

Drawn to Life is full of little extras to make a really deep experience. However, as you play through the game you see the deep story, you grow attached to the characters you've rescued and experience unique situations and levels throughout the game. Jeremiah: It's the entire package: on the surface, the game looks like a simple platformer with a cool hook. Can you provide some examples of what else makes the game a deep experience? N-Sider: I know you've personally said there's more depth to the game than immediately meets the eye. It's a simple system, but adds a lot of character to the non-player controlled Raposa. Jeremiah: Yes, the Raposa that you rescue and live in your village do react to you and the world around them through emotes based on their feelings. N-Sider: I believe I'd read that you can see how the world's inhabitants react to your drawings appearing in the world. Drawn to Life has quirky characters that can be rescued, lots of enemy types, unlockable secrets, and unique game mechanics depending on your characters weapons and accessories. Jeremiah: You can look forward to mini-games, multicard trading, an Item Shop with unlockable abilities for your hero, color palettes, stamps, patterns and even songs! There is also the Village Mode to enjoy, where you can follow the story of the Raposa. N-Sider: What other sorts of things can we look forward to, aside from drawing and seeing our creations appear in the world?

These items are all user created and crucial to the gameplay because without them, you cannot progress. Second, when you're inside a level you are prompted to draw additional items, platforms and vehicles that will help you on your journey. As more pages are collected, the village starts coming to life. Jeremiah: It works in two ways: first, the Raposa are asking you to collect pages from the book of life, which are hidden throughout each level, in order to save their village. N-Sider: It's my understanding that the title's primary hook is that the world is something you create as you play, by drawing your character, items you'll be using, and features of the landscape. Jeremiah: Yes, Drawn to Life was designed with the DS in mind. N-Sider: So, something that was inspired by the DS itself, not a separate idea that you found the DS was well-suited for? The idea itself had been rolling around in my head for about six months before we actually began prototyping it. Jeremiah: The inspiration for Drawn to Life came from the need to create something really original that used the DS's features in a unique way. What was the inspiration? Was it an idea you'd had for a long time before you were able to make it reality? N-Sider: Tell us about the process that led to the creation of Drawn to Life. Jeremiah Slaczka, Creator, Drawn to Life: Thanks! I'm glad people are genuinely interested in the title. It's a title that I know a number of people are looking forward to it certainly caught my eye back when you were still shopping for a publisher. Thanks for giving us the opportunity to ask you about Drawn to Life.
