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“We’d already crafted our adventure on the Vita and we were really unsure if we’d be able to bring it to PS4 and do it justice. Through working with Sony external development, they were very keen that we just try it out – just experiment, you know? It might be a failed experiment and then we wouldn’t go any further, but because it was kind of a “game jam” period – a lot of it was while people were on vacations after finishing the first game. We had a free-form approach of letting everyone contribute ideas and that’s kind of how a lot of the mechanics came out,” Crowle says.

Crowle explained that his team needed to come up with what he describes as the “right metaphor” for Tearaway’s re-imagining on the PlayStation 4. The concept his team ended up defining their game with is not that dissimilar from Tearaway Unfolded’s PlayStation Vita counterpart.

“What we sort of homed in on was just the fact that much like on the Vita you’re holding the world in your hands, this time we were making something that in fact it’s a world inside your TV and you’re holding the controller. It’s almost like the controller is some sort of artifact that’s come out. That’s the thing that bridges the world between you outside of the game and the character inside of it,” said Crowle.

Players will use the Dualshock 4’s touchpad to shoot items and characters around Tearaway Unfolded’s world, point the controller at the screen to illuminate areas of the map, and also tilt it left and right to navigate their character in certain segments of the game.