graphically impressive game on 360, that came out some 2-3 years into the system’s life cycle.
          Alan Wake doesn’t count, as it’s horribly sub-HD, which leaves the upcoming Halo 4 as a possible contender to set the 360 visual benchmark. It is expected, however, as MS poured millions into building 343 and their technology. It’s a brand new engine, that will probably be used in a slightly modified version on Durango (XBox 3).
          PS3’s maze of an architecture means however, that the likes of Guerrilla, Santa Monica Studios, Naughty Dog and Quantic Dream constantly 1-up themselves visually with their next game.

          I’m wondering whether it’s possible to exploit a simple design but Halo 4 is a strong argument for it. It looks great. The next console generation will be truly exciting.

          • Marco Tinè

            The coding environments on PS3 and Vita are actually quite different. The PS3 has its own hardware and needs specific knowledge, while the Vita is more PC based: this means you can exchange assets with little to no editing just because the handheld is powerful enough, but when it comes to exporting code from PS3 to Vita, there’s a lot of “translation” and work involved. That’s what I understand from what Sony’s Jim Ryan said during the Gamescom 2012.

            Anyway, it’s equally true that many developers finds themselves at ease with the Vita’s environment, and this bodes extremely well for Sony’s approach to hardware development. Hopefully, the PS4 won’t be the “black beast” the PS3 was in its early days. As for Sony’s internal studios, I think they’re gonna shine even through a PC-based system: when you work on fixed hardware, there’s always space for exploitation, and that’s what they’ve been training for in the last 6 years.

            But it wouldn’t be bad if they showed some love for the PS Vita too. I mean, Naughty Dog could let Bend Studios handle the Uncharted series on the platform, and focus on creating something original for the platform…

            • 浪黒雷 (ro-kurorai)

              Your comment eased my mind. There are some 360 exclusives that almost come close to games produced by Sony’s top studios (sorry, had to bite back ^^) which support your argument. Halo 4 looks particularly impressive, especially as it’s the first Halo on 360 to run at native 720p resolution.

              I remember ND commenting some while ago that their games would look as good on other consoles as on PS3 were they a multi platform developer. The biggest constrain would be disc space, so they could not include lots of (uncompressed) voice acting and hi-rez textures/ cinematics. I believe U3 even exceeded 50GB as it’s being dynamically uncompressed wjile playing, hence no install (HDD-streaming instead of one huge install). Cell can produce some crazy shit but it requires time and money and porting is an issue.

              Now Sony’s Gaikai deal makes sense. PS4 won’t be BC (no way off-the-shelves hardware can emulate CELL), so they can ensure backwards-compatibility and demos via Gaikai. The premise of simply booting a demo online, instead of downloading gigabytes of data and installing (hope Sony learn from MS and eliminate installs) is exciting.

              I’m certain Naughty Dog, Sony Santa Monica and Guerrilla Games are closely attached to building PS4’s new graphics chip and CPU structure. That way the WWS-group can still take advantage of some advanced features while lazy-ass devs (especially those working for Activision) don’t have to bitch about PS3 being so difficult to code for. Maybe even Bethesda will be able to develop a game on PS4 that does not look and perform like the ugly adopted step child’s pet’s feces.

              There’s still much to learn about WiiU, Orbis and Durango and after that dull E3 and that awesome GC I’m having high hopes for Sony’s and Nity’s conferences in Tokyo next month. Let’s hope the platform holders learned from their competitor’s mistakes and will produce better environments for us to enjoy our hobby.

              Oh yes, I’m excited for the next console generation. Don’t care much about PC gaming besides GW2, Witcher 1+2, Dragon Age, Japanese visual novels (for learning Kanji, of course) and the ME trilogy and hope my GTX560Ti alongside my Phenom II X6 1090T will ensure I don’t need to upgrade anytime soon.