Scribblenauts: A Hype Victim’s Tale

September 23rd, 2009 by Dana

 

Time to turn this phrase into a drinking game.  I am a total sucker for hype.  I can’t get enough of the hype surrounding games. So it shouldn’t be a surprise to anyone reading this that I was totally and completely swept up in the media surrounding  the DS’ new release Scribblenauts.  In fact, I’m going to go out on a limb here and say that Scribblenauts was my most anticipated game coming out within the fall/holiday season!

So did it live up to the hype, or did it disappoint me like so many hype machines have in the past?   Before I answer that, allow me to walk you through the pros and cons of Nintendo’s media darling.

If you don't know, google it!

Scribblenauts boasts that you can solve the puzzles within the game simply by typing in any object you can think of into the in-game keyboard and having it appear in the world for Maxwell to use.  In this regard they do not disappoint.  In fact, I think it’s easy to say that this feature (and yes I know.. it’s the MAIN feature) is almost overwhelming.  Overwhelming and totally fantastic.  Spaghetti Cat?  He’s in there.  God?  Check!  T-rex?  Yup!  I could go on for days, but the point is, if you can think of it, it’s probably in there.

The art design is simple and charming, which is a plus when you start dropping in as many objects into the world as you can fit.   As you complete puzzle levels, you earn ‘ollars which can then be used to change your avatar into a zombie, or a ninja, as well as change the background of the title screen.  You can also use the ‘ollars to buy more music tracks, which play through the menus.

Here’s where Scribblenauts loses me.  You control Maxwell by tapping on the screen. Maxwell will then decide on his own to jump over gaps or onto higher platforms.  You also tap on objects to interact with them, ride in them, alter the world with them, etc.  What results is mess.  Instead of getting in a car, Maxwell with jump into a shark pit.  Instead of digging a hole, Maxwell with hit a peaceful NPC with the shovel, thus failing the level.  When the controls work, they work well, and when they don’t, it’s very frustrating.

Given the massive amount of words to chose from, you would think that I would have all kinds of ideas on how to solve different puzzles.  It turns out that most of the puzzles can be solved with the same handful of items.  Need to get in a higher spot?  Wings.  Need to hold down a button?  Boulder.  Need to rid of some bees quickly?  Black Hole.  In the cases where I fail a level a lot, I find that it is a result of too many ideas to chose from.  Some , if I may say, that have been brilliant, and should have worked, simply didn’t, and that was a bit heartbreaking.  For example, to dig a big hole I pulled in a backhoe.  It didn’t work, so I went with a plain old shovel…. again.  In other words, for success, keep it simple.

Did Scribblenauts disappoint me?  No.  In fact it was pretty much what I was expecting.  It’s cute, clever, and works your brain.  What more can you ask for from a DS game? Sure, I get frustrated at times, but it’s worth it just to watch a bear and a bear hunter fight at the title screen.

Be sure to save your Scribblenauts stories for an upcoming episode of EZMU where we will discuss how some of the puzzles were solved.  See the forums for details.

A slight Spoiler:

Type in Teleporter and have Maxwell hop on.  See where it takes you.  One of the best uses of developer recognition I’ve seen yet.

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One Response to “Scribblenauts: A Hype Victim’s Tale”

  1. Los Says:

    I’m still excited about playing this. Current financial situations coupled with lack of desire to go anywhere but work has left me in the group of people who have yet to play this game. Your review, which is well written I might say, doesn’t scare me out of playing it which I thought it was going to do. But it does suck to hear that so much work went into the main game mechanic and they choked on basic controls.

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