Drawn To Life Wii
The Wii version is extremely different from the DS version. 5 Th Cell delegated another enterprise, Planet Moon Studios, to make the Wii port of The Next Chapter, while they worked on the DS sequel to their hit game. The result is two games that are radically different. So different that you can't count them as one.
We recently had the chance to go hands-on with a fresh build of on Wii, and we came away pleasantly surprised. We won't lie to you – the AU team didn't spend a great deal of time with the original DS game. Don't get us wrong, we loved the concept of being able to design your own character and add all sorts of your own designs to the world, but the platforming just didn't seem up to scratch, and without compelling gameplay to back up the custom creation elements, our interest waned. Thankfully, is a different story entirely.This is good, solid platforming based around familiar 2D mechanics – jump and double jump, wall-jump, head bonk, attack. You know the drill.
To keep things interesting, different levels introduce new elements. When you have a monkey tail, for instance, you're using it to hook on to flying foxes and to latch on to spinning wheels from which you can fling yourself through the world. When you have wings, the gameplay changes up once again. And of course, both your tail and your wings can be designed completely from scratch.
Penis wings and a penis tail? Yes, it's only a matter of time. You'll also come across other elements designed to spice up the gameplay, such as a vehicle section we saw with a very -esque car – stupidly large wheels and blazingly fast. Nice for a change.It+looks+very+kiddie+but+it+should+appeal+to+gamers+of+all+ages. It's when the game utilises its drawing component for more real-time purposes that the title's true potential is shown. As you travel through the worlds you'll come across dotted rectangle outlines.
If an outline is blue it means anything you draw within the rectangle will stay there – thus, you can draw in ledges that you can jump up to. If a rectangle is red, on the other hand, whatever you draw within it becomes a physics object, so if you draw a big circle that circle will drop down to the ground and can be pushed/rolled – often towards a high ledge that you wouldn't be able to get to without jumping on your makeshift creation first. Superflight free.
It goes further though. Some of the red rectangles have thumb tacks within. Anything that you draw coming into contact with these will pivot on the tack, so you may need to draw a line up from it which will drop down like a draw bridge. The potential is huge, and while we didn't see anything too taxing, we're hoping that you'll need to find ingenious solutions to physical puzzles later on in the game.
It's kind of like -junior - it's far more contained than that title. We'd like to see screens where you can draw in physics objects without the limitations of the rectangles. Fingers crossed.
As you'd imagine, character creation is pretty robust. You can start completely from scratch or you can choose one of a wide range of templates to modify. The tools are impressive, letting you draw everything in freestyle – at anything from a pixel level (although the code we saw was still a little off – you couldn't accurately fill in every pixel) through to a more macro scale. As you'd expect you have a wide set of pre-determined colours to choose from, and it's a relatively simple matter to use the paint bucket to quickly colour in sections then go in with a brush and a darker tone to add some shading. If you're so inclined.Realise+your+most+fevered+nightmares+in-game.+Catharsis! In addition to drawing things in manually, you can also do things like set a start and end point, then push and pull the line between them to suit your creation. And then there are heaps of preset stamps you can use, from eyes and mouths, through to skulls, arrows and other iconography.
Minimum:. Requires a 64-bit processor and operating system. There’s never been a better time to jump in to Age of Empires. Engage in over 40 hours of updated campaign content with new narration and pacing, jump online in up to 8-player battles with new competitive features and modes, experience 4K HD visuals with overhauled animations, get creative with the scenario builder and share your creations. Welcome back to history.
Adjusting the scale is handled by a slider bar, while rotating a stamp is as simple as rotating the Wiimote. At the moment you can only undo the last two additions, so we're hoping this will be expanded for launch. It's easy to make a hash of things but only realise you've done so when it's too late. We'd also like to see an alternate layout option for widescreen displays. At the moment the creation tools are all housed in a 4:3 array, so a lot of the options are small and finicky. Meanwhile there's a heap of blank space to either side. We'd also like to see a more sophisticated system for the way limb pivot points work – it's harder than it should be to create an abomination of nature with arms sticking out of its head.
You can switch between three custom characters at any time during the game, and we'd recommend sharing a save file with someone in your house when this game comes out – it can be hilarious/very creepy seeing what other people come up with. Keep your eyes on this one – it's shaping up well.