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Team that with some very impressive 2D animation and an overall style that rivals games like Super Princess Peach and you've got what seems to be a total package in Drawn to Life at least on the presentation side. This alone is a pretty impressive technical feat, and it seems that every new creation brings about another innovative means of moving that creation. All drawings are handled with programmatic animation, manipulating and moving certain regions of your canvas to run, jump, butt-stomp, attack, or even stretch and flex given then situation. Even more impressive than the simple creation aspect of the game, however, is the way your drawings come to life. If you've got younger gamers in the family, or are just as happy creating and experimenting as you are with full-blown platforming Drawn to Life certainly has you covered.
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Some of these objects are as simple as stationary or moving platforms, while others act as weapons, or even vehicles that are piloted manually. Not only will you draw doodles in the Book of Life or create a hero using an assortment of colors, brushes, patterns, and stamps, but you'll also be called to create world objects on the fly, dreaming up in-level aids and obstacles to be used just seconds later once you exit the impressively intuitive and in-depth creation tool. That being said, the creation process is certainly one heck of an accomplishment. You'll quickly find that, while still fairly balanced on a global scale, the game's emphasis is most certainly on drawing, and less on the gameplay itself. To fairly describe the overall experience we'd say Drawn to Life is actually made of three pieces creation, overworld play, and side-scrolling platforming. What you'll find early on with Drawn to Life is that the game is more focused on the creation aspects than the core platforming gameplay.
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