• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

Tearaway |OT| Super Iota 64

I'd like to think I am a guy who isn't bowled over by gimmicks and 'innvoation for innovations' sake, that my cynicism goes too deep, is too finely woven into my personality for parlor tricks to do me in. Recently, there have been a slate of games that have challenged my perception of what should and should not qualify as a "quality" videogame, proving the truth to the statement some have made about my stringent critiques - that I was too closed-minded, too willing to dismiss good ideas for small problems. Journey from thatgamecompany completely shattered what I had expected to enjoy - it flew in the face of every single thing I usually look for in games and stood for everything I usually hate, and yet at the end of the experience I was left nearly breathless, something inaudibly "clicking" in my head, like a nuclear reactor being fired up for the first time in a decade. I sensed the cobwebs falling away, and I resisted what it meant. Was it time for me to bella gerant alii? I've thought about it, and I don't think so. But I do believe that I understand now why the industry needs things like Tearaway, even if it never goes on to mainstream success.

e82f32b96f8b0eed88d6d80c5785f3c9037b93a5.jpg
1acf793c15e71da5f68e795fb63fd6c182e55610.jpg


Playing Tearaway is like having a chat with a supermodel who also happens to be the most intelligent and engaging conversationalist you've ever encountered. You want to point out that she is a little full of herself, that maybe she's gotta work on some things, but you're too charmed to really bother saying them. That's what playing Tearaway is like. From the second I started playing, I wanted to love it... but I had some things I look for in games, things that tend to be the difference between when I love something and when I don't. The problem with this game for me (or the success of this game, rather) is that the second I really tried to bother saying why I had this issue or that issue, something immediately reminded me why I literally never for one second was able to wipe the smile off my face. Yes, the checkpoint system is ridiculously forgiving - sometimes pushing you even beyond an obstacle you have yet to finish. That's a problem! I know it! There are a myriad of little issues throughout, tiny niggles that would perhaps eat at the core of lesser games. But so much works so often that it stops mattering. Why would it matter when the level design is so often impressive, the controls tight and responsive? The big picture is what this game demands you to pay attention to, and for once the little issues begin to become background noise. Why does it matter as I sit on the precipice of some wondrous paper dreamscape, snapping instagram-ready classics with one of the best in-game cameras ever? Does it matter that I was inventing the engagement by much of my incessant photo snapping? The game provided the tools, they are amazing tools. And I really enjoyed myself, because of the mindblowing artistic direction and the wonderful camera options. I was a confetti paparazzi, trying to find the best angle and best filter to convey my point. I probably was really bad at it, but it was fun. It allowed me to do something that I would never be able to do in real life, which is photograph a incredible fantasy papercraft world.

Anyway, the point of all this camera conversation is simple. Before, my idea was that games needed to be "fun", and to accomplish that the focus was always on the most efficient, tight and deep game design. I still believe many genres require that to work, I do. But I realized at some point very recently that to me "fun" was limiting what I could expect out of games, as were my requirements. I don't need games to be fun, although in this case Tearaway was amazing fun. What I need is a game to provide compelling escapism, an outlet to experience themes and people and ideas that I don't necessarily come across in my daily grind. Sometimes that may be at the behest of the sort of tight game design I've always endorsed. But other times, perhaps more rarely, that escapsim can succeed by just being about the sheer joy of playing, that nearly incommunicable spark that you get when you load up a truly memorable game title for which there are no peers and no way to properly ground the experience.

2090ad93ff4fdc55a1b80c86343b12d572358c64.jpg
7ec99248cc8c42abbb6ba1e30e55e3c717a22f1b.jpg


Tearaway is one such experience. When I was looking forward to it initially, I was hoping for a tight platmormer with a gradually increasing challenge that eventually would encourage me to utilize all what I learned in clever and eventful ways. Mix that in with a compelling artistic direction, and I felt if it could do that, it would be a sure fire hit with me. But what I got wasn't that. I mean, that's not to say it is not a tight platformer at times. It is! It's also relentlessly forgiving, and you rarely lose even more than ten seconds of progress. The core mechanics feel right, Iota/Atoi have a really pleasant feel of momentum and bouncy-ness once jump is obtained. More shockingly to me, but most of the gimmick controls also function with a high degree of ease. Even more special, the reason you are interacting is specifically because you are a YOU, an actual element in the storyline, giving the game one of the most unsettling yet fascinating elements of intense immersion I've encountered in a game. It feels corny, and it is, but it's the type of cheesy that gnaws at your heartstrings, makes you see flashing images of you as a child dirtied up from playing baseball behind the abandoned lot, moves the ground beneath your feet and makes you reevaluate some of your priorities.

You will be prompted to take images of yourself. You will be asked to design creative images to put into the Tearaway world itself. At first these activities seem at best droll, a distraction merely to utilize the various functionalities of the PlayStation Vita. This was my biggest disappointment at first since I went into the game believing that such creative interactions were required to solve puzzles. Instead, none of the "creative moments" really considered what I made... it just wanted me to make anything, really. So I was miffed by the lack of skill requirement, when something finally starting working for me. Maybe it was the consistently amusing ways in which they required my "assistance." Perhaps it was hearing my own echo in a near psychadelic papercraft universe. Or it was having a legit horror game moment that I caused to myself which the game certainly didn't intend but it happened because of me participating in the experience (and that's a must, guys! Don't be lazy.). Oh, if you're interested in that horror story, SPOILER TAG DO NOT READ UNLESS YOU BEAT GAME:

There was a moment when the game wanted me to take a picture of my face. Later it would animate my face mouth opening and closing. Anyway, when it prompted me to take that image, I was in my bed in the pitch dark, and the camera was hardly picking up anything. Anyway, I did the color negative filter, in order so a face could be made out. The result was like one of those cheap horror film faces, looked pained and everything. Well, anyway... flash forward to the end of the game. Very last page of that "you" storybook, and that same face appeared again out of nowhere and I was seriously in silence in the dark so I jumped a little. DON'T JUDGE ME.

Anyway, the whole point is that once again my expectations were subverted, I was taught once more that maybe my clinical dismissals of everything that don't fit into neat categories needs occasional reevaluation. And I can't help but feel Tearaway is such a game. It embodies what I railed against for most of the Wii generation, many gimmicks for gimmicks sake. And yet despite all the odds, it works for me. To the point where I literally don't know if I'd want to play it any other way, which I guess is a me version of all those people who thought the atrocious Godfather was suddenly a good game with Wiimote controls.

531e26f95084bde4ed89f25112cbf4dcc2deaa8d.jpg
60551e3bb6b44fafdc32abec1a2b4c6b1bb08372.jpg


The ways it works are just too numerous to really list in one overview. The radiant, phenomenal construction paper art style is one of the most see-it-to-believe-it achievements in gaming visuals in a long time. The only way to properly convey what its victories are is to actually play Tearaway. It is extremely smooth for a Vita game, has a mostly always 30fps feel and bursts out of the OLED crispness with its vibrant rainbow papercraft world, a cornucopia of vivid colors featuring locations so varied and so consistently genius to traverse that it very often feels like it is putting other games to shame. Construction paper unfurls in a captivating stop motion-esque bit of animation. Rain drops are made out of confetti. Landscape twists and twirls, flaps and folds, a phantasmagoric imagery treat that when viewed through your camera lens often seems like a surrealist painting in motion. With few exceptions and despite a supremely easy challenge, most levels are consistently enjoyable to play, featuring stunning amounts of gameplay variety and design ingenuity and more than a few hidden secrets. It feels like it's being helmed by masters who are in love with the medium, individuals whom so completely understand the core of what makes a game attractive that they might as soon well be called Nintendo. Tearaway is THAT sort of achievement.

And it reflects that claim similarly in the level of polish and care that went into every aspect of the game. It would be a fucking sin for me not to mention, for example, the fact that it has one of the greatest game soundtracks of the year, perhaps of the generation. I could tell you to listen to The Traveler, a melancholy prayer that comes out of left field within the game, sets a mood completely unexpected, and has a sound like a sort of dying chipmunk barber shop quartet. Before, inexplicably, it also becomes badass. And all of this is reflected appropriately within the narrative. I felt like fucking Rocky running up the steps in Philadelphia as my journey so perfectly harmonized with Gibbet Hill - Pilgrimage. How they STILL managed to up that a notch when this shit drops @ 1m52s. That incredibly the game has BARN INSPIRED dubstep. There is so much audial variety that there is fucking Renassaince hop. I can't even describe it better than that.

45e514ab7fafdc3f090e059aacad1eee3192178b.jpg
65cb26ca89ed6a882321e57c4e6bdb352bc24be6.jpg


A marriage between visual (creatures and environments occasionally bob to the sounds as well), gameplay (
leading a fellow messanger out, one who has been unable to deliver his message for god knows how long
) and sound so impressive in unison that it feels as if none could exist without the other. Losing any part would immensely diminish the charm of the presentation and the enjoyment I derived. When you add it all up, it's one of the rare games where you are excited not only to see what gameplay opportunities come next, or to be a virtual sightseer in some beautiful world, but to listen to the musical genius provided by Kenneth Young and Brian D'Oliveira.

I wish I could articulate better why the summary of the gimmicks in this game finally worked for me where others did not. I wish I could explain better that the thematic underscoring of ones creativity and construction paper world made such gimmicks actually feel like a natural extension of the core game. I hope I can convey at least how any of the gimmicks - from the back touch finger to the rare use of the microphone - are never the least bit difficult or awkward to use, compounding why it slid through my proverbial donut hole. How when you get right to it, the intimacy of some of the interactions - from selfies to your finger breaking through the world to the You in the Sun - all contribute to immersing you in a narrative so specifically perfect to introducing these elements in a sensical way that you almost completely forget about it in about a half hour. It just works effectively together, or at least it does for me.

And, for the record, it also has a masterful ending to top off this sure-to-be gaming cult classic. From start to finish, there is hardly a single missed note, no matter how simple or challenging any individual moment was, it all seemed to fit perfectly into the space allotted to it, and nothing felt like it should be much of any different outside of some minor nuances. It is such a compact yet magnificently fulfilling package that I would have had no problem recommending it were it a 60 dollar game. A value is not derived purely from the hours you get, which Journey taught me. If that experience can convey something you cannot feel anywhere else and it is something you found profoundly pleasurable and moving, then it's a commodity as rare as Poudretteite. At six-to-eight hours, and probably up to ten if you really go wild with photos and secret finding as I did, there is not a single moment that overstays its welcome. It has excised any element that is unnecessary or that could be considered filling, and merely allowed simple curiosity to compel one to stay and spend more time. I could not and still cannot stop taking photos. Maybe you will take one photo and never participate in much of the creative opportunities, and in such a case I would geniunely suggest not to buy the game. But I think few people will be able to resist the disarming level of hand pulling and winking the game does at you, because it's just so effectively handled.


28d42606a5f42c35225c614d91f5b73e805cb331.jpg
bd4d9c5637abbf57abe80b5192af735c7b4a6877.jpg


I am prone to hyperbole. People know that, but it's because I am passionate about games. This hobby is one element that has partially defined my life, and I think if many others on GAF are honest with themselves they would say it was true. It's extemely influential for most of us, in one way or another. I think it's a very positive force in this world, and can be art as well as just simple fun. But I will say this about Tearaway: There was a bit at the end, which articulated in a single moment (which I won't spoil) everything the game had made me feel up until that point but I couldn't put my finger on it. The only way to describe it is... it felt like there was not a single responsibility in the world. For the time I spent in this game, everything around me evaporated and I was at true peace. It's funny because the only other time I've ever felt that way was as a boy... likely when I was sitting in my underwear playing something like Super Mario Bros. 3 or Earthbound.

This is not a game that should be compared to Super Mario 64 or any other game in that way. It is a disservice to Tearaway to do so actually. It invents expectations, and it shouldn't because there should be none. There are zero other games quite like Tearaway. And that's just the way I like it.

I was extremely moved by Tearaway. I'd completed the game, last weekend and Ami....you articulate my feels precisely.

My SO looks over asking why I'm sobbing (I had headphones on and caused momentary interruption lol), I exclaim: "Tearaway is just so cute. I love it. It's perfect."

I continued wiping my heavy tears. I was happy.
 
You should know nothing. This isn't Dark Souls, dude ;)
Just hunker down with your blankey and play it.

Haha. I know, I know. All I've been hearing is how organically wonderful this game is, so I'm just worried about missing out/tainting the experience, which I know is stupid; as stupid as asking on a forum how to play the game, in fact. How organic.

I'll leave now.

Blankey hunkering sounds amazing.
 

TheContact

Member
My wife got this for me for Christmas so I can't open it yet and I honestly don't even know what this game is about but I'm going to go into it blind Christmas morning. I just know that it's supposed to be good.
 
My wife got this for me for Christmas so I can't open it yet and I honestly don't even know what this game is about but I'm going to go into it blind Christmas morning. I just know that it's supposed to be good.

This is the correct way to play Tearaway, IMO. The less you know, the better!

EDIT: oh ha ha and I notice the posts above are saying the exact same thing.
 

B-Genius

Unconfirmed Member
Haha. I know, I know. All I've been hearing is how organically wonderful this game is, so I'm just worried about missing out/tainting the experience, which I know is stupid; as stupid as asking on a forum how to play the game, in fact. How organic.

I'll leave now.

Blankey hunkering sounds amazing.

Oh, wasn't that you asking about playing on the plane or something? It's honestly the type of game that will block out everything around you (especially with headphones), so just make sure you're comfortable and have at least 20-30 minutes to spare per session. It's broken down into manageable areas, but you'll probably want to keep playing anyway.

How was your Japan trip, btw?

Also, getting this game for Christmas sounds amazing. But then there's all the distraction of family and stuff... something to look forward to each night in a warm bed, maybe.
 
Oh, wasn't that you asking about playing on the plane or something? It's honestly the type of game that will block out everything around you (especially with headphones), so just make sure you're comfortable and have at least 20-30 minutes to spare per session. It's broken down into manageable areas, but you'll probably want to keep playing anyway.

How was your Japan trip, btw?

Also, getting this game for Christmas sounds amazing. But then there's all the distraction of family and stuff... something to look forward to each night in a warm bed, maybe.

Ha. Yeah, that was me. Opted against it, purely because of the noise and that doing anything on a plane is kind of shitty, in my opinion. I planned to get stuck into it as soon as I got home, but picking up a shiny new PS4 has proved pretty distracting. I also wouldn't mind finishing Gravity Rush first. I've some time to kill now, so bed sessions will be most ideal.

Man, the trip was superb. Thanks for asking. Having serious ramen withdrawals, though. Serious.
 

Lunzio

Member
Obviously not possible to tell me exactly where, but I'm missing 5 pieces of confetti on
Chapter 2 - Wassail Orchard

I'm guessing there's a cluster somewhere that I haven't found, but I feel like I've scoured that entire level! Anybody have any tips? Maybe you ran into a similar issue?
 

Sora_N

Member
d196b6472f26a8d0a20f7791adc254c755193dbc.jpg


Not sure if I'm OCD or I did something horribly wrong but it looks awful from most angles for some reason and Iota always slants his posture/face. :/
 

oggob

Member
Obviously not possible to tell me exactly where, but I'm missing 5 pieces of confetti on
Chapter 2 - Wassail Orchard

I'm guessing there's a cluster somewhere that I haven't found, but I feel like I've scoured that entire level! Anybody have any tips? Maybe you ran into a similar issue?

Off the top of my head, around the areas where you first start backtouching on trampolines and such to go up a few platform I swear there is one section where you can go around behind trampoline area on the left hand side, should only be 4 or 5, but these ones seemed like they were hidden in plain sight, as the game kinda leads you to use the trampolines and not explore before using them

This sound vague, and hopefully it is the right level also, but it seems familiar for that level
 

Flipyap

Member
I wish there were more photo booth checkpoints in the game. There are so many funny things happening and the messenger strikes some hilarious poses that are impossible to capture with the selfie camera.

QolBXeK.jpg
 

Lunzio

Member
Off the top of my head, around the areas where you first start backtouching on trampolines and such to go up a few platform I swear there is one section where you can go around behind trampoline area on the left hand side, should only be 4 or 5, but these ones seemed like they were hidden in plain sight, as the game kinda leads you to use the trampolines and not explore before using them

This sound vague, and hopefully it is the right level also, but it seems familiar for that level

That was totally it! Thanks!! :)
 

Animator

Member
I have no interest in handheld gaming whatsoever let alone a vita, but I am seriously considering buying one just for this game. The design looks absolutely amazing.
 

Flipyap

Member
Any way to bypass the decoration limit? Lol
Only if you're trying to stack them on top of each other to add detail. You can re-edit a decoration and add entire sheets (even of the same color), but the result will still have to obey size limits.
It might also be risky - my game crashed when I tested this method.
 

P90

Member
I have no interest in handheld gaming whatsoever let alone a vita, but I am seriously considering buying one just for this game. The design looks absolutely amazing.


If you have the disposable cash, a Vita is highly recommended. P4G, PS+, and Gravity Rush are must purchases for the machine.
 

jonno394

Member
Just finished this and the ending really pulled at the heartstrings. Never got so attached to a character or a game in the same way as MM managed to make me do with this. Definitely up there with the best games of the year.

Now if you don't mind me Im off to get a platinum and rewatch that beautiful ending :'(
 

Sami+

Member
So for some reason I can't upload my photos to Facebook. Twitter works fine though? I signed in and got through the terms of service stuff, but whenever I try to upload the game just doesn't do anything.

Any ideas?
 

Kash76

Neo Member
I think this is an overlooked feature of the game. If you have kids or are a 'crafty' person then try the Tearaway.me site. My son (8) and I tackled the squirrel and had a good time.

Get some good card stock paper, the site will print out the templates...
2013-12-01%2016.56.13-1.jpg


The finished product...
2013-12-01%2016.53.46.jpg
 

B-Genius

Unconfirmed Member
Thought I grab it at GS because of the sale.

Not bad. It's the best Vita game that uses all it's features. Not the best platformer but I like it better than Puppeteer.

Had $10 credit laying around so I got it for $10. Great deal!
 
Tried the demo, the world is very well done and the paper environment idea is really entertaining to look at

I like all the little secrets/mini puzzles, the character controls really well (not floaty like in lbp and no input lag)
Graphically it looks very nice, good image quality

Not a fan of the camera gimmicks (taking pictures of stuff in the game etc) although that is optional
also not a fan of the touch screen crap, it's more pinch and slide stuff that would have been better just bound to a simple button prompt

the back touch screen for the bouncy pad is ok (but could have just been bound to a button) , the manipulating objects with your fingers while the char is standing on the object is very akward to do

From the demo I don't get why people like the vita gimmicks integration, yes it's charming and fits in the 'lore' but it's still gimmicky and akward controls wise and everything in the demo would work better with buttons instead of the touch controls

as for the music, at least in the demo it's not memorable at all

tldr: love the artstyle and physics, don't care at all for the gimmicks
 

B-Genius

Unconfirmed Member
Not a fan of the camera gimmicks (taking pictures of stuff in the game etc) although that is optional
also not a fan of the touch screen crap, it's more pinch and slide stuff that would have been better just bound to a simple button prompt

the back touch screen for the bouncy pad is ok (but could have just been bound to a button) , the manipulating objects with your fingers while the char is standing on the object is very akward to do

From the demo I don't get why people like the vita gimmicks integration, yes it's charming and fits in the 'lore' but it's still gimmicky and akward controls wise and everything in the demo would work better with buttons instead of the touch controls

as for the music, at least in the demo it's not memorable at all

tldr: love the artstyle and physics, don't care at all for the gimmicks

It's a shame that so much of the game isn't clicking for you, but if you didn't like the demo for those reasons, chances are you won't get much out of the full game. It wouldn't be the same game without the "gimmicks".

I'm not sure which music tracks are incorporated into the demo, but I have no problems telling you that you're really missing out in that respect.

Bought the game earlier today and played for several hours. Absolutely brilliant, I feel like a kid when playing it. I have the biggest smile on my face looking at all of your pumpkins. :D
Haha, cheers Trouble. Pace yourself and enjoy every minute. Post your pumpkin when you get a chance ;)
 

AniHawk

Member
the more i think on it, the more i realize media molecule's tearaway ending is far more impactful than what took naughty dog 12 hours of cutscenes to build up to in the last of us. i had a feeling media molecule would shame them in the gameplay department, but i wasn't expecting naughty dog to get schooled in the realm of story.

hyperbole- naughty dog did a fine job with their game this year. i'm just more impressed with what media molecule did with less, perhaps because they did it with less. it's still all sinking in.
 

Bradach

Member
This game is simply beautiful.
I wanted to come in here and say something like this. I'm stunned by how much I'm enjoying its simplicity.

Every detail down to the sounds of paper folding and crinkling as I run along makes me smile.

MM have taken a giant leap in my esteem. LBP was good but this is brilliant. I'll now be following their PS4 project very closely
 
It appears that Sony is stopping the physical distribution of this game. Could find the game on several Danish e-tailers last week. But now it cannot be ordered anymore.
Also the price has been lowered significantly and prices for the physical release are dumping everywhere.
Seems like Sony doesn't see a point in a physical version of the game anymore after last weeks sales numbers.
 
Tried the demo, the world is very well done and the paper environment idea is really entertaining to look at

I like all the little secrets/mini puzzles, the character controls really well (not floaty like in lbp and no input lag)
Graphically it looks very nice, good image quality

Not a fan of the camera gimmicks (taking pictures of stuff in the game etc) although that is optional
also not a fan of the touch screen crap, it's more pinch and slide stuff that would have been better just bound to a simple button prompt

the back touch screen for the bouncy pad is ok (but could have just been bound to a button) , the manipulating objects with your fingers while the char is standing on the object is very akward to do

From the demo I don't get why people like the vita gimmicks integration, yes it's charming and fits in the 'lore' but it's still gimmicky and akward controls wise and everything in the demo would work better with buttons instead of the touch controls

as for the music, at least in the demo it's not memorable at all

tldr: love the artstyle and physics, don't care at all for the gimmicks

The problem is you think of them as gimmicks. They're a wonderful way to interact with the world.

I haven't had any problems with the game's insistence of using the cameras, touchscreen, or gyro. It just fits the game perfectly for me.
 
Finished it last night. I have been playing it late night before bed off and on since Thanksgiving break. What a great game congrats to everyone at MM.
 

soultron

Banned
If anyone is reading this and is holding out for PS+... we're not friends.

Buy the dang game with your money. Tell Sony and Mm you want to see more of this franchise.
 

Lovely, lovely little game. I was pretty much grinning throughout the whole thing. Not a bad introduction to the PS Vita as a console, either!

11366433194_aef37ff926_z.jpg


Also, where are all three of the red presents in Gibbet Hill? I'm missing one and I super can't find it.
 
Fuck I just beat it. That is my favorite ending of the generation.

As much as it's frustrating that this game won't get played by all the people it deserves too, I'm just so glad it exists at all.
 

andylsun

Member
Bought at $20 and put away until Christmas Day. Not even got around to playing the demo, but looking forward to it. Got some time off over New Year so hope to get some quality gaming time in.
 
I picked this up yesterday at GameStop and played through the first little bit. I can already tell this is going to be something special. The aesthetic is enough to make me smile, and the gameplay so far is incredibly unique.

After having finished up Puppeteer (finally) this last week, I am constantly amazed with the quality of Sony's new IPs. It's definitely a big reason why I've been a Sony supporter for so many years.

I can only hope that trend continues. Well done MM!
 

jonno394

Member
Just platinumed this, and thinking i'll give it another playthrough from scratch maybe as Atoi at the weekend.

I've rewatched the ending scene around 4 times now and each time I start to melt.
 
Top Bottom