If there was one game that people were looking forward to this year, it was Scribblenauts. Its claim to fame was the fact that you could use your in-game notepad to summon any object you could think of, as long as it wasn’t rude, crude or copyrighted. The game essentially succeeds in what it says it does; as it is possible to spawn what ever you can think of – but there are still many flaws that make this game that one big step away from being perfect.
There are several different locations which contain puzzles, unlockable by finishing previous levels (hence obtaining cash etc). These puzzles are quite varied, fully testing your ability to come up with solutions – some solutions being more obscure than others. It does get a little frustrating when there comes a puzzle and there are limitations on what you can use (namely weapons) and then there’s what I call ‘Scribble-block’; when you can’t think of what to use. Maybe it’s the overwhelming feeling of having near anything at your disposal.
One glaring error is the camera. You control a little character called Maxwell (a stylish little figure who introduced the Rooster Hat to the world) and the camera just can’t get enough of him. You might move the camera to a different part of the level so you can see what you’re doing away from little Maxwell, but after a short time, the camera kind of flicks back to him, making you mess up what ever it was you were doing elsewhere. It’s hard to explain the extent of irritation gained because of this; though as frustrating as it is, it isn’t game destroying.

Spot the Lightsaber. Oh wait...
The best part of the game is at the beginning. You boot up the game, and up comes the title screen. The title screen is one of the most important parts of the game; it’s an efficient way of showing what the game has to offer. In fact, if they just bundled the title screen as the entire game (maybe a little less expensively) I’m sure many would be quite contented by this – maybe even give it a little more credit.
The graphics are really something. You see the screen shots, you hear about the game itself, but the animation never really gets much of a talking about. In this case, a unique take on the graphics is excellently done. The physics could almost be likened to rag dolls; even the design probably comes under that – each object having visible joints or hinges for the moving parts. This looks quite good for the game, but it sometimes seems a bit tacky.
Now we come to the often overlooked subject; sound. The sound in Scribblnauts is nothing out of the ordinary for the DS. It contains the typical ditties that only five year olds could bear playing at full volume for music, while maintaining likable enough effects for interaction. The music isn’t necessarily a bad thing; I just think they blow their own trumpet a bit by having unlockable music which can be played in a jukebox kind of fashion in the extras menu. Not really necessary in my opinion.
What this game does is brilliant. The extent of objects it has in that one cartridge is amazing; the sheer amount of possibilities for each puzzle is amazing. This game should, in every right be amazing; but it doesn’t quite make it. Once you get into it, the true nature of the game hits and you lose the illusion of a fantastic game. Tarnished with the dreadful camera and oft frustrating controls it’s so close to being a classic, but doesn’t quite break it.
And in case you were wondering, in a fight between a Scribblenauts Vampire and a Scribblenauts Werewolf, the Vampire wins. Thanks to Kade for lending me his DS to play this. Much appreciated.
Graphics: B
Suits the game, but slightly tacky.
Sound: B
Nothing out of the ordinary.
Gameplay: A-
Awesome for the first hour or so.
Overall: B+
Ruined by the camera, this could’ve been so much more.
Note: Originally posted in 2009 sometime…
If there was one game that people were looking forward to this year, it was Scribblenauts. Its claim to fame was the fact that you could use your in-game notepad to summon any object you could think of, as long as it wasn’t rude, crude or copyrighted. The game essentially succeeds in what it says it does; as it is possible to spawn what ever you can think of – but there are still many flaws that make this game that one big step away from being perfect.
There are several different locations which contain puzzles, unlockable by finishing previous levels (hence obtaining cash etc). These puzzles are quite varied, fully testing your ability to come up with solutions – some solutions being more obscure than others. It does get a little frustrating when there comes a puzzle and there are limitations on what you can use (namely weapons) and then there’s what I call ‘Scribble-block’; when you can’t think of what to use. Maybe it’s the overwhelming feeling of having near anything at your disposal.
One glaring error is the camera. You control a little character called Maxwell (a stylish little figure who introduced the Rooster Hat to the world) and the camera just can’t get enough of him. You might move the camera to a different part of the level so you can see what you’re doing away from little Maxwell, but after a short time, the camera kind of flicks back to him, making you mess up what ever it was you were doing elsewhere. It’s hard to explain the extent of irritation gained because of this; though as frustrating as it is, it isn’t game destroying.
The best part of the game is at the beginning. You boot up the game, and up comes the title screen. The title screen is one of the most important parts of the game; it’s an efficient way of showing what the game has to offer. In fact, if they just bundled the title screen as the entire game (maybe a little less expensively) I’m sure many would be quite contented by this – maybe even give it a little more credit.
The graphics are really something. You see the screen shots, you hear about the game itself, but the animation never really gets much of a talking about. In this case, a unique take on the graphics is excellently done. The physics could almost be likened to rag dolls; even the design probably comes under that – each object having visible joints or hinges for the moving parts. This looks quite good for the game, but it sometimes seems a bit tacky.
Now we come to the often overlooked subject; sound. The sound in Scribblnauts is nothing out of the ordinary for the DS. It contains the typical ditties that only five year olds could bear playing at full volume for music, while maintaining likable enough effects for interaction. The music isn’t necessarily a bad thing; I just think they blow their own trumpet a bit by having unlockable music which can be played in a jukebox kind of fashion in the extras menu. Not really necessary in my opinion.
What this game does is brilliant. The extent of objects it has in that one cartridge is amazing; the sheer amount of possibilities for each puzzle is amazing. This game should, in every right be amazing; but it doesn’t quite make it. Once you get into it, the true nature of the game hits and you lose the illusion of a fantastic game. Tarnished with the dreadful camera and oft frustrating controls it’s so close to being a classic, but doesn’t quite break it.
And in case you were wondering, in a fight between a Scribblenauts Vampire and a Scribblenauts Werewolf, the Vampire wins. Thanks to Kade for lending me his DS to play this. Much appreciated.
Graphics: B
Suits the game, but slightly tacky.
Sound: B
Nothing out of the ordinary.
Gameplay: A-
Awesome for the first hour or so.
Overall: B+
Ruined by the camera, this could’ve been so much more.