Imagine a game where you can simply summon almost anything into the game world to help you achieve your goals. Done yet? If so, you've just imagined Scribblenauts, the cutesy game by 5th Cell that allows you to do precisely that.
The basic premise for the game is simple: you are given a scenario and a set of objectives to complete, and then it is up to you to solve the puzzle by typing in any combination of the 22,802 items cataloged in the game's dictionary to help achieve your goals and collect stars to open up more levels.
While this concept sounds endlessly fun, as the player can spawn anything from tornadoes to kittens, the game suffers from some mechanical issues and unclear objectives that unfortunately led me to start looking for the easiest way to complete goals rather than the more creative route.
For example, one puzzle presented me with a traffic jam caused by a cow, followed by a row of houses, a butcher, and a field. The game then simply gave the the objective "get him home." Of course, I had no idea who this "him" guy was, so I had to start guessing my way through the problem. First, I tried killing the cow. This resulted in a game over. So then I thought "Oh, I have to get the cow to the field," but when the cow would get near the butcher, he would kill it; but, if I killed the butcher, I would also lose! In the interest of keeping this a relatively spoiler-free review, the solution I came up with happened on accident, and I'm still not entirely sure who I got home so I could keep progressing.
Unfortunately, this isn't the only problem with the game though. For a lack of a better phrase, Scribblenauts has one of the worst control schemes I've ever encountered on the Nintendo DS. With the d-pad and face buttons both controlling the camera, it is up to the player to move and interact with objects using the stylus. This set of controls has been the reason for many of the times I failed a puzzle as well. The path finding protocols for the player character are simply not up to par for a game where almost any obstacles can be presented before you.
All this being said though, being able to spawn ninjas into a level at the drop of a hat is still a ridiculously cool idea. In fact, that is really the only redeeming quality of the game: the freedom to do whatever you want. So, if you don't give a flip about getting "him" home and just want to see God lay the smackdown on a horde of zombies, you are free to do so. At the title screen, the player is free to simply play around with any of the game's objects to your heart's content. And this, is where the game is at its most fun.
Basically, Scribblenauts is fun when used like a toy and not a game. As long as you are willing to simply enjoy the freedom of experimentation presented by the game, you can have a good time. However, if you are looking for a rewarding gameplay experience, I suggest you look elsewhere.
Protoculture Review: Scribblenauts
Posted by Campbell Bird at 7:36 PM 0 comments
Labels: Protoculture, Review, Scribblenauts