Imagination and curiosity are some of the most compelling forces in the world and are often portrayed and cherished amongst eternal ideas of youth and childhood. It’s these concepts Big Fish Games have used with Drawn to build a story, playing on universal archetypes of the fairytale to celebrate imagination.
Pros
- Ephemeral soundtrack that creates a subdued atmosphere
- Gorgeous graphics that bring the paper book world to life
- Story is an ode to imagination and creativity
Cons
- Sometimes the abstract angles can make it difficult to see where to go
- Lack of widescreen or HD support
The threat that hangs over Iris (the princess of an unknown land) is a mysterious quantity. A menace that seeps through the edges of the screen, hiding in the somber tones, and darker hues. And it’s this mystery that compels you forward. Drawn has superbly married its themes, art, story, and gameplay. It’s an ode to fairytales and the childish power of imagination embodied in its elusive princess and disembodied protagonist. Tied together with the whimsy and wonder that only storybooks can portray.
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Whilst the story is definitely lacking in many areas, Iris herself is well fleshed out. The princess reveals herself through the objects and friends she has created to assuage her lonely life, entrapped in a tower. Her fertile imagination has given rise to varied lands and places through which you explore, and whilst in the beginning this seems akin to the normal imaginings of a child, such as sunny days and windmills, the darker aspects of her life begin to intrude until rather more fearsome beasts come out of the shadows to stand in the way of your progress. The tower through which you ascend to reach Iris is the literal figure of her power entombing both her and her creations is a significant hurdle. The progression of your journey slowly making each new area accessible, is punctuated with these encounters, from the comedic to the tragic. Notes left about give further insight into Iris’s concerns and worries, her motivations, and her dreams. That slowly brings to light the true nature of her situation.
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Throughout the game, the deft use of abstract symbolism, tied to the commonly accepted requirements of such tales, weaves together the tapestry of Iris’s dreams. The usual bizarreness of puzzle-games solutions perfectly fits the oneiric logic of Iris’s world. Finding birds or having paper keys turn into real ones feels natural, an extension of the dream rather than frustratingly moronic, a problem that adventure games have grappled with throughout their history.
Navigating the tower is easy enough, using the traditional screen by screen movement, with the contextual cursor changing to indicate when you can progress. At some points the directions are obscure, the contorted walls obscuring possible ways to move, as well as the cursor not just moving forward, back or left and right but sometimes diagonally, and only activating on a small section of the screen.
Likewise, the puzzles can be similarly obtuse, whilst the game does provide you hints, attempting a more challenging playthrough without them, can leave you floundering slightly. But for all this the puzzle designs themselves are superb. There are many varieties on display, and they meld beautifully with the world. From classic picture puzzles to pattern recognition and riddles, no puzzle is ever repeated. Combined with the normal mechanics of a point and click adventure, sans combining items and you have the basis for Drawn’s design. There is much that will be familiar to veterans of the genre but the brilliance of the presentation leaves the experience of playing to be an unorthodox one.
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The graphics are part of this, with their detailed vistas and sharp surreal interiors. The world within the tower is contorted by the fantasies that shape it, and this is enhanced by unique perspectives the artists thrust upon you to view each world. The colours themselves lack definition, with pale shadows that just give a slight hint of depth. It feels very much like a paper cut out world, primarily 2-dimensional but with just a hint of 3d. Of course, this is intentional a hint at the storybook aesthetic the game cultivates, both within the general environment as well as in specific scenes, that are in fact paper dioramas. Sadly though despite the beautiful visuals the game has low resolutions, and doesn’t support HD or widescreen. It is possible to stretch it to full screen, and in most of the landscapes this is fairly effective but it significantly detracts and distorts the puzzle sequences.
The soundtrack that accompanies it all is superb, the orchestral tracks are somber and moody with wailing violins that sound like rushing wind through empty corridors and synthetic voices that create an aura of gloom. It’s fitting considering the state of the kingdom, and the tower itself. This is sometimes juxtaposed with pieces composed in a more favourable key, yet with slow melodies, the tempo keeping the music unintrusive and yet still atmospheric.
There is sadly very little voice acting but what is present is acceptable. Enough emotion is delivered and variation in tone so as not to sound robotic, but it has minimal importance to the game as a whole.
Drawn: The Painted Tower is a beautifully crafted game, with its familiar yet original puzzles and the integration of each area of play to deliver an entertaining package. This is one of the most beautiful interpretations of fairytales into gameplay, and whilst quite short (taking approximately three hours or so to complete will offer a fantastic escape for the duration.
8/10 ~Effervescent~
My review for the sequel Dark Flight is available here
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