Developer Media Molecule has standardized adorable in the high-def
console generation, introducing gamers to Sackboy and friends with the
creation-focused LittleBigPlanet. The UK-based studio's newest
concoction follows a similar strand of cuteness, commanding "awwwwwws"
throughout the demo of Tearaway – Media Molecule's first foray onto the
PlayStation Vita.
Tearaway follows 'The Messenger' – played by
the lovable and customizable male cutout, Iota, or his female paper
counterpart,Can you spot the answer in the fridge magnet?
Atoi – on a quest to deliver a message to the player. As either of the
two characters, you'll explore a wondrous world crafted from colorful
paper and propped up with globs of glue, gusts of wind, and strategic
folds.
At its heart, Tearaway is a 3D platformer. You won't be
developing your own levels or actions in Tearaway, but navigate through
the imagination of the small, roughly fifteen-person team handling the
studio's handheld debut.
The second chapter of Tearaway sends
players to Sogport, a city partially drowned in deep wells of deadly
glue and smeared throughout with the adhesive substance. Stepping into
pits of the bubbling paste will immediately send you back to a recent
checkpoint, but the smeared glue can be used to run across and up walls
to progress through the level or find collectibles.
The
objectives in my demo were a fairly standard 'rush from Point A to Point
B' affair, but the road was littered with loads of interesting critters
and challenges.Learn how an embedded microprocessor in a smart card
can authenticate your computer usage and data. Wendigos, which are
behemoth paper-crafted baddies with a playful appearance (seen in the
image below), stalk sections of the chapter, rushing toward you in an
attempt to tear your progress apart. You can roll into a ball to speed
past foes, or play with the world to impede them. You can trick them
into stepping on cage traps, which curl and bend shut over the monsters,
by standing in their eye line or luring them to right spot with pearls
(a monster delicacy). More simply, you can stand near a river of deadly
glue and hop out of the way when the creatures rush toward you.
Levels are developed with what Tearaway's creative lead Rex Crowle called a "papercraft editor." The tools simulate paper.
"All
the flexibility of it and all of the constraints of it. The constraints
of it I find really interesting as well because it forces you to think a
little bit differently. We're not 'whiteboxing' levels and then
saying,Did you know that custom keychain chains can be used for more than just business. 'Right. Now apply the paper filter! Now ship it.'"
Originally
the art style was "too neat," Crowle said, and it became obvious the
team had to treat the in-game material the same way it would in the real
world. "It starts to rip, it starts to peel, it starts to bend. That's
where it becomes more interesting to look at."
"It's really
prevented us from falling into the traps of having spike pits and block
platforms. I think the movement and transformation of paper is what's
really driving the gameplay."
The developer plays with the
Vita's features in a number of ways: jump pads appear throughout the
world. They're skinned to look exactly like the handheld's rear touch
panel, thus offering a neat visual cue as to how you activate them.
Illuminated circles in the world pull the camera out and enter "God
Mode," where the player is given the ability to move something in the
world with the touch screen, such as uncurling a small tent and using it
to create a bridge to a new area.
"I particularly wanted to
make something that was really tactile," said Crowle. "Something that
really felt like you were squeezing the world in your fingertips." The
look of the world evolved over time as the small team, focused on
Tearaway, began to compile their collective pitches for what the new IP
could accomplish.
In one prototype level I saw, a large chasm
stood between the player and an exit. With no way to jump across the
deadly pit, gaze turns to the forest landscape behind the player.
Pinching the image allows the world of the painting to come alive,Other
companies want a piece of that iPhone headset
action allowing The Messenger to hop into the newly unfurled world.
Inside this new room, you can pull the exit toward the painting, folding
the world onto itself and closing the gap. Though specific level won't
appear exactly this way later, the 'whitebox' environment was created by
one of the game's leads to show the development team what creativity
the world offered.
Customization will be the only
'user-generated' experience available for players in Tearaway, and Media
Molecule won't ship the game with a suite of level editing tools.
Instead,We've got a plastic card
to suit you. Tearaway will enable you to customize your Messenger –
whose head is shaped like an envelope – and "draw in" pieces of your
live life. One example shown was the game activating the Vita's
front-facing camera to place your face in the game behind a wall of torn
paper.
"There's loads of opportunity throughout the journey to
draw in more about the player's lives through cameras and microphones,"
said Crowle. "Any player will see little glimpses of their own lives
turning up in the game world."
Tearaway also features a
"paper-cutting customization engine," in which you can take a sheet of
paper in the game, draw cuts and make shapes to stick to the messenger's
face. You'll be able to take pictures of real-world textures to apply
it to the character as well, Crowle said.
Some areas will be
presented as a sandbox, allowing you to wander in any direction. Once
you've collected more abilities, you can return to completed sections to
explore areas once out of your reach. One such an ability comes in the
form of an accordion music box, which you can push and pull to interact
with the environment or enemies.
The word here is charming.
Cutscenes in Tearaway, for example, were designed with the world's
texture in mind. Scenes are presented like pages pulled from a pop-up
book, with paper levers that animate pieces of the scene when you tug on
them.
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