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===Development of Drawn to Life: The Next Chapter (Wii)===
 
===Development of Drawn to Life: The Next Chapter (Wii)===
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Jeremiah Slaczka rejected the idea of [[5th Cell]] developing a Wii entry in the Drawn to Life series, not believing it can be done in a good scale.<ref>[https://www.gamedeveloper.com/design/fountain-of-scribbles-5th-cell-s-jeremiah-slaczka-speaks Fountain of Scribbles: 5th Cell's Jeremiah Slaczka Speaks, GameSpot]</ref> He did, however, give his blessing for another team to tackle the entry, leading to THQ handing it off to Planet Moon. The game, which would be given the same exact title as it's [[Drawn to Life: The Next Chapter|canon DS counterpart]], was produced within 17 milestones, much more than previous games. According to production notes given out by Ken Capelli, production started with the first milestone build in February 2008 and concluded in August 2009, resulting in a total development time of just over 18 months, and had a final budget of $4,465,147.  
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Jeremiah Slaczka rejected the idea of [[5th Cell]] developing a Wii entry in the Drawn to Life series, not believing it can be done in a good scale.<ref>[https://www.gamedeveloper.com/design/fountain-of-scribbles-5th-cell-s-jeremiah-slaczka-speaks Fountain of Scribbles: 5th Cell's Jeremiah Slaczka Speaks, GameSpot]</ref> He did, however, give his blessing for another team to tackle the entry, leading to THQ handing it off to Planet Moon. The game, which would be given the same exact title as it's [[Drawn to Life: The Next Chapter|canon DS counterpart]], According to production notes given out by Ken Capelli, production started with the first milestone build in February 2008 and concluded in August 2009, resulting in a total development time of just over 18 months, and had a final budget of $4,465,147.  
  
 
Much like other entries in the series, the game was affected heavily by development crunch, particularly after the project was put to the studio's B-team once the main team began production on the cancelled Xbox 360 title My Amazing Story. THQ was adamant on a simultaneous release between both versions of The Next Chapter, so the A-team had to step in and assist in production to get this version out on time after development on their other project was winding down.
 
Much like other entries in the series, the game was affected heavily by development crunch, particularly after the project was put to the studio's B-team once the main team began production on the cancelled Xbox 360 title My Amazing Story. THQ was adamant on a simultaneous release between both versions of The Next Chapter, so the A-team had to step in and assist in production to get this version out on time after development on their other project was winding down.

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