Review: Scribblenauts

It's a game where you solve simple puzzles with almost any object you can dream up (as long as it's not libations, licensed or lascivious) and every item acts the way you'd expect: bears chase honey and dogs chase cats. It's a game where you can spend hours just messing around to see what creatures can beat God in a fight (zombies: no; vampires: yes). As a technical achievement and as a toy, it's really brilliant. Scribblenauts is a thing of wonder.
Gallery: Scribblenauts (7/24/09)
There are a couple hundred stages; half that provide a puzzle to solve and half that task you only with finding the "starite" that allows you to complete each stage. They range from the very simple ("refresh a stranger") to the slightly more complex, like when you're tasked with solving a murder. And if all those puzzles aren't enough for you, you can go on to create your own. The seemingly limitless vocabulary of the game offers an insane number of possibilities, often with hilarious results. A personal favorite: I was entreated to "Play ball" with a bat-toting baseball player. Though tossing a baseball at him worked just fine, applying an extra eyeball to my forehead and bum rushing him was also an acceptable solution.
You've no doubt started dreading the drop of the other shoe and, believe me, it was no less heartbreaking when it happened to me as I was playing. As fantastic and magical as it can be, Scribblenauts is hindered, even shackled at times, by some really baffling and awful design choices.
The biggest offender? Maxwell, your main character, is controlled by tapping on the screen where you want him to go, which means a huge loss of precision and plenty of unintended deaths when you're trying to tap an item and accidentally tap empty space. His movement should have been on the control pad, but the control pad is busy controlling the camera, which snaps back to Maxwell at the most inconvenient times, causing you to miss countless interactions that you've set up. Controlling Max with the pad and moving the camera with the stylus is a small change that could have resulted in a significantly more enjoyable game.
But that's not all. Puzzle hints are often frustratingly vague and, should you want to consult the precise wording, you'll have to start the whole stage over. Characters will routinely fail to cross gaps by hopping the one inch onto the bridges you've made for them, preferring instead to kick the bridges into lava, often leading to your death. Hooray!
Solving puzzles nets you "ollars," the game's currency, and the best ollar rewards come from solving the puzzle with the fewest items. Though perhaps the idea was to encourage elegance, it's far more likely to force the player into coming up with the most ham-fisted solution rather than the most creative or outlandish. Why try to force a hen to hatch an egg while you protect it from a dinosaur when you could just shoot the egg with a rifle?
It's not that Scribblenauts is ruined by these choices, it just makes the "game" part really hard to enjoy. Playing around and creating is great fun until the moment you start trying to work within the structure provided. That's when these problems occasionally bring all the joy and pleasure to a sudden, screeching halt.
As a game, it's frustratingly uneven. But as a toy – as a project that's so incredibly ambitious it's hard to believe it works at all – it's unequivocally "the new" and, as such, worthy of celebration and defense. I am, and will continue to be, in awe of Scribblenauts.
You've no doubt started dreading the drop of the other shoe and, believe me, it was no less heartbreaking when it happened to me as I was playing. As fantastic and magical as it can be, Scribblenauts is hindered, even shackled at times, by some really baffling and awful design choices.
The biggest offender? Maxwell, your main character, is controlled by tapping on the screen where you want him to go, which means a huge loss of precision and plenty of unintended deaths when you're trying to tap an item and accidentally tap empty space. His movement should have been on the control pad, but the control pad is busy controlling the camera, which snaps back to Maxwell at the most inconvenient times, causing you to miss countless interactions that you've set up. Controlling Max with the pad and moving the camera with the stylus is a small change that could have resulted in a significantly more enjoyable game.
But that's not all. Puzzle hints are often frustratingly vague and, should you want to consult the precise wording, you'll have to start the whole stage over. Characters will routinely fail to cross gaps by hopping the one inch onto the bridges you've made for them, preferring instead to kick the bridges into lava, often leading to your death. Hooray!
Solving puzzles nets you "ollars," the game's currency, and the best ollar rewards come from solving the puzzle with the fewest items. Though perhaps the idea was to encourage elegance, it's far more likely to force the player into coming up with the most ham-fisted solution rather than the most creative or outlandish. Why try to force a hen to hatch an egg while you protect it from a dinosaur when you could just shoot the egg with a rifle?
It's not that Scribblenauts is ruined by these choices, it just makes the "game" part really hard to enjoy. Playing around and creating is great fun until the moment you start trying to work within the structure provided. That's when these problems occasionally bring all the joy and pleasure to a sudden, screeching halt.
As a game, it's frustratingly uneven. But as a toy – as a project that's so incredibly ambitious it's hard to believe it works at all – it's unequivocally "the new" and, as such, worthy of celebration and defense. I am, and will continue to be, in awe of Scribblenauts.













Reader Comments (Page 1 of 4)
Sktastrophe @ Sep 15th 2009 12:39PM
I killed a trex with a sniper rifle while riding a unicycle. In space. Wearing Sunglasses.
That's my review.
Also for fun type in the games lead artist name for a kung fu T-Rex
WREturns(There was once a dream called Rome) @ Sep 15th 2009 1:10PM
Great review, Skatastrophe. As strange as the control choices are, I don't really think they matter as much as in other games. Sure, they're frustrating, but it's hard to explain how that doesn't really get in the way. I am a little pissed that my bomb shelter didn't help me survive the nuke that one time but when I put a mirror in front of Medusa she turned to stone and that totally made up for it.
bm @ Sep 15th 2009 1:46PM
"when I put a mirror in front of Medusa she turned to stone"
Holy crap, this game continues to surprise me. lol.
Skatastrophe @ Sep 15th 2009 1:52PM
I just gave god a light saber and made him ride pegasus wearing a gasmask.
Sometimes i find it hard to leave the free form title screen.
WREturns(There was once a dream called Rome) @ Sep 15th 2009 2:02PM
Try making a superhero. He kills everything.
ELUNO @ Sep 15th 2009 2:33PM
He can't kill zombies :(
WREturns(There was once a dream called Rome) @ Sep 15th 2009 2:36PM
Try gluing a helicopter to a bear. That won't help but it IS awesome.
whylekat @ Sep 15th 2009 4:06PM
Amazing!
kojo87 @ Sep 15th 2009 8:46PM
somehow i have not heard of this game at all until today. after reading this review and watching one video i must go buy it right now. i haven't turned on my DS phat in over a year. wonder where it is...
aj @ Sep 19th 2009 8:20AM
One word: Jackolope.
Captain Planet [Planeteer | Power of Captain Planet] @ Sep 15th 2009 12:39PM
I'm buying a DSi today! Scribblenauts FTW!!
ToadStoolPorridge @ Sep 15th 2009 5:03PM
Will this be your first DS or do you own a Phat or a Lite?
Archon (PSN: Archonik, XBL: DarkARHN) @ Sep 15th 2009 12:40PM
Damn it. It's sad to hear that the game is so uneven. I am still buying it day one when it releases in the UK, if just for the effort and creative idea.
I am hoping for a sequel for PSN/XBLA/WiiWare that will correct the small (IMHO) but annoying quirks. Because to be honest I have a habit of quitting frustrating games and never playing them again...
Solace @ Sep 15th 2009 12:46PM
it's all hype and BS from Joystiq from the media to all jump on the scribblenaut banwagon and the game isnt as great as expected to be.
tmacairjordan87 @ Sep 15th 2009 12:48PM
Agreed. The media loves to jump on the bandwagon of an indie/casual/underdog game that has promise every year. Braid, Peggle, World of Good are all past examples of media-overhype.
Alton Brown [ XBL: LordToastington, Soon-To-Be-PSN: OrIsItAltonBrown] @ Sep 15th 2009 12:50PM
Hey, World Of Good was goo.
Alton Brown [ XBL: LordToastington, Soon-To-Be-PSN: OrIsItAltonBrown] @ Sep 15th 2009 12:51PM
That was my worst joke in a long time.
tmacairjordan87 @ Sep 15th 2009 12:51PM
eh you know what I meant. Let's not cut my balls off for a typo >.>
TheCeruleanKnight007 @ Sep 15th 2009 12:51PM
Sorta like the industry loves to hype up shit like Uncharted 2 huh?
I can't wait for Justin's review on that....
tmacairjordan87 @ Sep 15th 2009 12:53PM
Jesus Sprinkles you got banned again already?
NaeemTHM @ Sep 15th 2009 12:54PM
"Braid, Peggle, World of Goo* are all past examples of media-overhype."
But...those are all great games. So is Scribblenauts.
I'll never understand internet mentality. Just because a game isn't the second coming christ doesn't mean it's automatically terrible. I agree all those games (including this one) were overhyped, but they deserve media attention. I'm happy to hear about a game that isn't ANOTHER first person shooter or generic third person shooter.
Space @ Sep 15th 2009 12:56PM
Is there anything in this world that impresses you tmac?
Marius @ Sep 15th 2009 12:58PM
lol @Sprinkles...classic
Storm Eagle [Resident Capcom Megafan] @ Sep 15th 2009 1:03PM
The hype surrounding the game was based on the fact that 5th Cell had placed so many things into the game that behaved and interacted with other objects (almost) exactly as they would in the real world.
You type "Cthulu". Bang, there it is.
You type "Time Machine", there it is.
The hype stems from the idea, that's all.
The Baron @ Sep 15th 2009 1:05PM
So the review where he said it was fantastic but flawed to you is an example of excessive hype?
Mr Mobius - the wandering artist @ Sep 15th 2009 1:25PM
Err, Tmac, sorry, but World of Goo got hours of unadulterated joy for me. It was the best indy game I've ever played, and rivalled the big hitters on the consoles both for sheer fun and creativity. It may not have been a massive 40 hour adventure, but it never was supposed to be.
If anything, World of Goo was under-hyped for me.
Leobebes (BDF: Braid Defence Force) @ Sep 15th 2009 2:38PM
You can include Fat Princess, Little Big Planet, and Echochrome on that list too.
Also Braid was a God send, you can go to hell if you don't think the way I do.
BananaBoat @ Sep 15th 2009 10:49PM
We hype things like Scribblenauts because they are so different, and we want them to succeed. Having seen a hundred generic brown/grey color pallet FPS games this gen, it is nice to see a game that is so clearly outside the mold. It's a shame that the DS seems to hamper the experience, and that it doesn't come together in quite the way Justin may have wanted it to, but it still shows promise. Scribblenauts 2 will likely be the one to get, but I'm sure I'll have fun with Scribblenauts in the mean time.
I used to be down on Indie games, with the exception of conversion mods (like Red Orchestra, and some of the other "make something unreal" mods) but that all changed after I played Cave Story. It really made me aware of what one man can do if he devotes enough time and energy to it. Hopefully Fez, Love, and other upcoming indie games will live up to that high standard.
Crayfish @ Sep 16th 2009 6:16AM
YO tmac I'm really happy for you, and I'mma let you finish... but World of Goo was the greatest game of all time!
Lionbacker @ Sep 16th 2009 8:09AM
sprinkles, who let you back in the house?
aristokrat @ Sep 16th 2009 3:16PM
I'm kind of sad that this game isn't on XBLA/PSN to start with, only because some of these issues could be fixed via patch. I know a lot of people complain that developers don't try as hard when they have the option to patch the game later, but this is a perfect example of how the ability to update a game can be very useful. The two easiest things they could do to make this game better are flipping movement and camera controls and eliminating auto-centering, and that's a patch they could have out in 1 day.
Of course, after that they could get to fixing the rope to auto-configure to available space and making people do something specific to their type instead of just standing around.
waynski1457 @ Sep 15th 2009 12:40PM
I've been playing it all morning, and while the controls are indeed a little stiff, it's still a blast.
And a question for those who would know, can you kill Longcat? I've thrown almost everything I can think of at him and he won't go down. And don't spoil what you kill it with if you can. I want to find it out on my own.
caserb @ Sep 15th 2009 5:41PM
Have you tried a lion? Just don't have a car nearby, or it won't work.
keiichi @ Sep 15th 2009 10:03PM
You CAN kill Longcat dude... With a... :D
waynski1457 @ Sep 15th 2009 11:08PM
Lol, if you can kill it, then I'll keep trying (Blob vs Longcat is awesome btw).
NaeemTHM @ Sep 15th 2009 12:40PM
Great review McElroy, it's sad to hear the controls are broken. IGN and a few people at GameFAQ's also say the game is brilliant but controls terribly.
I'm starting to think I should pick up Mario and Luigi 3 instead.
Next post decides my fate!
Archon (PSN: Archonik, XBL: DarkARHN) @ Sep 15th 2009 1:20PM
Next post decides my fate!
You sir, are now my slave for life.
Not THAT Matt @ Sep 15th 2009 5:21PM
While we intend to go put this on the Best Buy card sometime today, we're also getting Mario and Luigi 3.
I've yet to see a M&L game that was bad, is all I'm saying.
WINterfang @ Sep 15th 2009 12:41PM
So the game is bad then? ( Gameplay part)
whylekat @ Sep 15th 2009 12:55PM
I have it.. I think what he said is spot on.. The game is good, IF you can muscle thru certain lvls where the controls really become an obsticale. Also to get the gold star you have to replay a level 3 more times without repeating words.. Again certain levels became tidious as opposed to fun. Everytime it'll display the whole map & task even tho you just played it 2-3 times in a row. Then going thru similar actions just with various different objects seems too much like a chore at times.
Fritter @ Sep 15th 2009 1:13PM
You can just hit start to skip the 'intro'....
George McBain @ Sep 15th 2009 1:14PM
"Every time it'll display the whole map & task even tho you just played it 2-3 times in a row."
Actually, you can skip that after the first time by pressing one of the buttons (the right most face button, I believe).
whylekat @ Sep 15th 2009 1:23PM
Omg thanks fella's! Still it's annoying having to type 3 different types of bags just to collect groceries. That's a better example of the tidiousness I was referring to.
Warlock @ Sep 16th 2009 2:07PM
You don't need to type three different types of bags. I put my groceries in an armoire :P
Marius @ Sep 15th 2009 12:42PM
It seems the reviewer is trying to hard to like the game
AvA (ice~) @ Sep 15th 2009 5:00PM
@deaftly you're a rude asshole. there are people out there who like paramore. it's just people on here won't like them because A) two or three of their songs have been on the radio, and B) they're modern. OH NO A "POPULAR BAND" THEY MUST BE TALENTLESS.
seriously...
Marius @ Sep 15th 2009 6:10PM
i like paramore....
AvA (ice~) @ Sep 16th 2009 4:00PM
reply fail much?...
xtremeholymuffin @ Sep 17th 2009 7:43PM
Paramore? Seriously?
Solace @ Sep 15th 2009 12:42PM
i love how IGN hyped this game and ended up giving the it a 8.7