![]() While 5th Cell was busy developing the Nintendo DS version of the game, publisher THQ contracted Planet Moon Studios to develop a version of the game for the Nintendo Wii. This revised ending was later confirmed to be non-canon. Released in October 2009, it was received positively by fans.ĭue to a content complaint from the ESRB, the game received a revision which controversially altered the game's ending. Although publisher THQ also contracted a version for the Nintendo Wii by Planet Moon Studios, the DS version is the canon sequel. Being far more ambitious than the previous title, it sought to top the original in every way. Two months later, it was released in Japan.įollowing the success of the prior two entries, and the growth of 5th Cell in the time since, a mainline sequel entered development for the Nintendo DS. It was released in September 2008 in America, Europe, and Australia. THQ apparently wanted each level to give players something new to do. Due to the fact 5th Cell was busy with other projects at the time, developer Altron was contracted to develop this new spin-off. ![]() When the first Drawn to Life released, they noticed the conceptual similarities between it and the Spongebob Squarepants episode "Frankendoodle." As a result, a Spongebob-themed version of Drawn to Life was envisioned. This port received harsh backlash from fans for its poor quality, and it has since been delisted.ĭrawn to Life: Spongebob Squarepants Editionĭuring this time, series publisher THQ was looking to produce more games themed around Nickelodeon IPs. On May 21st, 2014, a port developed by WayForward Technologies and published by 505 Games was released for iOS. ![]() In Korea, the game launched as: Geuryeora, Touch! Naega Mandeuneun Sesang. In Japan, the game was published by Agatsuma on December 4th 2008, releasing under the title Drawn to Life: God's Marionette. Developed by 5th Cell and published by THQ, it was received well by critics and went on to sell 820,000 copies by March of the following year. In September 2007, the first game in the series was released exclusively on the Nintendo DS. The biggest technical challenge was making the drawing tool easy to understand yet not limiting how players could draw, although they eventually felt confident with the results. Whilst in development 5th Cell wanted playing the game to be an experience deeper than just the gimmick of having drawings come to life, and made sure players were always drawing something new and unique to add to the game world. The original concept of drawings coming to life was in Slaczka's head for roughly six months before the company began prototyping it.įrom that initial concept, the developers began incorporating the platforming aspect, and tied it to the village and story. When developer 5th Cell transitioned from mobile games to the Nintendo DS, series Creative Director Jeremiah Slaczka was inspired by the company's need to make something that would use the DS's features in a unique way.
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