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LBP, Tearaway dev stresses the need for new ideas in gaming, calls Journey the 'best experience ever'

31 January 2013

It's no surprise that Surrey-based first-party developer Media Molecule is a fan of "new." The company's debut effort, LittleBigPlanet, introduced the world to an unprecedented kind of creation-based gaming and sharing. Meanwhile, upcoming PlayStation Vita-exclusive Tearaway looks to bridge the gap between the tactile human world of paper creation and video games. When I sat down to talk with Media Molecule level designer Christophe Villedieu, he was all too eager to share the company's passion for "new".

This brand of passion must be a prerequisite for throwing oneself wholly behind a daring new project, I reason, so I ask Christophe if Sony has been conducive to Media Molecule's creative process: "Sony just trusts us," citing the collaborative process between his studio and Sony as mostly hands-off. Sony largely gives Media Molecule free creative reign, and Tearaway was birthed not by the minds of PlayStation overlords, but by the hands of creative geniuses who just want to push the industry forward. It's no use making the same stuff "with a different texture," says Christophe, explaining that Media Molecule has absolutely no interest in pursuing unambitious projects that follow in the wake of others.

So it comes that Villedieu is especially proud of other imaginative titles in the PlayStation family. Our conversation turns to thatgamecompany's 2012 darling Journey, which Christophe cites as the "best experience ever", and a game that, despite its simple presentation and vague meaning, is "so brilliant . . . really, really, really brilliant." We couldn't agree more; Journey is one of very few titles ever given a perfect 10 score by PSU.

For more on Tearaway, check out our hands-on impressions, and for more about the studio obsessed with "new", stay tuned to PSU.com.

 


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