
Tearaway PS Vita Review: The Paper World That Uses Every Button You Forgot
Media Molecule’s papercraft adventure is the game the Vita was secretly designed for: rear pad, cameras and all, turned into a fairy tale.
From the Vault columnist. Grew up feeding quarters to the Ms. Pac-Man machine at his uncle's pizza place; still owns his childhood SNES and every Nintendo Power he ever begged his mother for. Writes the retrospectives and the hidden-gem hunts.

Media Molecule’s papercraft adventure is the game the Vita was secretly designed for: rear pad, cameras and all, turned into a fairy tale.

Bend Studio’s launch flagship put a complete Uncharted on a cartridge — touchscreen homework and all. We judge the adventure underneath.

Japan Studio’s gravity-shifting adventure: the most joyful traversal on any handheld, in the city Hekseville built to be fallen through.

Atlus’s enhanced masterpiece judged on its home platform: the definitive edition of a great RPG, and the game that justifies the Vita on its own.

A trench run older than its fame, pinball in light, two footballs, the light-pen twins, a submarine rescue and three homebrew landmarks: ten deep cuts beyond the famous names.

Vector Vaders to Vector Pilot, Dondzila to the Vectrex Academy: a survey of the second library — the homebrew scene that gave a 1984 console a release calendar.

The classic sector-defence campaign with a glowing first-person viewscreen: defend the bases, mind the energy, and plan for the mothership.

Fly a cosmic hawk down a great web, capture twenty species for your trophy room, and shoot only what guards them: the collecting shooter before collecting was a genre.

Namco’s qualifying-and-grid classic rebuilt as a vector game: the honest Pole Position, with Mount Fuji presiding over a circuit of light.

The library’s driving game: a windscreen view, true perspective traffic and the analogue stick’s finest early argument.