Have you ever seen one of those back-of-magazine art school tests? The ones that provide simple line art of, say, a turtle and ask you to turn it into something more detailed by adding on top of it? That's how Draw 2 Survive feels at the moment. It has potential, but what's currently there needs to be drawn out and embellished.
Anyone who has played Kirby: Canvas Curse or Kirby and the Rainbow Curse/Paintbrush will immediately get the gist of Draw 2 Survive's only current mode: Survival. It's a single-player challenge to see how long a ball can be kept away from the edges of a rectangular arena by drawing guiding lines on the Wii U GamePad.
When a ball touches a line it will follow it along the direction it was drawn. Only so much ink can be laid down at a time, with a recharging meter showing just how much is left. With an enclosed playing field, this often leads to curving back and forth in a sort of juggling act as the ball gradually speeds up.
It's a simple concept, but surprisingly difficult to master. Just a bit of a curve can send a ball hurtling toward the edges, and quick reflexes are often key. If you're expecting 30-minutes bouts of back-and-forth ping-pong, think more like a minute a first. Although there can be a little bit of lag as soon as a bout starts, the GamePad feels responsive throughout.
The biggest hangup with Survival (and currently Draw 2 Survive as a whole) is that just about the entirety of the game has been described above. A small amount of variety has been added in the form of four different arenas to take on. Each has its own music and aesthetic, from classroom paper to an artistic forest, and the physics of the ball in each stage are slightly different. A favourite is a solar system backdrop that places the player in control of the little blue marble of Earth; after a while the other planets "turn on" and begin to affect the ball with their own gravities.
Unfortunately, while there is a small amount of draw in these tweaks, the overall activity still feels somewhat lacking in involvement. All arenas remain rectangular and relatively small, and there are no items or pickups of any kind to steer the ball toward. A best time seems the only reward for striving in Survival mode, and that might get tiring quickly for many players.
The themes of each stage are pretty neat, but the backgrounds in some could probably stand to be a bit crisper, especially when viewing on the GamePad. They're not horrendous, but the colour choices can sometimes make it a bit more demanding to pinpoint the ball.
Conclusion
Draw 2 Survive actually does appear to have plans for more in its future. The developer is responsive on its Miiverse page, and additional modes such as Local Multiplayer and a single-person Story Mode have been promised as future free additions. As it stands now, however, Draw 2 Survive does not offer much more than the occasional waster of a few minutes' time. What it could provide, however, might make it worth keeping an eye on for when its content crosses the finish line.
Comments 9
What a shame, I guess. Will the game be re-reviewed after the local multiplayer/story mode arrive, or not?
I didn't like Kirby and the Rainbow Paintbrush because of the monotonous control scheme - grew tedious to me quite quickly and I sold it unfinished - the only Wii U game I'd have let go (apart from maybe FAST Racing Neo).
This game has copied that mechanic, but no so well.
It's a 'No' from me.
Funny, because whoever made the art for this game can't draw to save their life.
Still, it's always nice to see hand-drawn graphics in a game.
Tim - Thank you for reviewing the current build of the game, I was expecting this score for the amount of content currently available and that is fine with me for right now. This review is just great incentive to continue to expand and build on the game and give the players what they would like to have in this title.
@Lemonslice - Interesting that you should say that about the art, since two of the levels themes and full design are based entirely off of artwork by my oldest child and one of my nephews, 10 and 16 repspectively. The rest have been digitally painted in PS and reduced to accommodate the console's abilities. Thank you for reading the review and commenting on it. Have a great day!
@gcunit - If you aren't playing the game how do you know that it has copied the mechanic from the Kirby games, but "...not so well."
The mechanic is sound and the game is not supposed to move slowly, so it's similarity to Kirby stops at the ball moving in the direction of the drawn lines. Please find me on twitter and I will try to get you a free copy to test it for yourself. I'm happy to give you a chance to play the game and then decide how well it uses the mechanics for yourself. I'm not really upset about your comment, I just want to give you the chance to try it and dis it based on playing it. @Unit_DTH_Studio
@Unit_DTH Hi, thanks for your offer for a trial of the game. I do apologise if I have made inaccurate assumptions about your game - that was just my interpretation of the description of the gameplay in this review. In truth I think I should have distinguished my 'not so well' judgement from the mechanics, as I was more thinking in terms of the visual design (the visuals of KATRP were what persuaded me to try it in the first place) - my visual preference is for the styles adopted by Nintendo in its Kirby and Yoshi games etc.
I wish you all the best with the project and look forward to seeing what becomes of it, and I admire your approach in engaging the marketplace like this.
@gcunit I can totally understand the draw of those art styles. I have a great admiration for the talent behind the art in those games and thank you for the kind interaction! Thank you as well for the kind words.
@Unit_DTH It's nice to see a family effort.
It still looks better than that DSiware game that recently came out
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