Half the price then?
Don't. If you have the hardware, Tearaway makes the best use of it. Probably more than any game ever will, since the first party support is waning now.I guess I'll skip the Vita version then.
I kinda wish this was just a brand new Tearaway game.. Tearaway 2 basically.
50%new, 50% sold?50% more content = half the price? wat
50%new, 50% sold?
Man, I was under the impression this is a full fledged sequel. Anticipation diminishing...
Half the price then?
Wouldn't there need to be new content anyway considering alot of the VITA features aren't doable completely on the PS4 controller like the touchpad, camera stuff (unless you have the PSeye), etc. Pretty much a given that alot of the content would be new and unseen to make up for what probably couldn't be in there. Tearaway is a great game though, so I'm excited to see what comes up. Is it confirmed that Media Molecule is the ones working on the PS4 version of the game and the new content.
lol when did they ever say it was a sequel?
So the game will be 8 hours now?
So the game will be 8 hours now?
And has probably 100% of the vita version in it. So its like a sequel + the first one in one package.
That is something i can imagine Sony doing right now (Vita? What is that?).
I hope they do this for Gravity Rush, and then put the sequel on PS4 as well.
Hopefully not. They would only piss off more of their loyal costumers who bought the vita.
Its not the right thing to do. To abandon all the vita exclusive games just to release them on the PS4. Because Third Party Devs are just unable to release enough games for the demanding masses.
I guess. More platforming, less stuff that isn't platforming.That stuff should be optional.
They've clearly already done that though. Past time to accept it. Tearaway would have no cause to be on any other platform had it performed satisfactorily.Hopefully not. They would only piss off more of their loyal costumers who bought the vita.
Its not the right thing to do. To abandon all the vita exclusive games just to release them on the PS4. Because Third Party Devs are just unable to release enough games for the demanding masses.
:OSo what happens when you play the PS4 version via remote play? :-o
It'll be like the Vita watching a video of a guy banging his wifeSo what happens when you play the PS4 version via remote play? :-o
People complain about stagnating industry, samey games
Game that's really different comes out
"But I don't want that, I want a samey platformer!"
Wish I could greentext
this needs an origami collector's edition.
So much this.Great to hear! I was already rebuying it when I get a PS4, but this just sweetens the deal even more. Really rooting for this game to sell bajillions on the PS4.
Half the price then?
And has probably 100% of the vita version in it. So its like a sequel + the first one in one package.
That is something i can imagine Sony doing right now (Vita? What is that?).
Such a nice way to put your feelings into words.Seeing Tearaway appreciation (especially from a new audience), is heartwarming. It's saddening that the Vita base neglected the game, as it truly is one of the best games I've ever experienced. Tearaway's mechanics are inventive (albeit basic); however, it's the culmination of the sum that makes Tearaway unforgettable.
The game is the epitome of soul achingly cute. A true experience, that ensconced my heart in the most tender way. Tearaway literally transported me to an emotional place - I felt a tingle of childhood warmth - for a fleeting, yet lasting moment (I'll remember it forever).
Being an adult (33), far removed from the wondrous abandon of my youth, I felt that feel again. I can't truly describe it - but I felt it. It was joyous and I knew (for those moments) what it felt to be a kid again.
Happy tears abounded.
I hope this game lives on and PS4 owners (in droves) cherish the unique, creative and curious experience Tearaway provides.
Whats the point of Tearaway on a non Vita console?
That game was created to make full use of all of psvita's gimicks.
It's like porting the original Ape Escape on a non dual shock console.
You know it's gona be a crappy port no mater how many extras they add.
Amir0x said:Anyway, the point of all this camera conversation is simple. Before, my idea was that games needed to be "fun", and to accomplish that the focus was always on the most efficient, tight and deep game design. I still believe many genres require that to work, I do. But I realized at some point very recently that to me "fun" was limiting what I could expect out of games, as were my requirements. I don't need games to be fun, although in this case Tearaway was amazing fun. What I need is a game to provide compelling escapism, an outlet to experience themes and people and ideas that I don't necessarily come across in my daily grind. Sometimes that may be at the behest of the sort of tight game design I've always endorsed. But other times, perhaps more rarely, that escapsim can succeed by just being about the sheer joy of playing, that nearly incommunicable spark that you get when you load up a truly memorable game title for which there are no peers and no way to properly ground the experience
...
Anyway, the whole point is that once again my expectations were subverted, I was taught once more that maybe my clinical dismissals of everything that don't fit into neat categories needs occasional reevaluation. And I can't help but feel Tearaway is such a game. It embodies what I railed against for most of the Wii generation, many gimmicks for gimmicks sake. And yet despite all the odds, it works for me. To the point where I literally don't know if I'd want to play it any other way, which I guess is a me version of all those people who thought the atrocious Godfather was suddenly a good game with Wiimote controls.
...
I wish I could articulate better why the summary of the gimmicks in this game finally worked for me where others did not. I wish I could explain better that the thematic underscoring of ones creativity and construction paper world made such gimmicks actually feel like a natural extension of the core game. I hope I can convey at least how any of the gimmicks - from the back touch finger to the rare use of the microphone - are never the least bit difficult or awkward to use, compounding why it slid through my proverbial donut hole. How when you get right to it, the intimacy of some of the interactions - from selfies to your finger breaking through the world to the You in the Sun - all contribute to immersing you in a narrative so specifically perfect to introducing these elements in a sensical way that you almost completely forget about it in about a half hour. It just works effectively together, or at least it does for me.
And, for the record, it also has a masterful ending to top off this sure-to-be gaming cult classic. From start to finish, there is hardly a single missed note, no matter how simple or challenging any individual moment was, it all seemed to fit perfectly into the space allotted to it, and nothing felt like it should be much of any different outside of some minor nuances. It is such a compact yet magnificently fulfilling package that I would have had no problem recommending it were it a 60 dollar game. A value is not derived purely from the hours you get, which Journey taught me. If that experience can convey something you cannot feel anywhere else and it is something you found profoundly pleasurable and moving, then it's a commodity as rare as Poudretteite. At six-to-eight hours, and probably up to ten if you really go wild with photos and secret finding as I did, there is not a single moment that overstays its welcome. It has excised any element that is unnecessary or that could be considered filling, and merely allowed simple curiosity to compel one to stay and spend more time. I could not and still cannot stop taking photos. Maybe you will take one photo and never participate in much of the creative opportunities, and in such a case I would geniunely suggest not to buy the game. But I think few people will be able to resist the disarming level of hand pulling and winking the game does at you, because it's just so effectively handled.
The game is the epitome of soul achingly cute. A true experience, that ensconced my heart in the most tender way. Tearaway literally transported me to an emotional place - I felt a tingle of childhood warmth - for a fleeting, yet lasting moment (I'll remember it forever).
Great, great postSeeing Tearaway appreciation (especially from a new audience), is heartwarming. It's saddening that the Vita base neglected the game, as it truly is one of the best games I've ever experienced. Tearaway's mechanics are inventive (albeit basic); however, it's the culmination of the sum that makes Tearaway unforgettable.
The game is the epitome of soul achingly cute. A true experience, that ensconced my heart in the most tender way. Tearaway literally transported me to an emotional place - I felt a tingle of childhood warmth - for a fleeting, yet lasting moment (I'll remember it forever).
Being an adult (33), far removed from the wondrous abandon of my youth, I felt that feel again. I can't truly describe it - but I felt it. It was joyous and I knew (for those moments) what it felt to be a kid again.
Happy tears abounded.
I hope this game lives on and PS4 owners (in droves) cherish the unique, creative and curious experience Tearaway provides.
Just 50? So it's not a full sequel?