[Interview] Drawn to Life: Two realm developments about what the game is like, the future of the series, and more

After years of new games, Drawn to Life will be back next week with its latest entry, Two Realms. 505 Games currently has franchise rights and is working with Digital Continue to implement new projects. Many of the staff who worked on the previous Drawn to Life game are back, so it looks like they’re in safe hands.

Drawn to Life: For more information on Two Realms, Nintendo Everything recently spoke with Digital Continue founder Joseph Tringali. Tringali talked about what the new game would look like, the experience of non-stylus devices, the story, and what lies ahead in the future of the franchise.

It’s been a long time since I saw the new Drawn to Life game, but how did the two realms come about and how did Digital Continue get involved in the project?

As an executive producer of the first two games, I wanted to play another Drawn to Life game back in the last year of 5TH Cell. There have always been situations that prevented it from happening. After launching Digital Continue in 2016, I continued to look for opportunities to revisit the franchise. I knew the bizdev guy on 505 Games, so I contacted him from time to time and mentioned some of the ideas we had about the franchise. In late 2018, it was decided when to propose the concept and bring a new title to the franchise.

What would the original game staff do with Drawn to Life: Two Realms many years after the last game? How many former developers are involved?

Especially when it comes to art, it’s great to have the continuity that comes with the involvement of important parts of the original game.We were thrilled with ChernFai because we always wanted the next iteration to be built on the aesthetics of the original sprite. [artist] I joined the project team. There are also contributions from former game concept / art director Edison Yan and our own composer David J Franco, who won an amazing new soundtrack.

Please tell us about new features such as creation tools.

The creation tool is an extended version of the original drawing tool. Without the limitations of the Nintendo DS, we were able to add a full-color picker in millions of colors and a whole new section where players could place, rotate and resize pre-designed stickers to customize their heroes. As well as body parts from dozens of hero templates included. If you want to edit pixel by pixel, you can continue to zoom in.

The original Drawn to Life was a clever, limited idea inspired by DS hardware. How do more powerful but “unpaintable” hardware affect the design of your game?

Therefore, we recognize that the Nintendo DS is perfectly positioned from a hardware perspective. This is one of the challenges that has prevented franchises from moving in the last decade or so. How do you reproduce the feel of the stylus? We have more power, but if the obstacle is control, it’s less important. Eventually, we came to the conclusion that it is impossible to duplicate a pen or stylus (a PC mouse approaches). Introducing the franchise to new consoles, including the Nintendo Switch, required a different solution.

As a result, we are now focusing on stickers, replacing existing templates, and customizing for other controllers. One of the biggest design hurdles in drawing a controller is accuracy. Therefore, we designed and implemented a system that allows the player to control the cursor speed while drawing, giving them more control over the experience. This is done by pressing the L stick and there are 5 different settings, from very slow to very fast, in case you go to the UI and select a different color or other drawing option.

Many fans are wondering about the story of the game and how it relates to previous entries in the series. Is there anything I can share?

The story will be featured a few years after the last event of the DS version of Drawn to Life: The Next Chapter. Laposa is alive and well, and we introduce a new realm, the human world. Many characters from the original franchise will appear in the game. My goal in the Two Realms story is to answer some protracted questions from the original game, explore Human Realm for players, showcase the threats faced by both realms, and prepare for the future game of the franchise. Is to arrange. with this. I think both realms have a lot of attractive potential for future games.

Is there a trading feature like the first two games?

There are no transactions at this point.

Being digital only, Two Realms seems to have a slightly smaller range compared to previous Drawn to Life games. Well, if so, have you talked about taking a bigger adventure that is better suited to retailing?

It’s always difficult to determine the estimated range of a Drawn to Life game, as many players spend hours customizing their heroes. With 10-12 hours of content, including stories, core levels, and additional challenges, I think it’s comparable to the first two games. The title has a soundtrack and customization tools that match previous retail titles. In my opinion, the price of $ 9.99 is of great value, given that the first two games are priced at $ 29.99. My hope is that the price will serve both existing and new fans. The scope of the game was always planned to match the experience in this price range, but as I mentioned earlier, I would like to make a bigger Drawn to Life title in the future.

How long do you think players will take to complete the campaign?

Later in the game, there are some very difficult levels that involve trial and error. I think the campaign is probably 8-10 hours.

How is it developed for Switch? Are you planning to use the features of the system?

Drawn to Life: Two Realms is the third Nintendo Switch game in the studio. We shipped the multiplayer action game Next Up Hero in 2018 and launched the genre masher Super Mash in early 2020. Nintendo is a company I love and it’s always fun to develop for a platform where everyone is playing games personally. Drawn to Life: Two Realms didn’t require any special switch functionality, but portability and screen resolutions help make pixel art really shine.

Drawn to Life: We know that Two Realms will also be available on mobile. Do you have plans for cross-save support between versions?

There is no support for cross-save between versions. Considering sharing / storing accounts greatly increases the level of complexity and cost. There was certainly something we did first consider, but it didn’t fit into what we could achieve with the resources and schedule we had.

Do you think it’s possible to bring a previous Drawn to Life game to Switch?

I’ve thought about it a lot, but I definitely want to work on it. Direct ports aren’t an option because the first two have a lot of stylus features, but there are some cool ideas that I think will work. Doing this is both what we want to do, along with a larger sequel. However, future plans are 100% dependent on a sufficient number of audiences to be there for that purpose. It will depend on the reception of the two realms.

What do you think the future of the Drawn to Life franchise is? Now that the new game has been released for the first time in a long time, do you think there is still room for the series to grow with more stories?

There is plenty of room for growth and expansion in this franchise. One of my goals at TwoRealms was to set the stage for future titles. It expands the world and poses a real threat to the world. I don’t think the expansion is limited to games, but I think the IP itself is very commercial. Also, I don’t think it’s necessary to limit future games to platform genres. If you can justify your investment, you definitely have a desire to develop!

You’ll get Drawn to Life: Two Realms when it’s released for Switch via the e-shop on December 7th.

[Interview] Drawn to Life: Two Realms dev on how the game came to be, series’ future, more

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