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Super Scribblenauts Review - Nintendo DS

Super Scribblenauts Review

Posted by Ben Rueter at Wed, Oct 20 2010 01:02:30 CDT 1579 views

5th Cell returns with the follow-up to one of the Nintendo DS' most imaginative and creative handheld games to date.


When the original Scribblenauts was released, it presented a novel idea. That was simply, whatever you can think of, you can create in the game (with some minor restrictions). For the most part, the game succeeded with that idea and let players use their imagination to solve a variety of puzzles. 


The game had some flaws, but none of them detracted from its main appeal. Now with Super Scribblenauts 5th Cell has addressed almost all of the flaws in the original. On top of that, it adds more features that ultimately delivers on what the original Scribblenauts just fell short of accomplishing.


In the game, you control Maxwell through 120 different puzzles in order to capture a star or “Starite.” “Starites” are the reward for solving the puzzle. The puzzles you attempt to solve range from things like creating monsters to battle a witch or finding an alternative way to extinct all of the dinosaurs. It is very similar to the silly tasks found in the original game. 


Super Scribblenauts improves on the create-anything-you-want dynamic by allowing you to attach as many adjectives as you can think of to your objects. It eliminates a big problem the original had. You could keep reusing a similar object to solve many different puzzles. Things like the jet-pack were usable in any situation where the “Starite” was high above you. But, thanks to the new addition of adjectives, you may have to think of a way to vary your items and make them unique to your situation.

 

Super Scribblenauts Image


The use of adjective made me feel like I could be more creative. Before the game starts it sets you into an area where there is no objectives or rules. You can see who would win in a fight between Zeus and a robot if you want. A violent-flying-fire-breathing-rainbow-unicorn is possible to create. It’s a reward in itself to see your freaks of nature moving on screen.  


The variation in puzzles has improved over the original as well. Some levels require you to attach an adjective to any object you create. There are also puzzles that require you to put multiple objects together to create another object. I found that I enjoyed the adjective puzzles more that I thought I would because it made me thing outside of the box.

It is a simple concept that forced me to be more creative in my word choice. Instead of spawning a horse, I would be required to spawn a happy, blue, small horse. One or more adjectives can change the tone of any of the puzzles you encounter. The addition of adjectives is a big part of the game. However, fans of the original should notice many subtle changes right away. One problem in the original was the controls. You had to tap on screen where you wanted Maxwell to move. When areas got tight, moving became a hassle. 


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