The Playstation Blog has an interview with the makers of MK Vita
I'm not a big MK guy (the fighter I have my eyes on SF X Tekken) but inbetween the aforementioned fighters, MVC3 and Blazblue, the Vita looks like it will be set for fighters. I would love it if the great fighter of all (VF) hits the Vita. Anyway, the Vita version of MK keeps the framerate and adds 150 new challenges.
PlayStation.Blog: What's the scope of Mortal Kombat for PS Vita? Does it include all the content from the PS3 game?
Ed Boon, Creative Director, Netherrealm Studios: It's actually everything from the PS3 game: the entire Story mode and all the downloadable characters and content, plus additional modes and features that are tailored for PS Vita. We really wanted to take advantage of Vita's hardware.
PSB: How have the graphics transitioned to PS Vita? Did you have to make any major graphical sacrifices from the PS3 version?
EB:It's interesting. We did have to reduce some of the polygon counts from the backgrounds and characters, but that screen is so bright, and it's got such high pixel density….when I saw Scorpion and Sub-Zero fighting on the Living Forest for the first time, I was amazed. It really maintains the identity of the game. I can't wait for people to hold it in their hands and see it for themselves — it's a surprisingly similar experience.
PSB: Will the PS Vita version keep the PS3 version's smooth 60 fps framerate?
EB: Yeah. We wouldn't accept any compromises there; we needed the game to run at the same framerate as the PS3 version. A number of our internal people proposed running it at 30 frames per second — "we could do this and this and that" — but we knew it would feel different. We didn't want it to feel sluggish or unresponsive.
PSB: What makes a good mobile fighting game? Obviously, playing habits are different in a mobile environment.
EB: The fundamental necessity is quick access to gameplay, whether it's online or locally. The mobile gaming experience is shorter bites of time. We identified the Challenge Tower as a perfect fit for mobile sessions, so we expanded it greatly for PS Vita. There are actually two Challenge Towers in the PS Vita version, and the new one has 150 challenges that are exclusive to PS Vita. A number of those challenges use PS Vita's hardware features: the touch screen, the accelerometer…
PSB: …rear touchscreen?
EB: The rear touchscreen functionality was something that we experimented with, but we ultimately opted not to pursue. We really went to town on the front touchscreen interaction, though, both in the challenges and normal gameplay. A lot of work went into it.
PSB: So how does a touchscreen come into play in Mortal Kombat?
EB: In terms of gameplay, we've always wanted MK to be as accessible as possible. For example, you can touch your X-ray meter to execute an X-ray attack. For fatalities, you can "slash" the screen with the appropriate inputs — say, away, away, up — to execute the fatality. It makes some of the more difficult fatalities easier and it's fun to slash at your screen to fire off a fatality. I was surprised by how engaging it is.