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GAME GUIDES: DRAWN TO LIFE DS WALKTHROUGH STRATEGY GUIDE (Nintendo DS Video Game HELP FAQ)









Published : January 29, 2008 | Author : JASON MAHONY
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JASON MAHONY
Can't get enough super sugar crisp...Unless I get to punch in on some video punks!!
Review:

Providing the most complete online walkthrough strategy game guide for DRAWN TO LIFE. Our WALKTHROUGH VIDEO GAME STRATEGY GUIDE is for the Nintendo DS Platform.

The Online Walkthrough Game Guide is located here:
http://www.wonderdogsoftware.com/GUIDES_9/DTL.htm

The "GameGuideDog" Reviews Drawn to Life: A game in which you get to design your hero and his environment sounds like a great idea, but, hang on, if the game turns out to be bad, does that mean we've only got ourselves to blame? Better give it a ten, then.

No, that's not my effort, sadly. Mine's much worse.
Certainly it's an intriguing premise, designing our own character to guide through this platform adventure. In theory, at least; the Microsoft Paint style interface is versatile enough, although stylus input is often too imprecise to make something worthwhile without a lot of effort. Also, unlike the PS2's Magic Pengel and Graffiti Kingdom, to which this bears a spiritual resemblance, no attributes are attached to how you draw something. Realising your artistic skills haven't evolved since primary school (as my long-necked, sausage-handed avatar will testify) isn't too much of a problem as everything is confined to set boxes. It's often more a case of colouring in as much as it is drawing.

And, yes, you can fill your world with crudely-drawn genitalia, God bless.

The RPG parts take place in a hub village of cutesy animals viewed from an overhead perspective. They're relying on you as the Godlike creator to step into the wild to seek out the missing pages of their magic book and rescue trapped villagers. Heading off on these missions leads to the game's 2D levels, tackled with gusto by your noble hero / walking penis.

Unfortunately, the worthwhile drawing concept is let down by some rather ropey platforming action. Levels are somewhat uninspired, reminding us of the doldrums of the Amiga era. Jumping feels too floaty, and shooting imprecise. More irritating, you can't save mid-way through the longish levels. The action becomes something to push through to follow the story rather than to enjoy in its own right, and even jumping on a pair of wonky breasts doesn't improve it.

It's a bit of a shame because, as said, it's conceptually a good idea that at least encourages some form of creativity. If they had found a way to improve the platforming, or just focused solely on the RPG adventure parts, we could have been looking at something a lot better.

 




 

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