A good idea is a good idea forever, isn%26rsquo;t it? Two years on from the first Drawn to Life, this sequel proves that there%26rsquo;s still mileage in the %26lsquo;draw your own hero and bits of the game%26rsquo; concept. Unfortunately, The Next Chapter doesn%26rsquo;t do enough to improve the bits of the original that weren%26rsquo;t so great first time round.
The story follows on from the first game, so might leave newcomers in the dark, and there%26rsquo;s a lot of long-winded chat in the inter-level village hubs. The characters are endearing but they sure go on and on. Things pick up once you%26rsquo;ve designed your leading man/lady/unrecognisable blob using the in-game design palette. It doesn%26rsquo;t allow for much accuracy but there%26rsquo;s still something pleasantly incongruous about seeing your own wonky creation stumbling through smartly designed levels. And stumble he will. Your hero%26rsquo;s a pain to control, and the platforming is rather bland and simple. Is it worth sacrificing gameplay for a neat idea? The jury%26rsquo;s out%26hellip;
The new Action Drawing Tool provides puzzle-based interludes in some levels and is the only real innovation here, but it%26rsquo;s not enough to counter the disappointing platforming. We still love the idea behind Drawn to Life, but the game needs to be as good as the concept.
Oct 27, 2009