![]() Of course this probably isn’t the case, but I couldn’t shake the feeling. The other is the story, something developed outside the design of the rest of the game, and used to stitch the rest of the experience together. One is the bones of a mobile experience, intent on offering up a free to play / pay to make easier model. This game feels like two disparate designs. The game does give you one out if you’re stuck – you can “buy” extra enemies to place in a level if you so choose. It appears that they can mostly always get you through the level in one way or another, but there were definitely some that I struggled heavily with, only to come back to the same puzzle later and a new enemy set made the level a cakewalk. Instead of being of bespoke design, the handful of enemies you get to work with are chosen at random. Optional levels are particularly frustrating due to this. The problem however is that designing these types of puzzles is extremely difficult, and the hits are far and few between. Coming up with a clutch strategy is satisfying, particularly when you feel truly stumped to begin with. ![]() On paper there’s some pretty clever stuff here – rather than simply jumping through a level, you have to think about what enemies do and in what situations. Usually that goal is “get to the end” or “defeat all enemies”, though other level types pop up from time to time such as “get this enemy into this area.” Occasionally in story levels and always in optional levels, you’re given the choice of where to place enemies – flipping them from being obstacles to tools with which to make use of based on their AI patterns and placement. It just feels more like the direction and resources they were given were quite limited, and there was only so much they could do within certain constraints.Įach puzzle incorporates 2D platforming and enemy placement in order to reach your goal. It is clear that those working on this love and understand this property quite thoroughly. After digging around online, while fans did seem happy to be spending some time with these characters again, it’s like being fed your favourite dish by a chef who doesn’t understand what makes it so tasty to you.ĭon’t mistake that for thinking the people behind Drawn To Life: Two Realms don’t know what they’re doing though. The game is trying to balance newcomers and passionate fans alike, but I’m not sure it works from either end. This would normally be catnip for yours truly, but I just couldn’t grab hold here. ![]() Having not ever encountered the series to date, first impressions were that these characters were pretty cool, the idea of these two realms seemed kind of neat, and there’s definitely some cute-but-also-heavy vibes just under the surface. Something about this game sits a little odd, though. Much has changed since the “draw” portion of the game is no longer front and center alongside a stylus. Right at the tail end of 2020, A mostly surprising revival has been gifted to those who’ve been so patient – though I’m not sure it lives up to the reputation or expectations that has been garnered over all those years.įunctionally, this game is a series of short puzzle platforming levels strung together with an overworld of characters and story. Unbeknownst to this reviewer prior to picking up Drawn To Life: Two Realms, fans of the Drawn To Life series have been waiting for a new game for over a decade.
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