![]() ![]() ![]() Sometimes you’ll need to place the enemies down yourself, making sure that they’re strategically located in such a way that you can bounce off them to reach higher platforms or cross wider gaps and make the exit. Sometimes you just need to reach the exit, avoiding the traps and monsters along the way. The levels are all very short, and there’s a couple of variations on them. The art is ridiculously cute and charming, but there’s no meaningful narrative to back that up, and because your character is mute and doesn’t interact with the world much, it’s difficult to become too invested in it. You solve that problem by being transported to a series of short puzzle-platformer levels, at which point you’ll be moving on to the next person and their problems. The premise and structure is simple: you’ll wander around a little hub world, before running into someone that has a problem. Two Realms is, basically, a puzzle platformer. Given the time of year that it has released, it is a useful little “filler” game for anyone that’s got a bit of time spare, but that comes with the caveat that it really is a budget game in every meaningful way. The developer and publisher know that this is by no means a top-flight game, and they’re only asking a few dollars for it. It needs to be mentioned that Two Realms is pitched very cheaply indeed. Unfortunately, I’m not sure this was the right way to go about resuscitating the property. After the property was put on hiatus for some years it is now back with Drawn To Life: Two Realms. The first Drawn to Life, way back on the Nintendo DS, and the sequel (DS and Nintendo Wii), provided a solid statement of intent, allowing you to hand-craft just about everything so the adventure became a wildly, distinctively you thing. Think about it they’re platformers, where you get to be creative and draw your own characters and experience into the thing. The Drawn to Life property has such amazing potential.
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