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Tearaway |OT| Super Iota 64

I finished this game over a week ago and still haven’t said anything about it in here, really I should.
This makes for a good first Vita game what with it putting all of the consoles features to work, usually something that leans so heavily on this approach could be described as being gimmicky in the worst way but they pulled it off very well which is an impressive feat in itself.

The core platforming is basic but satisfying in its simplicity, I’d argue its main hook is how you work in tandem with Iota/Atoi to progress through the areas, a blend of traditional game control for them and more unconventional ones for you tinkering around with the environment to aid their journey. This almost works on two levels to reinforce your deity like status, holding the world itself in your hands via the Vita and interacting with the world itself through touch and tilt base controls really drives it home. There are a few moments where these controls can get kind of fiddly, maybe it’s just because I’m new to this whole Vita thing but sections involving fingers bursting through the earth via the rear touchpad as well as character control was like making my fingers go through some shaky gymnastics. Then there’s gyro who I’ve never been on strong speaking terms with, I’m never one for having to tilt the handheld I’m trying to play on but these are small qualms in the grand scheme of things, it’s not like the gameplay demands intense precession after all. I will add that on the more positive side of these Vita specific controls activating the bounce pads through the rear touchpad was satisfying especially as it factored in the pressure of your touch and the front camera displaying the player in the sun is quite possibly the best use I’ve seen of a camera on a handheld games console, pulling various faces when focused upon is obligatory for everyone I expect, I mean who could resist?

Visually this game takes its style to the next level, screenshots do not do the papery goodness justice. The unraveling of objects before your eyes, the flattening of a crease of paper as you step over it and the puddles that compel me to just jump up and down in them like I’m a kid all over again, to say Tearaway has expertly crafted its world may be a cliché but it’s hard to resist using it seeing at how it all comes together. Unfortunately I didn’t get as much use out of the photo function as I’d like, often beyond the view of the games sometimes locked camera lies a horizon of nothingness which is a bit of a bummer seeing how lovely the environments look otherwise.

By throwing in moments of customization all along the journey Tearaway emphasizes the idea that it’s your story, it’s a neat little touch that makes each players journey through the game ever so slightly unique even if it’s just something like the snowflakes they used for the mountain, just so you know I went with poorly constructed multicoloured snowflakes. Or you could’ve just flung male genitalia everywhere, just know that I’m very disappointed in you if so.
All these small elements come together as the game progresses and when I saw a photo I’d taken earlier in the game crop up elsewhere later on I couldn’t help but smile.

Back to the gameplay itself, 3D platformers are a disappointingly rare breed these days so it’s always nice to see another game take on the genre (though that’s pigeonholing the game a bit, it’s more of an adventure with elements of 3D platforming I guess) . Character control is satisfyingly responsive, despite not having much of an arsenal of moves to pull from the core platforming works well. That said a few sections late game did get a bit messy not because the game lacked the controls to meet the challenges but because I swear the characters jumping shadow just took a hike leading to a bit of guess work for the landings and the camera didn’t always help either . Otherwise the various jumping tasks asked of you are enjoyable and as I said earlier how you interact with the platforming yourself is part of what makes it stand out from its relative simplicity. Combat is initially fun enough but begins to grate when the game gets too heavy on the enemy encounters since it’s so simplistic, the bigger and more frequent waves of scraps kind of feel more like a way to pad out the game time ever so slightly.
Tearaway reminds of the old PS1/N64 style collectathon platformers in a way, it isn’t so much about strict jumping action but about adventure and of course collecting stuff you find on the floor, I’m fine with this since I’m always up for a bit of item gathering but it’s a quite a flaw in my eyes that the confetti doesn’t really have any major use. There’s some character and camera customization options sure but that alone doesn’t really warrant me lining my pockets to the bursting point with confetti, this stings further when you consider that the hidden presents or optional tasks reward you with yet more confetti, I can’t say I’m compelled to journey back through areas and pick up the few bits I missed for this reason. Perhaps presents could have held some secret customization options not accessible through the standard confetti means.

Tearway wraps up nicely before overstaying its welcome, some may say it’s too short but it makes the most of all its ideas within the hours I spent with it as opposed to running them into the ground for the sake of greater length. When a friend of mine asked me to describe how Tearaway was I thought for a brief moment and came out with an ever so eloquent “charming as fuck”, I could have phrased that one better but I think he got the message. Tearaway was jolly good fun and a great showcase for the Vita itself, I’m not sure if it’s a system seller but it is a game that uses the unique properties of its handheld to the point where the words “only on Vita” ring true.
 

RaikuHebi

Banned
Played the demo earlier today. I've gone from "I'll get it eventually" to "I need this immediately".

Everyone playing smartphone games need the smartphones taken out of their hands and replaced with a Vita with this game inside. Especially kids, but this game is a joy for all ages. As I played it I hoped that this will be to many kids what Crash Bandicoot was to me at the age of 5.

It gave me Journey and Flower vibes in its minimalism, a kids version of minimalist gaming. Got some Earthbound vibes from it as well. Also I'm pretty sure this is what Nintendo fanboys would call: "Nintendo gameplay" or "Nintendo spirit". Nintendo's monopoly will be under threat if Sony get more of this coming out.

And all this is coming from a person that couldn't even get into LBP.

I am glad Parappa is in Media Molecule's hands. It will surpass the original if Tearaway is anything to go by.
 

B-Genius

Unconfirmed Member
Got a question for you guys without a version from the US, Canada or UK.

Is your game in English if you put your Vita in English?
My Vita is in English but with the JP store. The game releases tomorrow (about friggin' time) and I downloaded the demo today, but it's only in Japanese. I can read it but I still would rather prefer to play in English. Is the full game available in other languages?

Hey Mik, I think in this case it depends on the game's specific language options. AfaIk it doesn't have anything to do with the account/store you're using.

For example, most Capcom games (mainly fighters) will boot in the system language (with no in-game option), regardless of the game version or console region.

With Sony first-party games it's possible they'll have in-game language options. JP version of TLoU lets you switch voiceover language, subs and menu text. I've heard it's the same for Uncharted, but not sure about any Vita titles.

There's a very slim chance I'll win a JP copy of Tearaway at work later today, so I may be able to let you know at that point!
 

B-Genius

Unconfirmed Member
“charming as fuck"

Haha, those are the exact words I used to describe it to a friend as well.

Of course, the rest of your words do it great justice. Very nice review :)
Pulling inappropriate faces in the sun never gets old, and I loved the way the bounce pads responded to a light or hard tap, each producing a different sound. I often found myself drumming along to the music while playing, keeping the rhythm while platforming. Really fun.
 

Mik2121

Member
Hey Mik, I think in this case it depends on the game's specific language options. AfaIk it doesn't have anything to do with the account/store you're using.

For example, most Capcom games (mainly fighters) will boot in the system language (with no in-game option), regardless of the game version or console region.

With Sony first-party games it's possible they'll have in-game language options. JP version of TLoU lets you switch voiceover language, subs and menu text. I've heard it's the same for Uncharted, but not sure about any Vita titles.

There's a very slim chance I'll win a JP copy of Tearaway at work later today, so I may be able to let you know at that point!

Hey, thanks for the reply!
I'm asking because for example, LittleBigPlanet for Vita is all in English if you play with the Vita in English (there's no language option). However LBP and LBP2 are in Japanese if you buy the Japanese copy (I have the EU version though) and you can't change the language either.

This time the demo is in Japanese only, which kinda worried me... but hopefully it's also in English. Either way, I'm waiting now for the PS Store to update so I can grab it. I seriously hate the Japanese PlayStation store though.. full of shit and they update at 13pm (after my lunch break.. genius...). I don't think I'll be able to handle this shitty store for 6 more years with the PS4 :/


Edit: Welp, just as I finished typing that, I checked the store and the game is now available, lol.
That doesn't make the JP store any less shitty though :p (I'm still waiting for Guacamelee..)
 

soultron

Banned
Getting that Tower of Doom trophy was pretty frustrating.

Sometimes the Scraps get stuck behind/on top of objects outside the playable area when you knock them over. Sometimes they get caught in collision meshes and then get killed for whatever reason too.

Had to restart the level about 5 times and replay up to that point to attempt it.
 

B-Genius

Unconfirmed Member
Exactly what Patrick Klepek said as well.

Just Googled him (I don't visit Giant Bomb). I guess when you're stuck for words, it's the most poetic expression!

Hey, thanks for the reply!
I'm asking because for example, LittleBigPlanet for Vita is all in English if you play with the Vita in English (there's no language option). However LBP and LBP2 are in Japanese if you buy the Japanese copy (I have the EU version though) and you can't change the language either.

Edit: Welp, just as I finished typing that, I checked the store and the game is now available, lol.
That doesn't make the JP store any less shitty though :p (I'm still waiting for Guacamelee..)

Well, seeing as LBP Vita is the most recent before Tearaway, perhaps it's become a regular practice now. There's at least one MM guy floating around here who you might be able to ask, or you could always try Tweeting.

That sucks about Guacamelee and the store in general, though =/ I would love to stroll up to Drinkbox and offer freelance localisation, but I don't think it's as simple as that...

Have you considered using a secondary card for certain western purchases, or are you exclusively JP sto' fo' lyfe?
 

Mik2121

Member
Just Googled him (I don't visit Giant Bomb). I guess when you're stuck for words, it's the most poetic expression!



Well, seeing as LBP Vita is the most recent before Tearaway, perhaps it's become a regular practice now. There's at least one MM guy floating around here who you might be able to ask, or you could always try Tweeting.

That sucks about Guacamelee and the store in general, though =/ I would love to stroll up to Drinkbox and offer freelance localisation, but I don't think it's as simple as that...

Have you considered using a secondary card for certain western purchases, or are you exclusively JP sto' fo' lyfe?
Finally bought the game, and... it's all in Japanese. Oh well... I will still enjoy the hell out of it.

As for a secondary account... I have my US account that I use for all the DLC for the US titles I buy (most of my collection is US imported - I live in Japan -). My main account is on the Japanese store... but I hate it so much. Too bad my ID is only correct on that account, all my other accounts have -US or -EU after my nickname, so it'd feel kinda weird to play with those, lol.

If you can get Guacamelee translated, I would love it, lol. And I don't think there's so much to translate, either..
 

Sora_N

Member
0eefdf15578f5f9f480474559a8074cd1d7c488f.jpg


WIP, need to fix a few things lol.
 

hohoXD123

Member
Getting that Tower of Doom trophy was pretty frustrating.

Sometimes the Scraps get stuck behind/on top of objects outside the playable area when you knock them over. Sometimes they get caught in collision meshes and then get killed for whatever reason too.

Had to restart the level about 5 times and replay up to that point to attempt it.

Did you try doing it on the crash site level, near the beginning?

0eefdf15578f5f9f480474559a8074cd1d7c488f.jpg


WIP, need to fix a few things lol.

Good job, looking much better. Now for that cape.
 

soultron

Banned
Did you try doing it on the crash site level, near the beginning?

Yeah, that's where I got it. Still, the area you need to be in is the arena with the squirrel, which takes roughly 5-10 minutes to get to from the start of the level. And again, if one of the six ninja Scraps gets stuck outside of the playable space or somehow gets killed accidentally, you're screwed and need to start the entire level over again. AFAIK, there's no restart from checkpoint option in Tearaway.
 

commish

Jason Kidd murdered my dog in cold blood!
Wow this game looks amazing. How did I miss this? Any sales going on?? I will pick it up today regardless.
 

Sora_N

Member
Did you try doing it on the crash site level, near the beginning?



Good job, looking much better. Now for that cape.

Yeah haha.

I also realized that there's no gray paper, do you unlock more paper later or no? If not I guess I'll make an all black suit (like the movie suit and work around that. Really looking forward to finishing it after my exams in a few days! :)
 
Help!

I'm near the end of the game. I just
jumped off the back of a camper. I'm falling down, there's confetti to collect along the way, and and I keep dying just as I'm in the air falling. I have no idea what's going on, every time I die I restart in the air again and die shortly after.

Any ideas?
 

Muzy72

Banned
How long is this game? I just passed
Gibbet Hill and now I'm at the Crash Site.
I was wondering how much I have left.
 

TripOpt55

Member
Help!

I'm near the end of the game. I just
jumped off the back of a camper. I'm falling down, there's confetti to collect along the way, and and I keep dying just as I'm in the air falling. I have no idea what's going on, every time I die I restart in the air again and die shortly after.

Any ideas?

Maybe hit pause and use the restart checkpoint option? I did this a few times when a glitch popped up that stopped me from proceeding and it worked. And that sounds like what is happening to you at the moment. I didn't run into this particular glitch though.
 

oggob

Member
How long is this game? I just passed
Gibbet Hill and now I'm at the Crash Site.
I was wondering how much I have left.

You are 1/3 the way through... The game really can be broken down into 3 acts (Beginning, Middle, End)...
 
Maybe hit pause and use the restart checkpoint option? I did this a few times when a glitch popped up that stopped me from proceeding and it worked. And that sounds like what is happening to you at the moment. I didn't run into this particular glitch though.
I tried restarting the game altogether, but it kept happening. Maybe I'm missing something dumb but I'm getting really frustrated.

Here's a video I took of this sequence, if you can see what I'm doing wrong please tell me.

Spoiler warning? http://www.youtube.com/watch?v=My5wxtVHmOc (apologize for bad video, it's hard to hold an iPhone and control a Vita at the same time)
 

TripOpt55

Member
I tried restarting the game altogether, but it kept happening. Maybe I'm missing something dumb but I'm getting really frustrated.

Here's a video I took of this sequence, if you can see what I'm doing wrong please tell me.

Spoiler warning? http://www.youtube.com/watch?v=My5wxtVHmOc (apologize for bad video, it's hard to hold an iPhone and control a Vita at the same time)

Yeah you aren't doing anything wrong. It's a glitch. Try reloading the chapter instead of checkpoint. You are right at the beginning of a chapter I think so it shouldn't be a big deal. I actually remembered someone else having this problem in this thread and looked back and that is what they did.

Edit: See here is this other guy's quote:

Anyone have a problem with a bug near the end (
during The Tear
?) I'm
jumping off the cliff and getting killed before I hit the bottom for no reason.
Can't go back to a previous checkpoint so looks like I won;t be able to finish the game :(

EDIT: Reloading the chapter and not checkpoint seems to have worked.
So maybe that will fix it for you.
 

Grinchy

Banned
Just beat it. Damn, that whole last hour or so of the game was just awesome. This was one hell of a game.

If you have a Vita but haven't bought this game, you're crazy.
 

sploatee

formerly Oynox Slider
Hello! Fairly new member here and Vita-sis?! (is that the right term? Not particularly bothered either way...)

Tearaway is amazing. Absolutely amazing. I've been gaming since the mid-80s and it's one of the best games I've ever played. Sequel please!
 
After playing the demo a second time it really clicked. Picked it up while it was still on sale at Amazon and it arived yesterday. Think I'm going to wait till I'm don with Ys. Does the save transfer from the demo?
 

NEO0MJ

Member
Will this game be getting any DLC in the future? I plan on buying it soon but most stores carry the pal version wile my PSN account is american so if any DLC is planned I'd have to buy the american version.
 
Yeah you aren't doing anything wrong. It's a glitch. Try reloading the chapter instead of checkpoint. You are right at the beginning of a chapter I think so it shouldn't be a big deal. I actually remembered someone else having this problem in this thread and looked back and that is what they did.

Edit: See here is this other guy's quote:


So maybe that will fix it for you.
Ok thanks I'll try this.
 

Elvick

Banned
I thought a small team was making this? The credits have gone on for 20 minutes so far lol
There's more than just people who make the game in credits these days... and then there's people from each region (SCEA/SCEE/SCEJ) to list that do the same jobs but in different regions.

Really adds up. All games *need* to have interactive credits.
 

Chorazin

Member
Hello! Fairly new member here and Vita-sis?! (is that the right term? Not particularly bothered either way...)

Tearaway is amazing. Absolutely amazing. I've been gaming since the mid-80s and it's one of the best games I've ever played. Sequel please!

They did say they're looking into DLC for the game, so maybe we'll get some new side stories next year! :-D

Welcome to the Vita club!
 

Fracas

#fuckonami
Bought this game last night, played for probably about an hour. It's already my favorite Vita game and one of my favs this year. It's just incredibly clever and fun. Media Molecule is so consistently good.
 
This game is simply magical.

Actually makes me wish that they'd make a sequel on the PS4 or a new IP using the same engine, with expanded mechanics and platforming.

The engine / paper tech is simply too amazing looking to not try and use again in the future.
 

thespaff

Double Fine
I tried restarting the game altogether, but it kept happening. Maybe I'm missing something dumb but I'm getting really frustrated.

Here's a video I took of this sequence, if you can see what I'm doing wrong please tell me.

Spoiler warning? http://www.youtube.com/watch?v=My5wxtVHmOc (apologize for bad video, it's hard to hold an iPhone and control a Vita at the same time)

Hey! Sorry about that bug. :(

If you restart from the bookmark in the main menu, rather than that checkpoint, it should reset and work!

This goes for anything that seems to be odd actually, there are a few things that can be fixed that way.

Also if in doubt, restart the console, reboot the game and start from a bookmark.

Apologies!
 

thespaff

Double Fine
Oh, and does anyone know the story behind Atoi/Iota's left eye having a default cross? Dont think the game says anything bout it.

This isn't *exactly* the story behind it, but fun facts:

iota and atoi both have the letters of their name on their face and body.

A - Chest triangle
T - Cross eye
O - Left eye
I - Nose

and those are also the playstation symbols.

so much meaning.
maybe.

¬¬
 

Cha

Member
A few more pics because the camera is awesome.
e6570eea1bdbe5b7c2e2a19653ae49f86f77a3b4.jpg

Damn straight! The camera is really REALLY awesome!!
That filter above totally fooled me though. Directly interacting with the game felt so natural that the first time I used that filter, I started wiping the Vita's camera lense, trying to remove that stubborn hair(bottom left quarter of image). Took me a good couple of seconds to realise that it's part of the filter, and I was looking through the in-game camera :p

Almost done with a new Iota costume. Anyone know how the limit for how many decorations you can put on your character works? Is it just my imagination, or does it vary depending on how layered your decorations are?
 

soultron

Banned
I'd love for more camera stuff in games.

In terms of game design and putting social hooks into this game, the camera and tearaway.me claw at the same need to share that social media sites like instagram and FB do. I wish there was more food in the game so I could take pictures of it and then share it with my friends.

That was a really subtle instagram joke.

Also, I'd really like to commend Mm on making tearaway.me integration SEAMLESS. One thing so many studios struggle with in design, from my experience, is balancing discoverability and integration of their game's inevitable social counterpart. I mean this within the actual game experience itself. Some companies/publishers ask you to go through a lengthy signup process when you start a game, some ask you to do this when you engage in any sharing feature for the first time (later in the game).

When something like social media/sharing integration is obtrusive like this, it's frustrating.

With Tearaway, I was sharing pictures right away. No registering, no signing up -- no bullshit. It made sharing easy, fun, and I didn't even have to think (too long or hard to make myself overly aware I'm participating in free advertising/increasing the game's discoverability within my social network) about this process as a user.

The evidence of this is in this thread. The evidence continued in that other thread on GAF where people were posting pictures of custom characters made with the paper cutout tool. Stuff like "ease of sharing" increases the chance that your game will get that free article on Gaming Blog X showcasing your users' custom content.

TL;DR: As you Brits at Mm might say, "brilliant."
 

hohoXD123

Member
I'd love for more camera stuff in games.

In terms of game design and putting social hooks into this game, the camera and tearaway.me claw at the same need to share that social media sites like instagram and FB do. I wish there was more food in the game so I could take pictures of it and then share it with my friends.

That was a really subtle instagram joke.

Also, I'd really like to commend Mm on making tearaway.me integration SEAMLESS. One thing so many studios struggle with in design, from my experience, is balancing discoverability and integration of their game's inevitable social counterpart. I mean this within the actual game experience itself. Some companies/publishers ask you to go through a lengthy signup process when you start a game, some ask you to do this when you engage in any sharing feature for the first time (later in the game).

When something like social media/sharing integration is obtrusive like this, it's frustrating.

With Tearaway, I was sharing pictures right away. No registering, no signing up -- no bullshit. It made sharing easy, fun, and I didn't even have to think (too long or hard to make myself overly aware I'm participating in free advertising/increasing the game's discoverability within my social network) about this process as a user.

The evidence of this is in this thread. The evidence continued in that other thread on GAF where people were posting pictures of custom characters made with the paper cutout tool. Stuff like "ease of sharing" increases the chance that your game will get that free article on Gaming Blog X showcasing your users' custom content.

TL;DR: As you Brits at Mm might say, "brilliant."

I believe the term you're looking for is "bloody brilliant".
 
This isn't *exactly* the story behind it, but fun facts:

iota and atoi both have the letters of their name on their face and body.

A - Chest triangle
T - Cross eye
O - Left eye
I - Nose

and those are also the playstation symbols.

so much meaning.
maybe.

¬¬

Huh, thats pretty neat. Its a bit mind blowing, now that im noticing it.
Tearaway-Date.jpg


Although Atoi's nose is a triangle :p Its more so noticeable on Iota. Still neat to find out though. Mind if I ask if theres any future plans for Tearaway?
 

Bydobob

Member
I finished this game over a week ago and still haven’t said anything about it in here, really I should.
This makes for a good first Vita game what with it putting all of the consoles features to work, usually something that leans so heavily on this approach could be described as being gimmicky in the worst way but they pulled it off very well which is an impressive feat in itself.

The core platforming is basic but satisfying in its simplicity, I’d argue its main hook is how you work in tandem with Iota/Atoi to progress through the areas, a blend of traditional game control for them and more unconventional ones for you tinkering around with the environment to aid their journey. This almost works on two levels to reinforce your deity like status, holding the world itself in your hands via the Vita and interacting with the world itself through touch and tilt base controls really drives it home. There are a few moments where these controls can get kind of fiddly, maybe it’s just because I’m new to this whole Vita thing but sections involving fingers bursting through the earth via the rear touchpad as well as character control was like making my fingers go through some shaky gymnastics. Then there’s gyro who I’ve never been on strong speaking terms with, I’m never one for having to tilt the handheld I’m trying to play on but these are small qualms in the grand scheme of things, it’s not like the gameplay demands intense precession after all. I will add that on the more positive side of these Vita specific controls activating the bounce pads through the rear touchpad was satisfying especially as it factored in the pressure of your touch and the front camera displaying the player in the sun is quite possibly the best use I’ve seen of a camera on a handheld games console, pulling various faces when focused upon is obligatory for everyone I expect, I mean who could resist?

Visually this game takes its style to the next level, screenshots do not do the papery goodness justice. The unraveling of objects before your eyes, the flattening of a crease of paper as you step over it and the puddles that compel me to just jump up and down in them like I’m a kid all over again, to say Tearaway has expertly crafted its world may be a cliché but it’s hard to resist using it seeing at how it all comes together. Unfortunately I didn’t get as much use out of the photo function as I’d like, often beyond the view of the games sometimes locked camera lies a horizon of nothingness which is a bit of a bummer seeing how lovely the environments look otherwise.

By throwing in moments of customization all along the journey Tearaway emphasizes the idea that it’s your story, it’s a neat little touch that makes each players journey through the game ever so slightly unique even if it’s just something like the snowflakes they used for the mountain, just so you know I went with poorly constructed multicoloured snowflakes. Or you could’ve just flung male genitalia everywhere, just know that I’m very disappointed in you if so.
All these small elements come togethier as the game progresses and when I saw a photo I’d taken earlier in the game crop up elsewhere later on I couldn’t help but smile.

Back to the gameplay itself, 3D platformers are a disappointingly rare breed these days so it’s always nice to see another game take on the genre (though that’s pigeonholing the game a bit, it’s more of an adventure with elements of 3D platforming I guess) . Character control is satisfyingly responsive, despite not having much of an arsenal of moves to pull from the core platforming works well. That said a few sections late game did get a bit messy not because the game lacked the controls to meet the challenges but because I swear the characters jumping shadow just took a hike leading to a bit of guess work for the landings and the camera didn’t always help either . Otherwise the various jumping tasks asked of you are enjoyable and as I said earlier how you interact with the platforming yourself is part of what makes it stand out from its relative simplicity. Combat is initially fun enough but begins to grate when the game gets too heavy on the enemy encounters since it’s so simplistic, the bigger and more frequent waves of scraps kind of feel more like a way to pad out the game time ever so slightly.
Tearaway reminds of the old PS1/N64 style collectathon platformers in a way, it isn’t so much about strict jumping action but about adventure and of course collecting stuff you find on the floor, I’m fine with this since I’m always up for a bit of item gathering but it’s a quite a flaw in my eyes that the confetti doesn’t really have any major use. There’s some character and camera customization options sure but that alone doesn’t really warrant me lining my pockets to the bursting point with confetti, this stings further when you consider that the hidden presents or optional tasks reward you with yet more confetti, I can’t say I’m compelled to journey back through areas and pick up the few bits I missed for this reason. Perhaps presents could have held some secret customization options not accessible through the standard confetti means.

Tearway wraps up nicely before overstaying its welcome, some may say it’s too short but it makes the most of all its ideas within the hours I spent with it as opposed to running them into the ground for the sake of greater length. When a friend of mine asked me to describe how Tearaway was I thought for a brief moment and came out with an ever so eloquent “charming as fuck”, I could have phrased that one better but I think he got the message. Tearaway was jolly good fun and a great showcase for the Vita itself, I’m not sure if it’s a system seller but it is a game that uses the unique properties of its handheld to the point where the words “only on Vita” ring true.

A great write-up, more informative than many reviews out there.

The customisation elements appear designed to encourage multiple playthroughs, though the fact you don't feel compelled to revisit areas raises doubts over longevity. Look forward to giving this a whirl over Christmas at any rate.
 
Really enjoying this.

Feel like the thread title is off though: should be IotaNauts. Game has way more in common with the seminal Tim Schafer platformer than it does SM64.
 

sploatee

formerly Oynox Slider
Just finished this. Wow! Possibly the best last hour of any game I've played. I found it really moving too, had to wipe touchscreen cause I cried on it and it stopped working properly! Now I need to start making me some squirrels...
 
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