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    Drawn To Life Eyeballs-On

    THQ's Nintendo DS game Drawn To Life looks like it might be one of the most original platformers the DS has ever seen, an example of user generated content gone horribly right. However, during my hands-off demo of the portable game during the Nintendo Media Summit, I felt like the game was more an example of nearly missed opportunity combined with fantastic potential.

    If you missed our previous posts on Drawn To Life, it's a sidescrolling adventure that also affords the player the opportunity to literally draw his or her own character. Character creation is robust, but easy to design. The included simple MS Paint-like interface used to pencil, fill and color your avatar couldn't be easier.

    That's not all, there are multiple things throughout the title that you'll draw... well, you'll be given the opportunity to draw. From weapons to accessories to usable objects, the simple, pixel-based image editor lets you design how you want aspects of the world to appear.

    However, those drawings, whether carefully detailed or crude, seem to have absolutely no impact on how the game plays. Appearances seem only skin deep. Being presented with an outlined version of a platform, a cloud, a boulder, or wildlife that will act as transport are simply drawn for decoration. Crafting a customized sword is just as effective as scribbling within the weapon's parameter. While that may satisfy some, it left me wanting, wishing for the title to be given more time to up the impact of the unique drawing tech.

    Sure, you can save multiple heroes, share your creations over wi-fi, making Drawn To Life a personalized adventure. Still, I couldn't shake the feeling the game was a fascinating tech demo attached to a run of the mill 2D platformer. I also couldn't help look forward to whatever the developer, Fifth Cell, has planned for the sequel.

    There's no question the game is easy on the eyes. It may spawn a real following for those looking to express their pixel manipulating talents. With plenty of unlockable character templates and in-game tunes, replayability and content aren't lacking.

    The game still has time to progress before its September release, and admittedly, I didn't actually get to control the game as it was still early, but those looking for a more customized platforming experience may be slightly disappointed.


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