The design tools are better, if still lacking in terms of colour tones and a very noticeable lack of line-tool.Gamers with less than steady stylus-hands will certainly struggle when asked to create items such as platforms on what is, in reality, a very small design area using a stylus that isn’t very well adapted to doing small intricate designs. What about the game’s key unique selling point: the ability to literally draw things to life?Īdmittedly there have been some improvements over the first game. So we have then, the issues of story and platforming out of the way. It would certainly have saved you a lot of bother, but then it also would have been De Blob, creating a far more preferable scenario overall.ĭo you, like us, remember the “good old days” of Mario and Sonic? Do you remember the good old days, where platformers were platformers and story came a definite second to gameplay and well-constructed set pieces? Yes? Well playing Drawn to Life: The Next Chapter certainly makes you wish you were back in the old days. You find yourself wondering then, why you had to bother with the whole “creating a hero” thing and doing things the hard way when you could have just returned colour to the whole world from the outset if the characters had asked you to. Mysteriously, the game designers have decided to overlook - or perhaps ignore - the slightly puzzling creator-paradox that means because you are the Creator, you can return colour to any area you so choose if the characters ask you nicely enough during the course of the main story. Now this is all well and good as a plot it certainly has potential, but it’s in the delivery that the game falls down. You help them in their quest by creating a hero that travels with them to do all the “hero stuff” that Mari and Jowee mysteriously can’t seem to do on their own. As far as heroes go, Mari and Jowee aren’t really very good at this “hero business”, which is where you come in as “the Creator” (a.k.a.
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