I think this game deserves its own thread. Not in the least because it seems to do something rather innovative in the design department:
http://www.eurogamer.net/articles/2...edia-molecules-vita-game-brings-paper-to-life
http://www.eurogamer.net/articles/2...edia-molecules-vita-game-brings-paper-to-life
Paper defines Tearaway, and often in some surprising ways. Fellow adventurer Okami toyed with a parchment aesthetic, but Media Molecule has built it into the very fabric of the game. "In a very classic Media Molecule way, none of the assets are built in Max or Maya or any other extremely useful 3D program," explains Alex Evans. "Instead, they actually cut in the editor we've made a giant 2D piece of paper, and they literally fold the meshes one by one by one."
"Being a geeky tech person, that saved us from the low-poly look. There's a surprising amount of polygons in there to give it a bend and a curve, everything's beveled with a little bit of texture with the grain of the paper."
Tearaway's simple sugar paper world is deceptive, then, and beneath those flat panels of colour there's a surprising amount of detail. "We've been able to use a little bit of the memory and the GPU of the Vita to not go for a retro look," Evans continues. "It's a realistic paper look. One of the team built the entire opening level in paper, and we took a photograph. The photographers were looking at it and saying it looks like the screenshot but they've got the glint wrong on the curve. It's quite an accurate rendition."
There's an obsession with papercraft that Tearaway wants to share with its players, and the idea of its delicately folded world bleeding into the player's own takes on a surprising twist. At certain points in Iota's adventure it's possible to obtain trophies, which in turn unlock PDFs of papercraft templates that can be printed off and constructed. Everything in Tearaway's world can be made with paper, and Media Molecule's kind enough to provide a guide should you want to pursue that.