Tearaway is unlike any game I've ever played before, and it's easy to diagnose why that is — nobody's really ever made a game like this before.

The papercraft heart of Tearaway isn't just its core design aesthetic, nor is it just a gameplay gimmick; it's absolutely everything and everywhere. I can't think of another title that has leaned so heavily upon, and so thoroughly explored, a single idea. The user interface is made of paper. Every single particle effect. Every centimeter of the game's world is made of paper; no corners were cut, save for the ones literally cut out of paper.

When combined with clever devices that utilize the PS Vita's every function, the paper world comes to life in a very real way. It's a physical, tactile experience that creases, folds and rips around your godlike input. From sound design to art design to core gameplay mechanics, every aspect of the paper premise has been explored. Tearaway's laser-focused cohesion is nothing short of magical.

Tearaway is far from a traditional platformer; even less so than Media Molecule's most famous stab at the genre, the LittleBigPlanet series. To wit: Iota and Atoi, the game's customizable male and female protagonists, don't learn to jump for the first hour or so of the game. That would be damning for any other platformer, but Tearaway fills that hour with more than enough mechanics for you to experiment with and master.