In our age of corrupted tastes, the dominance of vulgar jacks and unpretentious needs, every attempt to create something new and non -standard is found by a hail of standing from thinking minds. In the game industry, one of the most striking representatives of the innovative approach is Media Molecule, creating bright, funny and extremely extraordinary little things. Her portfolio already includes a project with unusual mechanics – series Littlebigplanet. However, when creating Tearaway Developers waved to something much more and, we are not afraid of this word, revolutionary.
Game art house
Often, boundless fantasies of developers are faced with the harsh realities of the technological capabilities of the industry. The traditional structure of gameplay, revealed in the interaction of three elements – a player, the virtual world and a device that provides a connection between them – has been set for decades the main vector of creative searches of the authors. The idea of such a structure was densely rooted in the public consciousness as the only possible way to develop the industry. Keeping the distance between the gamer and the game, the developers concentrate on the transformation of one of the above elements-improving the technical filling or changing some separate side of gameplay.
Recently, more and more often, especially in the camp of indie developers, there are projects that rethink the structure of the gameplay itself. Of course, it is too early to talk about the complete collapse of the fourth wall, but many modern consoles allow you to create completely new forms of interaction between the real and virtual worlds. It is on the crest that the waves of this trend Media Molecule I managed to say your good word.
After all, the main feature Tearaway It is precisely in the illusory disappearance of the middle level – the PS vita device itself. Involving all the capabilities of the prefix (two cameras and sensory panels), as well as a special plot interpretation of the role of gamer in passage mask the console itself, take it out by brackets. According to the creators, in our perception, Vita should stop being a control means and turn into the door into an alternative reality. As a result, we get an amazing interactive experience, consisting of communication between two heroes-the user and his virtual alter ego.
Confetti, newspapers, Watman
So Tearaway The messenger acts – a humanoid creature that has a very important news to us. Here, perhaps, the whole plot of the background – it turned out to be stingy, but very intriguing. The original minimalist style is found in everything Media Molecule. The main character is very similar to the protagonist Littlebigplanet: and the shape of your body and the unusuality of the material from which it is cast. The fact is that the world in which events unfold is not too friendly with the Mendeleev table. Characters, mountains, rivers – all this is completely made of paper.
The design of most levels is permeated with a psychedelic mood: plants bloom and wither in front of your eyes, crazy proteins throw stones at the messenger and laugh uncontrollably, deer dream of fashionable skin. The ubiquitous sounds of paper rustling, multi-colored ribbons, fantastic physics of bodies, combining the properties of real and paper objects-all this surprises worse than graphic bells and whistles of fashionable aaa-projects. Can you imagine a surge of paper water and sounds accompanying it? A Media Molecule It succeeded. Believe me, stay in the world Tearaway will become an unforgettable experience for you.
Behind the scenes, the voice of the storyteller who is amused with the plot broadcasts: let the messenger have a friend, who will abduct in a couple of minutes now;And now it’s time to save scientists and destroy newspaper scraps that have penetrated the game from the real world. The story here is a simple formality, abstraction, the same paper surface, fragile and easily bending, like everything that can be found in Tearaway. The meaning is crystallized only at the junction of two universes, at the time of reading the message that the main character carries into our world.
It is encoded not in words and philosophical ideas, but in the very interaction of “the one who is outside”, that is, us, and the paper hero, in their message and the desire for each other. It is in it that the main idea of creation is concluded Media Molecule, revealing before the very final credits. Yes, here is a fantastic-fragile-feeral ending, after which you will be blowing a breeze of good and tenderness for a long time, and in your soul a state of absolute creative catharsis will reign-not from the contemplation of the work, but from its direct creation.
Entertaining Papercraft
During the travel of the envoy, we will be free to transform many objects of the virtual world at our own discretion. Using the touch screen, change the facial features of its inhabitants, take pictures of real textures and then “put them on” on pigs, cut out snowflakes from paper and so on. In relation to Tearaway It is necessary to talk not so much about the “passage” as about “creation” or “transformation”.
We intervene in the life of the virtual world, but its inhabitants dream of getting to us. Sometimes we will meet bleached objects – white Christmas trees, mountains, cacti. To return to life “extinguished” things, you need to photograph them. These are peculiar secrets – noticing white spots on a variegated background is not so simple, but each item found replenishes our collection of products for Papercraft. Subsequently, we can go to the developers’ website and print a model on a color printer, and then assemble a figure of real materials! So in a symbolic sense, virtual characters “materialize” and gain real embodiment.
Paper is the only thing that separates the player’s fingers from objects of the virtual world. And often a thin partition will break through: the fingers attached to the rear touch panel of Vita appear from paper ground. By moving your hand, we can destroy opponents, open boxes with useful things, as well as carry platforms and throw the messenger high into the air.
In addition, the “portal” between the worlds creates a camera that constantly removes your face and translates the image on the screen. When passing, we contemplate our own face, hanging somewhere in the sky. It is there that the messenger is striving. All this creates an amazing level of interactivity and emotional involvement in what is happening.
And who said it would be difficult?
That component of the gameplay, as for moving the messenger, is made in a standard arcade style. Each level is divided into several large locations, in which, in addition to the main task, you can engage in additional optional activities. Nothing serious and any hardcore-to photograph the squirrel, to make confetti, for which you can subsequently purchase new parts of the body for the messenger, or to paint an additional couple of eyes for some animal.
We jump, run, dodge the blows of opponents, and in the case of a lethal outcome, we immediately revive and wandering further. Somewhere in the middle of the game we will be given an “harmonica” that works according to the principle of gravipushka: the tool sucks enemies, and then pushes them with force. The complexity of the puzzle is gradually increasing. Glue appears, allowing us to wander on vertical surfaces, the console position is involved, due to which the fluctuation of the “Vita” in his hands moves the platforms in the game, and so on. The developers are repeated very rarely, it will not
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occur to anyone to complain about the lack of diversity.
But complaints at the low level of complexity have a place to be. The fact is that it is impossible to die or lose in any form here theoretically or practically. For falling into the abyss or defeat in the duel, you will not receive any sanctions or dubious punishments like “respuna” at the beginning of the level. The messenger instantly revives at the site of his death, which, coupled with the low complexity of riddles and battles, leads to the idea of the “childhood” of the project.
But such a conclusion is fundamentally wrong. Battles are far from the main thing in the game. But at the same time, it cannot be said that they are present here “for show”. Distributed trials very successfully fit into the overall style of a simple and easy fairy tale, the charm of which is the narrative itself. Here you do not need to stop or rack your head over the solution of complex problems – you only need to move forward, enjoy amazing views, sounds, music and, of course, anticipate a meeting with the messenger.
Yes, Tearaway Not the project in which you can find the “Challenge” and experience your skills. He may not satisfy many of his simplicity. However, you need to be completely deprived of aesthetic perception, so as not to feel the charm of the paper world, not enjoy the original form of interactivity, not inspired by the divine ending and not begin to experience deep sympathy for the developers. Tearaway – This is an ideal example of how to make games for ps vita.
Pros: skillful use of the capabilities of “Vita”;an outrageous level of interactivity;”Paper” style;diverse gameplay;Awesome ending.
Cons: Someone can complain about the lack of “Challenge”.