Paper Story, Review. Origamis And Sensitivity


A little origami adventure in search of freedom that draws from Unravel and Little Nightmares, but with Spanish senses.

In their own way, Limbo has changed the way the minimalist narrative is understood in video games. The Polish studio Playdead, which would bring its expression and maturity of language even further into the bog inside, created a more cinematic and perhaps ‘less video game’ in favor of that story told in small detail, a genre in its own right. practically or recover the debtors of those experiences Another World or Heart of Darkness to bring them to a new audience. These achievements have led to a myriad of imitations, games that we might classify as ‘stories on a rail’ whose challenge to the player is inversely proportional to what they can evoke on an emotional level.

In this particular genre, which has a new, acclaimed reputation, we can find applause proposals such as Journey and the most direct recitation, Abzû; of course Limbo and Inside, the beautiful Unravels of ColdWood Interactive, or the awful approach to this design philosophy from Little nightmares from Tarsier Studios. Let’s not forget the cult classic banal mistakes or attempts like Yume Nikki turned into a white clone label inside, like the one that was banal as YumeNikki -Dream Diary-. We are here today to celebrate a new arrival for the list, and one made with love and talent too.

Paper Story, Review. Origamis and sensitivity

Developed by Spanish studio Open House Games, the only fair way to make a judgment Paper Story It has to be done without taking into account where it comes from, how many people have done it (according to their credits, we have too many fingers on one hand to list them) and do it through its objectives and results to consider. And as I said before, we are celebrating, because a show was a simple project in a few years ago It’s arguably the best game ever that has emerged from the PlayStation Talents in all these years. Or at least the one that has the best chance of succeeding outside of our borders.

The basics are very simple: we wake up and we are a little paper doll, who has to go through various scenarios avoiding cleaning robots and jumping through several platforms to reach a destination that will only take a few hours to complete. find out. Yes, It’s short, but the journey is full of moments with enviable expressive force. One of the hallmarks of this sub-region is that our character is vulnerable, as is the case with A Tale of Paper: we have no aggressive actions, we can only run with a button or jump to safe areas to avoid running over us. by the (few) enemies they will face and our main concern will be the environment: not to fall into the water, for example.

Paper Story, Review. Origamis and sensitivity

We cannot defend ourselves on the assumption that we only limit ourselves to jumping and running, because paper creatures have managed to introduce their designers to a very clever idea based on gathering the powers to proceed with the adventure. The first of them gives us an example transformation of the character into an origami frog, which will give us the option to jump higher. You are not the only one: a small paper plane to plan, a ball to roll … among other things.

Because it is such a short game that can be run in one sitting, it allows its creators that each small level (all of which are interconnected, but from the selector there is a clear nomenclature for each of them) is quite unique and suggests , in addition to what has already been mentioned, a little secret puzzles. One of them, for example, is to activate a series of panels based on the color of several pipes and to detect the order, you have to play with the perspective of the stage and explore every little corner. This encourages the player to do a good review of wherever it happens, which helps the origami collection give context to the story, because the ending (which speaks for itself) cannot be removed from the episode unless we worry about looking good.

And let’s talk about the end, but without spoilers, of course. Why one of the strengths of A Tale of Paper is to treat the player with intelligence and communicate directly with him without words of any kind. And when everything seems to come to an end … do you remember Automata NieR? Well, the Open House Games team is more subtle than a screen signed by the PR Square Enix team, it just changes the attitude, the skills and that’s where the game reaches its full potential.

Paper Story, Review. Origamis and sensitivity

Like every first game, Paper Story it is not without errors and some bugs the team promised to fix, both in PS4 – the only system where it was released at the moment – and in the future PC version, which will theoretically come at the end of the year. The control is a bit rough, especially turning the character on its back or when we are transformed into a frog (the character anchors to the ground and does not turn, exactly), in some cases the depth is not measured accurately. good for the jerseys and I think – personally – that reducing the story to collectibles and not adding something to the play part will detract from the emotional impact of the experience; but one thing does not take away the other. Other than small details, this is a game with an exquisite stage with a very nice soundtrack, which is why I see the title fitting into the international market with no major problem as long as it makes enough noise with its PC output.

Paper Story, Review. Origamis and sensitivity


Tale of Paper is far from perfect but does so many good things that it is impossible to deny its pile, from a beautiful art section, to some images with iconic value, to simple functional gameplay but with everything that titles like Unravel or Little Nightmares continues to be remembered. It’s short, but if you find your audience, we can talk about a title that will help establish a study that will continue to look forward to very good things in the future.

THE BEST _____

  • From an artistic point of view, it is a beautiful game, one that is nice to see.
  • Well-designed puzzles driven by environmental exploration.
  • The player’s expectations were broken at some point of the “end”.
  • It does what it wants without straw: it doesn’t last long but it makes good use of time.


  • Certain errors in control.
  • Some bugs that sometimes force the chapter to restart.



It meets the expectations of what makes a good game, has quality and has no serious flaws, although it lacks elements that could build it higher.

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