Scribblenauts GAME FOR DS NINTENDO COLOR COLOUR HANDHELD CARTRIDGE TOUCH SCREEN DUAL SCREEN BOX ART COVER INLAY
GAME GENRE:
Platform/Puzzle
PLAYERS:
1
PUBLISHER:
Warner Bros Interactive
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Scribblenauts, Scribblenauts screenshots, Scribblenauts image, Scribblenauts review, buy Scribblenauts, Scribblenauts preview, Scribblenauts page, Scribblenauts web site

Scribblenauts, Scribblenauts screenshots, Scribblenauts image, Scribblenauts review, buy Scribblenauts, Scribblenauts preview, Scribblenauts page, Scribblenauts web site

Scribblenauts, Scribblenauts screenshots, Scribblenauts image, Scribblenauts review, buy Scribblenauts, Scribblenauts preview, Scribblenauts page, Scribblenauts web site

SCRIBBLENAUTS
NINTENDO DS Overall Score - 8/10

Like multiplayer before it, the freedom to create is becoming a staple ingredient in many modern games. While Halo 3's Forge, Uncharted 2's machinima mode and of course, LittleBigPlanet in its entirety offer console players a wealth of creative freedom only previously seen on PC, there is one common problem running through them. When gamers are presented with an in-depth creative tool, it can only ever be as deep or as interesting as the player's imagination allows which, for the less-technically-minded individual, will result in an experience which is as shallow as a shot of tequila, while leaving a similarly bitter taste in the mouth.

Scribblenauts most definitely suffers from this same issue, although to say that it results in a diluted experience would be to do the game and the talented team at 5th Cell a great injustice. While you aren't creating vast maps or mods in Scribblenauts, you do have to be prepared to get creative and let your mind run riot to get the best out of it. The game follows Maxwell, the latest graduate from Scribblenaught University, as he travels the world helping people overcome problems with his animated word power.

Once you have completed a short opening tutorial and earned your Scribblenauts diploma, you are let loose to tackle 200 stages of puzzling, word-based fun set across ten colourful and charming worlds. Stages come in two categories; puzzle and action, each requiring you to obtain items called Starites to proceed to the next level. In puzzle stages, you are given a single clue that will hint at parameters that must be met before the Starite will appear, while action stages simply task you with reaching the Starite, which is usually placed out of reach or behind locked doors and other obstacles.

An early puzzle level sees Maxwell standing outside his house with three kids in Halloween costumes walking up his pathway. Based on the clue 'Trick or Treat!' you have to conjure up some tasty treats for the kids to keep them happy. By tapping the notebook icon at the top right of the screen you can get scribbling to create objects, either by hitting letters on the in-game keyboard or writing characters freehand using the touch screen. By writing or tapping out 'chocolate', a chocolate bar will appear on screen that you can drag over the kids to make the Starite appear. Just don't try and prank the kids by typing out 'zombie' or 'vampire' as it will most definitely end up in tears.

On the other hand, action stages often require a lot more lateral thought, thanks to some incredibly fiendish Starite placement. One stage places you at the bottom left hand corner, with the Starite just out of reach in the top right. All that stands between you and the goal are a bunch of frozen blocks containing landmines, porcupines and a hulking Minotaur. It's really no wonder that your only clue for this stage is 'Good luck with that!' Use a bit of cunning however and you will learn that you can melt the ice with torches by typing 'fire' and take on the Minotaur toe-to-toe with your very own pet dragon. Failing this, you could always type 'dynamite' and blow all of the enemies to smithereens before they get a chance to attack. The possibilities are near-limitless, depending on how far outside of the box you are willing to think.

Once you complete a stage, you are awarded in-game currency called 'Ollars' that can be used to buy new worlds, music and avatars. The amount you earn depends on how many objects you had to create to get the Starite, as well any merits awarded for inventive word-use. For example, you will receive a merit in Pacifism if you complete a puzzle without using any weapons, or you may gain Zoo Keeper merit for calling on animals to help you solve a round. There is also a par for each stage that determines how many objects you are allowed to create before your Ollar bonus decreases.

You can earn extra cash by replaying stages, but doing so will take the game into advanced mode. Here you must replay the stage three times without re-using any objects, making things incredibly tricky. Perhaps the first genuinely difficult puzzle stage sees Maxwell picking flowers for a florist. It's no easy task however, as one flower is guarded by a giant bee, the water lily is patrolled by a piranha and the other is on top of a cliff. So for each advance round you might decide to dispatch of the pesky Wasp by using bug spray, butterfly nets, bazookas or ninja stars and so on. The key is in mixing things up enough to receive as big an Ollar bonus as possible. Just try dumping a shark in with the piranha to see who emerges victorious, it's sadistically satisfying.

Item creation itself is a double-edge sword in many respects, as you may find yourself resorting to simple items rather than elaborate combinations that might not work well in the end. It is much simpler and more Ollar-effective to use a gun to blow open a Pinata at a kid's birthday party than chop it down from the ceiling and have a giant enemy crab stomp it open for you. As a result, falling back on these 'easier' solutions may appeal more if you get hopelessly stuck on a stage. As this is a matter of choice and entirely depending on how radical your thinking can be, this sticking point can in no way be blamed on the developer, but it certainly poses problems, particularly for younger players who might not grasp some of the game's trickier concepts.

Trial and error, therefore, plays a large part in Scribblenauts. It's all well and good creating a giant robot to grab an out of reach Starite for you, only to discover it can't do anything other than walk left and right. You are never told what impact an object will have before you create it, so playing around with them is necessary to familiarise yourself with the way things work. Thankfully, you need not wreck your chances of scoring under par by doing this during stages. Instead, the opening menu screen acts as a playground where you can create as many objects as you like to test them without fear of reprisal. It's a neat touch and is oddly addictive in itself.

Another issue is Maxwell's movement, which is controlled by tapping the touch screen wherever you would like him to travel to. The fact that he will automatically attempt to jump over gaps can prove a tad clumsy, especially when you fall down a big drop by accident rather than stand on the ledge as intended. The futile leap deserves a ten for effort but can be disruptive when trying to plan out the solution to a stage. Selecting items can also be a nuisance, particularly when trying to pick up smaller items such as hockey pucks or golf balls, but unfortunately, as the d-pad is used to navigate the camera, it can't be used for movement as a fall-back to make things easier.

Getting used to the control method, like any other game, is a matter of practise and working out the nuances to the system, but it is easy to get muddled here, particularly when trying to use items or enter vehicles at speed. Erratic tapping due to panic can ruin your puzzle solution and wreck your par for the stage if you are not careful. To the developer's merit, it is not an easy game to make a decent control system for and while this should work perfectly, these minor niggles can create even bigger problems if the player isn't careful.

Perhaps one of the biggest achievements here is the aesthetic quality, with charming hand-drawn visuals, upbeat soundtrack and a great sense of humour that simply makes Scribblenaughts a joy to play. For example, try typing 'teleporter' into Maxwell's notepad and hopping onto it to see where it takes you. If it doesn't make you raise a smile or laugh then nothing will. The addition of an easy-to-use level editor also adds superb replay value, but again, what worth is to be found here is entirely dependent on your own imagination and patience. Created stages can be just as deep as those found in the main campaign and these can be shared with other players via the console's Wi-Fi connectivity.

Scribblenauts is not without its share of problems, but only the pickiest of players will use the control issues as excuses to stop playing. The sheer scope and ambition displayed by 5th Cell is worth applause alone and, should the developer look to refine the formula in a sequel, they may just nail the control system second time round. This is an essential purchase which is fit for burst play on the go and, control niggles aside, this is as charming and addictive as they come, with potentially staggering replay value as long as your imagination allows it.

Reviewed by Dave Cook for AceGamez (All Rights Reserved).


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