![]() ![]() The gameplay is tangentially interesting but was never enough to keep me totally engaged. It represents a disparity between its gameplay and just about everything else in the game. And that makes for an unedifying experience, as you wait for the next time the game is going to slip up.ĭrawn to Life feels like it should be a great fit for iPad and iPhone, but in the end it's just been squashed in in a shape that too closely resembles its DS form, and that just doesn't work.The name Two Realms is, while representative of the two different worlds you find yourself going to, ironic. There's still some fun to be had, but frustration and fumblings are never too far away. The drawing is ragged, the controls sloppy, and the story sections can't fill the void the other parts suck out of the heart of the game. Drawn chorusĭrawn to Life is full of reasonably interesting ideas, but this iOS port fails to capture them successfully. Sometimes you'll have to fill in a platform, or scribble out a spring or a gun to aid you, but it feels more like a gimmick than something truly creative. The levels themselves are pretty standard platforming fare, albeit with the addition of drawing. They rarely call for hardcore precision, but there are times you'll take a pounding from a foe because the D-pad didn't realise what you wanted to do. It's especially noticeable in the platforming sections. They're stationary, so missing the edge of the D-pad means you don't move, and it's easy to slide a finger off a button because there's no way of knowing where they start and finish when your digits are over them. Which is to say they're not much cop on a touchscreen. ![]() They're replicas of the ones on the DS, and they act just like their physical counterparts. You first notice it when you spot the D-pad and buttons hovering on the screen. The whole thing is a hangover from the original DS game, and it runs through every aspect of this iOS port. Zoomed-out there's not enough room for detail, zoomed-in the strange way you control movement means you'll spend a lot of time erasing accidental swipes. It's a pretty clumsy experience, though, and time consuming. Alternatively you can doodle a whole creation into the various boxes that act as the boundaries for your pen. There are pre-set templates you can add to, or just take as your own. You don't have to call it Gornbales, but the bandy-legged beast I built suited the moniker perfectly. Inevitably the book gets nabbed and it's up to you, the creator of legend, to draw some stuff and get it back.įirst you draw your hero. There's a story rumbling around the game about a creator who made the world by drawing in the book of life. The platforming is blighted by slippery controls, my fat human fingers can't sketch as well as a DS stylus, and nothing happens in the village that I don't want to skip. The problem is that these parts don't really fit together. Other times Gornbales and I jog around platforming levels, leaping around on lumps of scenery that I've drawn in the third slice of the game. Sometimes you're wandering around a Zelda-style village, talking to cat people and being told what to do. He runs like his legs might break at any second.ĭrawn to Life is a game of distinct chunks. I like him, but he doesn't really fit in. Gornbales is a tall, scrawny thing, a streak of gore dribbling from his grinning mouth. He ends up as nothing more than a smear of hovering red, almost invisible in Drawn to Life's cartoon world. My first attempt to create Gornbales does not go well. ![]()
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