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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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