
Sony has been delving into its back catalogue a little more recently, and it seems it's going right back to the beginning, according to former PlayStation executive Shuhei Yoshida.
Speaking to VGC, the indie games advocate revealed that Jumping Flash was on the cards to make a comeback with an original virtual reality game, but it never came together.
"Some developers wanted to license Jumping Flash to develop it into a part of their new VR game," Yoshida said, not mentioning which studio was working on the title.
He went on to mention one licensed project that did bear fruit. "One of the ones that actually happened was that the original creator of Fantavision asked for the license and remade it in VR." Shu is referring to Fantavision 202X.
As mentioned, Sony has been exploring its older IPs and licensing them out to external teams. Recent examples include Freedom Wars Remastered as well as upcoming titles Everybody's Golf: Hot Shots and Patapon 1+2 Replay.
A new Jumping Flash seems like it would've been a good fit for PSVR2, but it seems it won't be happening now. It's at least interesting to hear that these conversations are happening, whether they get off the ground or not.
Would you have liked to see Jumping Flash return in PSVR2? Tell us in the comments section below.
[source videogameschronicle.com]





Comments 13
It would have been interesting to see.
Also, had it happen then I like to believe they would have got a good composer who can match Takeo Miratsu's style (may he rest in peace🙏).
This licensing business that Sony is doing could lead to some cool stuff if done right. How's this for a hypothetical idea:
A dormant Sony RPG IP:
-Arc the Lad
-Legend of Dragoon
-Legaia
-Wild Arms
being remade by a developer known for RPGs:
-Square Enix
-Atlus
-Bandai Namco's Tales team
Or Level-5 licensing Dark Cloud, Rogue Galaxy, Jeanne d'Arc or White Knight Chronicles from Sony and making a new game themselves.
It's a shame how most developer are still interested on making PSVR2 games except Sony themselves...
Team Asobi could make a killer Jumping Flash! game. Think Doom meets Samurai Pizza Cats.
Sony really let the side down with PSVR2. Only two PlayStation published VR games and a patch for Gran Turismo 7. I know there's some good third party support, but this makes the Vita look like it had the library of the PS2.
It would have been nice to see this, and to have Sony London give us a Blood of Truth port and sequel rather than waste their last five years on a live service game we never got to see, and to have Asobi port Astrobot Rescue Mission, and to get the no-brainer VR Uncharted game that might have actually sold units. Honestly, just the bare minimum effort would have been nice.
I'm really very confused why Astrobot Rescue Mission hasn't been ported to PSVR2. I mean, I understand they were working on Astro Bot, and they're still releasing updates to it, but how hard could it be to port what ought to be a sure-fire winner?
I didn't have the first PSVR and I'd love to play the game that introduced Astro Bot - and I expect a lot of PSVR2 owners are thinking the same thing. But I guess that's just not happening.
They could always retcon him into Astrobot.
That robot bunny is a pretty nice design and would fit well with the IP.
That would be close to ace combat for vr sickness
@RobN Astro bot first appeared in 2013 on “the playroom” game bundled with the ps4. Followed by “playroom vr” in 2016. “Rescue mission” was the third game to follow Astro Bot in 2018.
I remember playing the original jumping flash demo disc over and over when it first came out. Loved it. A VR version would be absolute motion sickness hell but I’d be there for it.
Would have been nice to see, like many others. If it was Astrobot and a Jumping Flash reference, vehicle used in levels or something sure.
So many IPs can be used but they are too lazy to build them up as something again. Besides the obvious fans they may still have or make new ones.
@AK4tywill Agreed, PSVR2 they have barely supported so that's even faster then the Vita, Dreamcast or others to stop support for a peripheral or console.
There was an Uncharted like with Immortal Legacy Jade for PSVR1. So a few were out there.
https://www.youtube.com/watch?v=4SiWKLKBBhs
Borderlands was on Vita and PSVR1, but they gave up I assume.
Like the smartphone 2010+ period whether companion apps/dual screens/remote play or just phone gaming many third parties are lazy for money/an audience to magically be there then build it up themselves, besides Indies taking any chance.
VR modes would have been nice. Like Getaway on PS3, London just not getting to make that kind of experience again is really sad. At least they got to make Blood and Truth to kind of achieve that.
But even articles about 'oh PSVR2 excuse, excuse excuse' stuff made it clear, devs mentality was not fit for PSVR2, the hardware is great besides a few minor details but the game design is so much a mentality thing not surprised devs didn't want to work on PSVR2 their mentality of design was wrong.
Oh games only work in cockpits/first person is the biggest excuse I have ever seen and many 3rd person ones as a camera or from a particular angle to control another character show this.
It's like DMC5 (V has 3 characters, 2 assists, an V the main character in some levels, it's a mess and put me off the game for a bit) or Bayonetta 3 with 2 characters, or Astral Chain even did it better but Bayo 3 they messed it up some how, they can do multiple characters but it controls horribly, also no motion controls either unless camera likely (even Croixleur Sigma it was gyro camera and I was like well so much for motion combat it's motion camera, easy off). So at least Bayonetta Origins did 1 character per Joycon but didn't do swapping characters approach.
PSVR1 did fair and still had many do experiments/tech demos besides games or ports but now they are like, eh hardware for those that want to but we have given up and have no expectations for it. Which is just sad.
Then again with how some overdid or learnt well on PSVR1 (and backstepped on PSVR2 cough No Man's Sky, why? did it well then backtracked why? but like their bugs/updates understandable how stupid they were about it) or even PCVR I just find it sad how many just made some even worse then Wii or Move let alone other motion controls look better and PSVR2 controls are overdone like they learnt nothing and reset back to Red Steel 1 on Wii. I can't say enough about NES or GBC motion.
But Red Steel 2 or others on Wii balanced buttons/motion. Move/Sixaxis I thought some were fair like Sorcery or Heavenly Sword's crossbow. Or Uncharted Golden Abyss's gyro aim.
Incompetent backsteps by some VR devs I find is just really stupid, sure design is different due to the world space to work with and physics and APIs and all that and they should know better not over blow reloading guns, zoom or other interactions with how the motion can work.
How devs were so reality focused like they unlearnt how games have been over the years even with buttons or even when sticks were introduced for dodging GOW 2005), combat or other interactions (Pitfall Lost Expedition, compare sticks to Wii motion it's very interesting I prefer Wii over GameCube controller in some cases too).
Part 2:
I don't have reference but to me even Cosmic Smash on Dreamcast with 1 stick plays eh (emulated as my experience, but not tried many PS1 Breakout clones either), it works but not ideal. It's not N64/PSP like you get used to. It's just how it helps not the inputs. So with PSVR2 I assume it's good, not played it to find out. But from enough N64 Turok 2 to PS2 era to PS3 era shooters it's been interesting how those have changed.
Buttons/motion can work it isn't that nausea inducing as they may think or 'has to reflect reality' but they go full motion or too reality focused like they forgot how game development works and the tech is so badly used when it is capable, or still clear how much it's the same, improved or badly developed to utilise it.
Its pure laziness/wrong mentality to approach or expecting smoothness of motion or how it triggers/attaches to things.
Not Eye Toy/Kinect levels (they have their moments of good and bad too from my experiences understanding how to use it properly same as Wii/Move to VR and understanding/making good guesses on what devs were after) but even still.
Even the Sega CD/32X got more support first party wise in the times they were on the market.
Sure it wasn't Sega Genesis/Mega Drive VR or Atari Jaguar VR or other things cancelled but even still.
So many handhelds or consoles have more support then PSVR2 it's easy to compare other fail consoles strengths in library or hardware.
Vita got more support even besides the Indie/Asian English release transition.
That or no Portal dual screen support or things Indie may have wanted to use then just a casting device.
I prefer PSVR2 to be a thing then scrapped (just like any other failed, to show what could be done and did get over the finish line then cancelled completely) but it is still sad.
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