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Vita Surges In Japan Thanks To Hatsune Miku Project Diva F

The PlayStation Vita hasn't exactly been burning up the sales charts over the summer.

But the handheld had a very strong Gamescom showing and on top of which, the Japanese got a highly anticipated title they seem to love: Sega's Hatsune Miku Project Diva F .

And that game has helped to propel the Vita up the Japanese sales charts, as noted by Andriasang . Sony's portable saw a big surge in sales, moving 46,877 units in the week ending September 2, putting it well ahead of any other game system besides the Nintendo 3DS.

Hatsune Miku Project Diva F sold over 158,000 copies in its first week of availability and doubled the tally of the runner-up title, Devil Summoner Soul Hackers for the 3DS. And…dude…the 360 sold 525. Seriously. 525. That's just…comical.

Sony: Vita Sales Close To Expectations

The PlayStation Vita is about where Sony expected it to be at this point in time.

Sony CEO Kaz Hirai told Reuters that unit sales for the company's new portable were tracking close to internal expectations. He did add that it might be "trending behind in certain territories," although he didn't specify which territories.

The Vita has sold 2.2 million units worldwide since its launch and Sony hasn't provided an estimated sales goal for the fiscal year (as they sometimes did with the PS3). Gamers have often complained about the price, as the Wi-Fi unit sits at $250 and the 3G model costs $300, but Sony has said in the past that it's still too early for a price drop. As for the games, the launch was great but we need more and thankfully, it appears they're coming.

Leading the charge will be titles like Assassin's Creed III: Liberation , Killzone: Mercenary , LittleBigPlanet , Call of Duty: Black Ops Declassified and Tearaway . We need that software; all game hardware requires top titles to sell, regardless of all the extra bells and whistles.

Pachter: Vita Sold 325,000 In February

Bear in mind that these are not official NPD numbers, but predictions for those official numbers. Still, he's probably not far off.

Michael Pachter has issued his monthly expectations , and although he anticipates a continued decline in hardware and software sales, he says the new PlayStation Vita sold a very healthy 325,000 systems between the February 15 debut of the First Edition bundle and the end of the NPD period. That is significantly higher than Pachter's expectations for the 3DS, which comes in at 240,000.

This would result in a 24% rise in hardware sales compared to January, but it'd still be a 15% decline in the year-over-year comparison. The analyst also expects an 8% decline in software, with the top slots going to Kingdoms of Amalur: Reckoning (around 400,000 units sold), Zumba Fitness Rush , Twisted Metal and UFC Undisputed 3 . It's unlikely we'll see any Vita titles on the list; the thing is pretty darn new, after all. Obviously, we'll have to keep an eye on how the Vita fares for the rest of the year; we still say software will be the primary sales driver.

Vita Sales “Exceed Expectations,” Top 1.2 Million Worldwide

After one week in the major markets around the world, how has the PlayStation Vita fared?

Well, the press release we received today makes it plain: Sony Computer Entertainment Inc. has announced that global sales of their new portable has reached 1.2 million units worldwide as of February 26. That's actually only four days after the Vita launched in North America and Europe. Furthermore, software sales have surpassed 2.0 million units at both retail and on the PlayStation Network.

Said SCE President and Group CEO Andrew House:

"PS Vita was designed to deliver the ultimate portable entertainment experience, and we couldn't be more thrilled with the reaction we're seeing from consumers and the pace at which PS Vita is selling. The market has responded and there is clear demand for a mobile device capable of providing a revolutionary combination of rich gaming and social connectivity within a real world context. To sustain momentum, we're working closely with 3rd party developers and publishers to ensure the best games and franchises possible will be available on PS Vita, and our software line up for the remainder of 2012 will have something for everyone across the globe."

Offering a deeper and more immersive gameplay experience than has ever been seen in handheld entertainment before, the Vita seems to have resonated with quite a few gamers. The dual analog sticks, beautiful 5" high-def OLED multi-touch screen, powerful quad core processor, tilt function, built-in microphone, and front and rear cameras make this a diverse and entertaining device. And with both 3G and Wi-Fi available, the Vita "will enable infinite possibilities for users to 'encounter,' 'connect,' 'discover,' 'share' and 'play' with friends wherever they are."

Are you a proud owner, too?

Maybe We Shouldn’t Be Too Concerned About The Vita’s Future

Sometimes, it takes a bit longer to make an obvious connection. My only excuse is that I've been a little overworked lately.

During my hands-on impressions of the PlayStation Vita, I concluded that we're looking at a unit that focuses almost exclusively on the software. It has plenty of great features that undoubtedly contribute to the overall portable experience but succinctly and simply- this is a device designed specifically for gamers.

Now, we learn that the new handheld has topped 1.2 million units sold worldwide. Basically, this means it has sold 600,000 in the US, Europe, and Australia in four days, as a little under 600k have been sold in Japan since the Vita launched on December 17, 2011. That's not bad. In fact, it's above Sony's internal expectations, and critics and new owners alike seem satisfied with the new hardware. But of course, there's one big question that begs to be answered.

After the Vita launched in Japan, sales dropped. Of course, the excited gamers, the first adopters, so-to-speak, sprang to stores within the first week and as a result, subsequent weeks showed a big drop-off. The same is sure to happen in other regions. It's just the nature of the business and really, this applies to most any new product; the avid, anticipatory consumers will have the product within the first few days, while the rest – those undecided – will wait. And they'll certainly wait longer than a week or two. So how will the Vita continue to sell well?

Well…duh. The games! That's the aforementioned disconnect to which I alluded; if the Vita is all about software, and gamers have already responded, the way to keep sales satisfactory is to keep pumping out the games. And oh yes, that's what the Vita does; that's where it excels. So perhaps this is the easiest solution to what initially appeared to be a highly complex issue; a gaming device prompts gamers everywhere to respond, and down the road, more games come and more gamers respond.

See? Simple.