Tearaway: Review

Grab your craft paper and your safety scissors and join in with Media Molecule's hand made world.

There’s a moment at the start of Tearaway that will cause even the most cynical player to smile. A scene where the sheer charm of the world will win over even the blackest of hearts. Well, there are many, but the first is so simple that its effect is surprising.

High above the papery world, gazing down from its heavenly orbit, is the sun; and in the sun sits your face. It’s wonderfully subtle, a snapshot of your world reflected in theirs. This isn’t the garish grab of a camera feed, reinforcing that you’re holding a device overflowing with ways to interact, but a sneaky nod that you are not only playing the game but part of it.

And you smile. What else can you do?

To some that may sound like a cheap trick to win you over, but within the story Media Molecule tells, it feels completely natural. The “You”, as your presence in the world is described, is part of the very fabric of reality. A being with almost godlike powers aiding those below you, including a young, green Messenger tasked with delivering to you a tale. The pair of you are inextricably linked and so it’s only right that you should gaze down from on high and take in their adventures as he battles his way to you.

Though You may be present in the sky, you – lower case – are handed direct control of Iota (or Atoi, should you prefer a more feminine touch). Initially he lacks the ability to do little else other than wander around and distract the locals with idle chitchat, and it’s only through your own intervention that he become more. Patches decked out in patterns similar to that on the Vita’s rear touchpad appear all over the world. Tap them when Iota’s close and you’ll either send him flying into the sky or see your finger rip through the back of the Vita and appear in the world. The latter’s an extremely silly moment the first time it crops up as a giant rendered finger emerges from nowhere to stand tall in this paper land.

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At its simplest it functions as his jump button; with the right placement of pads and a good sense of timing you’ll send the Messenger merrily bounding up cliffs to the accompanying sound of bongos. It’s a lovely tactile experience, reinforcing that you are a giant interacting with these tiny origami beings and that a mere tap of your mighty hand can send them flying. Similarly your powers can manipulate the world itself as platforms and mechanisms can be pushed and prodded into position with your immense digit. None are too mind-bending but the challenge comes from controlling both Iota with an analogue stick and directing objects on the rear touchscreen at the same time. Operating on both sides of the Vita can at times be a little tricky – the videogame equivalent of patting your head and rubbing your tummy – but equally so, as you manage to coordinate your hands it all becomes rather satisfying.

With such wonderful foundations it’s then quite disappointing that rather than focus on a world full of paper puzzles the Designers felt the need to introduce bad guys. The scraps, as they are known, are adorable enough in their mumblings and with their single giant eye, but combat with them is routine. Dodge out the way until the scraps stun themselves, then leap in, grab them, cast them against a wall and you’re done. It’s harmless enough but the arena-nature puts too much emphasis on Tearaway’s weakest feature.

Where its strength can be found is in every aspect of the world you walk through. Media Molecule have bought into the papercraft concept completely with every single tree, creature, and building created as though it were folded out of real paper. No exceptions. Each new area is treated with awe as you gaze about taking in the sights, and be it a giant elk or a rapidly flowing waterfall the effect is completed by them all moving as if captured in stop-frame animation. It’s such a delicate touch but gives the further impression that everything is crafted by hand.

Within each elaborate level, whether a coastal town or forest glade, a handful of mask-wearing locals can be found. Speaking like 80s Plasticine hero Morph, they’ll welcome you and most likely ask you for help to retrieve their football from a bunch of hooligan squirrels or maybe to run off and find them a pet rock. They’re simple enough tasks and a great excuse to immerse yourself further and explore the area, but occasionally they’ll ask more of you.
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The best publicised one is an early run-in with the King of Squirrels, or at least that’s what the squat, orange chap claims to be as he’s no crown to prove his title. To help him the Vita swishes away to a cutting mat surrounded by brightly coloured craft paper. By marking outlines with your fingers you can cut out shapes and through pulling together your imagination and the colours on offer, a glorious crown can be made. It’s a very simple and rough tool but the effects can be amazing if you give it a chance. And those that do will be rewarded with the sight of the squirrel proudly wearing your creation throughout the rest of the game.

Tearaway is littered with instances like this where you can affect the world. There are snowflakes to make and moustaches to draw, and even if you aren’t overly confident in your Blue Peter skills there are a host of predefined shapes waiting for you. What matters is that you are shaping the story about You to your liking, embellishing the crafting that’s already obviously taken place, and it only serves to make you more and more attached to this delightful place.

Being brutal for a moment and brushing aside the gorgeous aesthetics, the raw mechanics don’t necessarily hold up their side of proceedings. Any platforming or questing is fairly rudimental and even at its most taxing late on it hesitates from presenting any really challenge. Thankfully the controls are far tighter than the irritatingly floaty Little Big Planet, but if you’re looking for a more expansive adventure in the same vein then you will be disappointed.

Those, however, who accept Tearaway for what it is will not care as the beauty is in the experience, in taking in the unique surroundings. The puzzles you discover along the way are a good as a showcase for the Vita’s abilities as there is, and contorting your fingers as you slide, poke, and cut your way through the papery land is just joyful. Come the end you’ll look back at the photos Iota’s taken through his camera and think on them as fondly as though they were your own holiday snaps. Your adventure may have started with a grin as you stared down from the sky but come the end that expression won’t be because of a single scene, it will be at the thought of every character you’ve met and every elaborate hat you’ve made.

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About James Thomas

I make my living as a programmer at a British games developer. In my spare time I try and spread myself between writing, gaming, drumming, goalkeeping, rolling dice and keeping my hair blue. Somewhere around that my wife fits in. Disclaimer: the views expressed are my own and do not neccessarily reflect those of my employer.