I have stitched together all 10 parts of my gameplay of Tearaway: Unfolded into one video, from start to finish of the game. I tried to cut out all instances of when i accidentally used the Pause/Option button, but on my limited computer and how many hours it already took to make this video i wasn't able to cut out the many many times when i was sent back to a checkpoint or had to re-enter a fight.
I finally finished Tearaway Unfolded. i would argue i had seen at least 3 possible end game moments before i got to the actual end game moment. for that, that's the only blemish this game has. for me, the fun and story ended when the scraps were delt with. post that, the story lost me and i don't think i got what the developers were trying to say. it almost feels that the stuff after the scraps could've been DLC for the messenger in our controller.
I never really got that whole there's another messenger part of the game. the idea of being in our controller is cool, but it didn't look anything related to Sony or the games, it was generic. there was no talk about how the messenger got in there either. any why was it that i only became aware of the other messenger right before we met them. it would've made much more sense if my controller would play their song every now and then. like i said, it would've made a lot more sense if this last section was DLC to let us help get the other messenger out and to safety.
For the second time, i thought i had finished Tearaway Unfolded. i didn't play the PSV version of it so i don't know if it's the same on there, but this PS4 version has tricked me twice now. the first time it wasn't too bad as i felt that they worked it into the narrative of the story very well. but this time, it feels cheap.
After beating the scraps, we ended up between stories in a section that looked cool but didn't offer much different in gameplay mechanics. but visually it was very different. the same is true when we reached the desert looking area. there were some cool visual and audio moments, but this feels like the first video we've done where nothing special was added to the gameplay.
This helps add to the thought that this third story feels a little unearned and cheap and that perhaps i would've been more satisfied with the game ending than what i have played so far.
We finished Part 7, https://youtu.be/-XtICrIrFek, in The Caverns and that's where we spend most of our time in this video. Visually, The Caverns was kinda cool, but the gameplay wasn't as inspired as other sections of the game.
there were no new gimmicks and the new uses of the controller were quite short lived. the Minecart section was fun and it was interesting pressing buttons to move the track, but it was far too short. it was used once and not again.
There didn't seem to be much progression in the story. the only highlight being when we finally reunited with our companion. but this to was short lived as the freed Wendigo either looked after it as a pet or maybe it's a baby Wendigo. unfortunately, we won't know happens to them because we finished Part 8 reaching the Liar of the Scraps and they couldn't follow me.
We continue Part 7 at The Lab. In Part 6, https://youtu.be/afEhpxT5Eag, we had ended it at The Lab leaving Part 7 for us to explore it, and we do for most of this Part.
What i'm excited for when playing Tearaway: Unfolded is that in each part we're introduced into some new mechanics. It's very interesting to see what they will come up with next. what's equally as impressive is how well it works with the game. and in Part 7, it doesn't disappoint.
But instead of a new ability, we get a weapon! it really shakes up the game. we loose the ability to control the wind, but we gain a weapon that's amazing for battling the Scraps and for solving the puzzles. whilst we have it, it's a lot of fun. But by the end of this part, we seemingly loose it!
This Part ends with us falling into caves that look fantastic and i'm excited to explore in the next part.
At the end of Part 5, https://youtu.be/_GQCkMCw7Ug, we had arrived at Coggage Cove so for the beginning of this video we explore the town a little before heading to the Tavern to continue the quest of looking for our companion friend.
Things got interesting once we left the town as the area between the town and where we needed to get to was full of Wendigos. This section was fun as it combine several controller gameplay mechanics with the action on screen in a way that felt natural as we had already done many of the techniques separately else where in the game. we were never on the attack so it was a mix of different styles of platforming and running away.
This part ends at The Lab and before we meet with The Head Scientist.
We continue Part 5 in a whole new area. it's bleaker than anywhere we've been to so far but that's fine as it feels distinct and it's own place. as we progress things brighten up a little and we even gain a companion. but the enemy seem keen on taking it from us and we spent a lot of time trying to keep it safe. But we do fail.
One cool addition is that we learn to fly in this video, or rather we learn how to make a paper airplane and ride it. the video ends in a harbour town stricken by random shaking of the ground and dangerous storms and rough seas.
Near the end, i genuinely thought that Part 4 of playing Tearaway Unfolded on PlayStation 4 was going to be the final part. there had been hints of trees in the clouds and i thought that might be cool to see and be the final step. but when we were catapulted towards the entrance/exit i thought this was it. and then it wasn't and then i ended the video.
I honestly wouldn't have minded if the game ended there. i didn't feel that the story of our character was complete, but i would've accepted that the game had shown everything it was going to. Now it's not finished and who knows how much more there'll be, i'm a little concerned. i'm wondering how the game will be able to keep things fresh or if it'll just repeat everything we've learned so far.
Tearaway Unfolded continues to be a fun game. i really enjoyed swinging my controller to sound the bells and discovering the hidden area with the Elk was nice. But the camera is starting to annoy me. the game should've either taken full control like the early God of War games or let me take control. right now we're both in control and we seem to have a differing opinion of where it should be. Ai should be used for things like that, it should learn how i play and where i want the camera. Also, how would have you made a snowflake?!
Tearaway: Unfolded put me back a little further away than i expected after part 2, https://youtu.be/SHFIJexGFVA, and i'm not sure if that's because i misjudged where the auto save was or what. it didn't take long to get back and ahead of the last video, but it was weird.
The video is titled Learning To Roll because, like last video, it changes the gameplay in fun ways. not only is it a way to get from A to B, the game also uses it to introduce small holes we can enter, either as secrets or as ways to continue making progress. but where it seemed to work best was with the enemies. there's a new one that has legs that can kick you away like a football but all we need to do is roll to it's back and then attack. the other enemies are also more easily dealt with as they are now easily stunned when hit so we can pick them up and throw them to defeat them.
Right from clicking the game icon on my PlayStation4, Tearaway continued to impress me by putting me at the last checkpoint from Part 1, https://youtu.be/E3WqJ6MF2Rg. This was impressive because the game didn't ask to continue, there was no menu, all there was after clicking the game's icon was a loading screen and there i was in game. i included the end of that load, as this is a PS4 so the loading took around 45 seconds.
In part 1, we never used jump because it didn't exist. the X button did nothing but raise a question mark above our heads. instead, the game was mostly designed around us not having it. tho there did seem to be a couple of places where it looked like we'd need it if we were out exploring. Thankfully we got it back and the game feels much better and less limited now.
Jumping wasn't the only new thing we got access to. after creating clouds, we now are able to generate a gust of wind in any direction we want. we use this in a couple of interesting ways like blowing enemies when they jump or using it to generate or manipulate platforming. near the end of this part, we got access to throwing. our character #iota was able to throw, but now they can pass an object to us and with the motion controls and touch panel we're able to throw things much stronger and much farther.
Tearaway: Unfolded continues to be a fun game to play. the story isn't anything outstanding at the moment, but it's enough to get us to places. but the platforming, light puzzling areas, and even hidden collectables make it one of the most accessible platformers i've ever played. i'm looking forward to what comes next in part 3.
This new Backlog Conquering game is being played on PlayStation 4 but it'll cover the PlayStation Vita version as well. on PSV, the game was released as Tearaway back in 2013 and i do have that version. Like this PS4 version, i haven't finished it either so this is my chance to tackle Tearaway twice! ( i know there are differences in the controls and how you interact with the games, but you know what i mean.)
The start caught me by surprise as the game starts it's narrating before it's even revealed all the developer logos. It's a bit long, but it's uniqueness works for me and it gets to the point where the narrators interact with "you" and thus begins the events at the start of the game.
another thing the game does well is it's tutorial. it's impressive how it manages to balance telling us how to something whilst giving us the chance to use it with some imagination. One of the better features is the "Squirrel" as this guide will pop up if it thinks you're struggling to offer advice. so many games don't offer help after the tutorial and just leave it up to the player so it's nice that this game will try and help. It doesn't make Tearaway: Unfolded feel too easy either, but it's nice to have regardless.
It takes time, when playing the game, to get used to not having a jump button. i could see places i wanted to reach and for most of this video my first reaction is to press X for jump. as i played, what i learned is that there are ways to get anywhere if you're meant to get there. this often takes shape as ramps, flowers, and spring jumps. part of the puzzle is seeing somewhere you want to go, maybe there's a collectable present you want to get, and working out how the environment is set up for you to get there.
I really enjoyed what i've played so far so i will do a few more parts at least. i'm curious if the game does anything fun when you come back to the game. i'm also wondering if there'll be any more fun interactions with the controller. i know that we're able to backtrack with our current abilities so i may give that a try in part 2 as in this part i already found a white mystery and later in this part i was given a tool to deal with it.
Media Molecule have announced the release date for their PS Vita game Tearaway has been pushed back a month to 22nd November. Media Molecule say they need a little more time to finish the game, not citing any significant issues in that they just require a little more time for polish.
Media Molecule have detailed the pre-order bonuses for Tearaway, their upcoming PS Vita Game. these bonuses will depend on the retailer your buying the game from, but you get to choose from:
The Jukebox Pack, which contains:
Splendiferous iota and atoi
Avatars for use on the PlayStation Network
Resplendent PlayStation Vita
wallpaper
Audiolicious Tearaway
soundtrack with bonus track
The Special Delivery Pack, which
includes:
Oppulent iota and atoi
costumes for LittleBigPlanet
Exclusive skin for the
in-game rideable pig, and printable papercraft plan to match
Media Molecule have announced the release date for Tearaway and the boxart. the game hits the USA first on 22nd October and then the EU on 25th October. the boxart has been revealed as reversible with a male character on 1 side and a female character on the other. Media Molecule have also released a new trailer for Tearaway showing the Sogport location.
Media Molecule have released a new trailer for Tearaway, their upcoming PS Vita game. this trailer focuses on the town of Sogport, one of the places you stop at on your journey.
Media Molecule have revealed a new edition of LittleBigPlanet 2 is coming to retail. this Extra's Edition includes the main game as well as several costume and level kits. these extras include:
LittleBigPlanet 2:
Cross-Controller Pack
LittleBigPlanet 2 Move
Pack: Rise of the Cakeling
The Muppets Premium Level Kit
The
Muppets Costume Pack 1
Weekend Pursuits Costume Pack
Deep Sea
Adventures Costume Pack
Sports Costume Pack
Dogs Costume
Pack
Cats Costume Pack
as well as this, either from the LittleBigPlanet website LBP.me or via in-game, there are 7.5 Million Community created levels to play and/or download.
Media Molecule have revealed the release date for Little Big Planet 2's Cross Controller Support. this features comes out at the Cross Controller Pack next week for €4.99/$4.99. this pack adds new trophies and new levels to the game. it's not clear if it's just these levels that support PS Vita or if it's the whole game, i think that it's only these levels. you are also able to create levels that use Cross Controller.
To get Cross Controller working, you will need to have an up to date Little Big Planet 2, have bought the Cross Controller pack and have a PS Vita. the game will install some data to the PS Vita. from reading the Blogs, it appears that people are able to play user created Cross Controller levels without buying the Cross Controller Pack, but they won't earn any Cross Controller Pack trophies.
Sony have released a new trailer for LittleBigPlanet Karting. this trailer focuses more on the story for the game, revealing there's more danger in Craftworld and its up to Sackboy to race and defeat the new enemies.
Media Molecule have revealed a new IP, their first since LittleBigPlanet. Tearaway is a 3D Adventure coming out on the PS Vita. the game stars iota, a messenger from a paper dimension who has a urgent message to deliver, its unique to each and every player and its actually for the player! You need to work with iota to help him get through the paper world and you can do so using the touch screens on the Vita.