Nocturnowl
Member
I finished this game over a week ago and still havent 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, Id 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 its just because Im 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 theres gyro who Ive never been on strong speaking terms with, Im never one for having to tilt the handheld Im trying to play on but these are small qualms in the grand scheme of things, its 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 Ive 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 Im a kid all over again, to say Tearaway has expertly crafted its world may be a cliché but its hard to resist using it seeing at how it all comes together. Unfortunately I didnt get as much use out of the photo function as Id 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 its your story, its a neat little touch that makes each players journey through the game ever so slightly unique even if its just something like the snowflakes they used for the mountain, just so you know I went with poorly constructed multicoloured snowflakes. Or you couldve just flung male genitalia everywhere, just know that Im very disappointed in you if so.
All these small elements come together as the game progresses and when I saw a photo Id taken earlier in the game crop up elsewhere later on I couldnt help but smile.
Back to the gameplay itself, 3D platformers are a disappointingly rare breed these days so its always nice to see another game take on the genre (though thats pigeonholing the game a bit, its 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 didnt 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 its 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 isnt so much about strict jumping action but about adventure and of course collecting stuff you find on the floor, Im fine with this since Im always up for a bit of item gathering but its a quite a flaw in my eyes that the confetti doesnt really have any major use. Theres some character and camera customization options sure but that alone doesnt 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 cant say Im 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 its 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, Im not sure if its 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.
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, Id 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 its just because Im 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 theres gyro who Ive never been on strong speaking terms with, Im never one for having to tilt the handheld Im trying to play on but these are small qualms in the grand scheme of things, its 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 Ive 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 Im a kid all over again, to say Tearaway has expertly crafted its world may be a cliché but its hard to resist using it seeing at how it all comes together. Unfortunately I didnt get as much use out of the photo function as Id 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 its your story, its a neat little touch that makes each players journey through the game ever so slightly unique even if its just something like the snowflakes they used for the mountain, just so you know I went with poorly constructed multicoloured snowflakes. Or you couldve just flung male genitalia everywhere, just know that Im very disappointed in you if so.
All these small elements come together as the game progresses and when I saw a photo Id taken earlier in the game crop up elsewhere later on I couldnt help but smile.
Back to the gameplay itself, 3D platformers are a disappointingly rare breed these days so its always nice to see another game take on the genre (though thats pigeonholing the game a bit, its 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 didnt 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 its 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 isnt so much about strict jumping action but about adventure and of course collecting stuff you find on the floor, Im fine with this since Im always up for a bit of item gathering but its a quite a flaw in my eyes that the confetti doesnt really have any major use. Theres some character and camera customization options sure but that alone doesnt 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 cant say Im 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 its 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, Im not sure if its 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.