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scribblenauts anyone?

Old 09-29-09 | 08:13 AM
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Re: scribblenauts anyone?

Originally Posted by Raul3
so, do you recommend this game for a 10 years old girl?
She loves the Professor Layton games.
A 10-year old that can complete a Professor Layton games? Impressive.

Yes, this game would be wonderful for a 10-year old. As already mentioned the controls are an issue, items sometimes just don't work as you know they should, but with so many options available you're able to work through the frustrating bits.
Old 09-29-09 | 09:41 AM
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Re: scribblenauts anyone?

Hit another snag last night. Was in a cavern with a gorge I had to cross with another character. Put a suspension bridge on it and it slid and fell in when I tried to cross. Tried putting vehicles, buildings and even a mountain across it and all of them would either fall in or not let me walk on them. Went back to the suspension bridge, but put a boulder on the far end to hopefully keep it steady. My character moved the bridge and the boulder and fell in. I tried gluing the bridge to the ground. No luck. I tried a plane and helicopter, but they didn't have enough room to maneuver. Finally I placed the bridge and put an escalator in front of it, so I was actually getting dropped on it instead of having to jump onto it. That worked and the other character and I made it over. Then a bat scared the little pussy and he ran the other way, pushing both the bridge and escalator out of the way to fall into the chasm. Just fucking ridiculous. I need to just sell this game before it causes me to snap my DS in half.
Old 09-29-09 | 10:17 AM
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Re: scribblenauts anyone?

Originally Posted by maxfisher
Hit another snag last night. Was in a cavern with a gorge I had to cross with another character. Put a suspension bridge on it and it slid and fell in when I tried to cross. Tried putting vehicles, buildings and even a mountain across it and all of them would either fall in or not let me walk on them. Went back to the suspension bridge, but put a boulder on the far end to hopefully keep it steady. My character moved the bridge and the boulder and fell in. I tried gluing the bridge to the ground. No luck. I tried a plane and helicopter, but they didn't have enough room to maneuver. Finally I placed the bridge and put an escalator in front of it, so I was actually getting dropped on it instead of having to jump onto it. That worked and the other character and I made it over. Then a bat scared the little pussy and he ran the other way, pushing both the bridge and escalator out of the way to fall into the chasm. Just fucking ridiculous. I need to just sell this game before it causes me to snap my DS in half.
Honestly, the bridges sliding off is absurd. How do you keep them on? Glue, what?
Old 09-29-09 | 03:24 PM
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Re: scribblenauts anyone?

I have face this problem too: no matter how heavy an item you conjure - they all have the same weight. Nothing can be fixed to the ground or sides of walls etc.
Old 09-29-09 | 03:29 PM
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Re: scribblenauts anyone?

Originally Posted by iggystar
Honestly, the bridges sliding off is absurd. How do you keep them on? Glue, what?
Ladders are just as difficult. You don't want to use jetpacks all the time, but often times you don't really have a choice.
Old 09-30-09 | 12:07 AM
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Re: scribblenauts anyone?

Interesting editorial about Scribblenauts dissapointment from IGN:


Spoiler:
Scribblenauts: Another Take
Write anything, solve everything? If only that were true.
by Ryan Geddes
September 29, 2009 - In gaming, it's pretty rare for something completely new to come along. So when it does, everyone takes notice. That was the story of the 2009 Electronic Entertainment Expo, where a relatively unknown Nintendo DS game called Scribblenauts catapulted past an army of big-name, big budget sequels to capture gamers' collective imagination.

Despite being shown at only two cramped kiosks in the Warner Bros. booth at the very back of the Los Angeles Convention Center, Scribblenauts built serious buzz and garnered numerous E3 honors, including IGN's Game of the Show award. As the game marched toward its Sept. 15 release date, my expectations were high that the game that wowed me at E3 would dazzle me at launch. Instead, it let me down hard and became my biggest gaming disappointment of the year so far.

For IGN Nintendo Executive Editor Craig Harris' full thoughts on the game, head over to the official IGN review of Scribblenauts. This article isn't meant to contradict those thoughts, but instead offer an alternative view point on what Scribblenauts could have been. The intent of Another Take is not to undercut our own reviews, but rather to expand the spectrum of discussion on some of the most important games of each year. In short, this is a story of my dashed expectations. If you're interested in joining that discussion, keep reading.

To understand why Scribblenauts fails, you have to know what it promises. Like many great innovations, Scribblenauts starts with a simple premise and throws in a twist. You play as Maxwell, whose basic goal is to solve puzzles on a 2D plane. But rather than simply populate the game world with their own library of items and devices, the developers built a dictionary of tens of thousands of words and attached them to objects that could be brought into the game. Just tap on the notepad icon, type the name of anything you can think of (platypus, spaceship, pork chop, didgeridoo, etc.) and watch it blink magically onto the screen.

Calling up and using these objects correctly is the key to making your way through the puzzles. What's more, they interact with one another in ways both logical and imaginative. Bring a dingo and a baby onto the screen, for example, and the baby's toast (Seinfeld, anyone?). It's cute, it's clever and it's just the sort of open-ended play that gets gamers excited.

See my random Scribblenauts thoughts.The tagline of Scribblenauts is, "Write anything. Solve everything." If only that were true. Some of my colleagues believe that you can tell if a game is great in the first five minutes of play. By that rule, Scribblenauts doesn't even come close. Its serious problems begin at the tutorial stage and don't let up from there. Scribblenauts embraces the DS's stylus controls, but the results are frustrating instead of intuitive. Rather than use the directional pad to move Maxwell around the screen, you're forced to tap a location with the stylus and expect him to follow your instructions. Unfortunately, the pathfinding is imprecise, interactions are unexpected and I found myself spending more time fighting the environment than joyfully spawning jetpacks and crocodiles.

Right from the opening tutorial, I managed to get Maxwell locked in a running animation while trying to dig a hole at the game's behest. I was able to eventually rescue him by tapping around the screen, but it was a rough start. I shook it off and moved further into the tutorial, where a shiny red car awaited. Cool, driving! This should be fun. Wait, why is my car flipping end over end? Oh sweet, an airplane! I'll hop in that and – hey, why is it bouncing around the screen? What the hell is going on here?

By the end of the tutorial, it was clear that the physics in Scribblenauts are way off. Large objects feel weightless and out of control. Small objects are hard to manipulate and are subject to wild swings of motion. By the time I reached the tutorial on gluing objects together (they sometimes flew across the screen unexpectedly), I was frustrated and angry. How was I supposed to enjoy the interactions of these tens of thousands of objects when I can hardly control what's happening on the screen?

Together, Scribblenauts' two biggest problems – poor physics and imprecise controls – are too strong a negative force for the game to overcome. In one early puzzle, you're asked to collect flowers scattered throughout the level and place them in a little girl's basket. One's floating in a piranha-infested pond. Another's guarded by an angry bee. One's stuck up on a cliffside. Your goal is to scribble in objects to help you skirt or eliminate these obstacles so you can complete the task. Struggling past the clunky point-and-go controls to gather all the flowers was the easy part.

The challenge, it turned out, was putting them in the container. If the girl's standing too close to the basket, you have to run back and forth to get a clear shot at it. Knock the basket, though, and it tumbles away. Once you get it just right, you have to add the flowers one by one. During my first attempt, the first two flowers I'd gathered spilled inexplicably out of the basket as I tried to add the third. Exasperated, I handed the game to my wife, who gave it a go only to have one of the flowers fall through the environment as she tried to place it in the basket, breaking the level. Having already grown frustrated with the awkwardness of Scribblenauts in previous levels, it was the last time she played.

Call it professional curiosity, but I pressed on, trying to have fun with Scribblenauts despite its flaws. With each level I played, I grew more and more disappointed as the promise of a brilliant idea turned into an unfortunate failure of execution. 5th Cell's innovative puzzle game deserved all the optimistic attention it received this summer, but the game that finally made its way to store shelves was not ready for release.

Rhino vs. DragonScribblenauts is a failed experiment, possibly a victim of its own early E3 success. Was the publisher so eager to capitalize on the trade show buzz that it rushed the project? Would the game have benefited from another 6 months of development? Only its developers know that for sure. What I know is that Scribblenauts is a disappointing experience. If you're looking for a smooth, polished puzzle game that's a joy to explore, keep on walking.

But that's not to say there's nothing of value here. The enormous dictionary of objects is a true marvel, and it can be fun to chill out on the home screen and call things into existence just to see what will happen. But in my experience, that's good for about 10 minutes of fun at a time. Ha ha, bank robbers and FBI agents don't get along. What would happen if I dropped bombs on a porcupine with the stealth bomber? Hey baby, come look at this! The alien is wearing a top hat! And then I'm bored. I want to go back to the puzzle/action challenges, but they are broken and frustrating. So I've just spent $30 on what should have been a clever free Flash-based toy on the Web.

There's a solid chance that you have far more patience than I do and are willing and able to overlook Scribblenauts' problems. If so, you're in for a treat, because there's a ton to do here, and the library of objects is truly mind-boggling. But I want instant gratification. I want the game to do the grunt work for me. I want the software to get out of my way so I'm free to use my imagination. I want to complete puzzles, not fight control problems and level design. I want to write anything and solve everything. But Scribblenauts just won't let me.

Last edited by Decker; 09-30-09 at 12:10 AM.
Old 09-30-09 | 06:25 AM
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Re: scribblenauts anyone?

Yeah, that article pretty much nails it. I love the premise of this so much that I keep coming back to it, but it just keeps pissing me off. I did finally find something to help with getting NPCs across gaps last night. Spawn a pegasus for the NPC and one for your self and you can get them to follow you quite a few places that are otherwise too big of a pain in the ass due to the lousy physics.

Also, I backed out of the game last night to play on the title screen. Anyone know what a vampire turns a god into? It seems to be some sort of powerful vampire zombie, but I'm curious if it's a reference to anything specific.
Old 09-30-09 | 08:27 AM
  #183  
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Re: scribblenauts anyone?

Originally Posted by Decker
Ladders are just as difficult. You don't want to use jetpacks all the time, but often times you don't really have a choice.
Exactly, jetpacks, wings and Pegasus.

I'd also like to be able to change the orientation of an object. If I choose a fan, I'd like to rotate it to blow in a different direction.

The IGN editorial is very interesting. I'm the type that doesn't mind buying the guide or using walkthroughs for when I get stuck, but for a hardcore gamer I can imagine the frustration.

With a premise this great I hope they'll work on fixing the problems for the sequel...if there is one.
Old 09-30-09 | 09:27 AM
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Re: scribblenauts anyone?

The 1-7 Action level pissed me off to no end. I finally buckled and looked up on how to get past the tornado.

The answer pissed me off even more.

Thank goodness I play this game in very short bursts.
Old 09-30-09 | 11:31 AM
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Re: scribblenauts anyone?

Originally Posted by Goldberg74
The 1-7 Action level pissed me off to no end. I finally buckled and looked up on how to get past the tornado.

The answer pissed me off even more.

Thank goodness I play this game in very short bursts.
what was the way you found? i eventually got by it by accident.
Old 09-30-09 | 11:32 AM
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Re: scribblenauts anyone?

Originally Posted by iggystar
I'd also like to be able to change the orientation of an object. If I choose a fan, I'd like to rotate it to blow in a different direction.
.
the L and R buttons rotate the object you have your stylus clicked on. ive used it to create a heater and turn it sideways to melt an ice block
Old 10-12-09 | 12:24 PM
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Re: scribblenauts anyone?

I can't get past the controls. Maxwell moves at the wrong times and it is fucking frustrating. I love the game and the concept, but I dont know if I will ever be able to get past the controls.
Old 10-12-09 | 12:42 PM
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Re: scribblenauts anyone?

I sold mine today. Once you get past the first three levels the game is just too frustrating to even bother with. It's not just the controls, it's the physics that are the most annoying. I think with proper physics some of the control issues would disappear.
Old 10-12-09 | 12:51 PM
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Re: scribblenauts anyone?

Originally Posted by DaveNinja
the L and R buttons rotate the object you have your stylus clicked on. ive used it to create a heater and turn it sideways to melt an ice block
Thanks!

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