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Reader Comments (26)

Posted: Sep 1st 2010 10:37AM Ospov said

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Why can't they just admit the controls sucked? Running into a T-Rex on accident wouldn't have happened half as much if he was controlled with the d-pad in the first place. That was the only bad part about the first one. I'm glad they're fixing it for the second one.
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Posted: Sep 1st 2010 10:58AM NaeemTHM said

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@Ospov

Indeed.

"This is a puzzle game. Unfortunately, it has a platforming-type feel to it."

He makes it sound as though people were clamoring for D-Pad controls because we wanted to navigate the levels. That's not it at all! Maxwell would CONSTANTLY get confused and think I wanted to pick up an object when in fact I just wanted to run past it. It frustrated me so much that I honestly couldn't finish the game.

That said I think Super Scribblenauts is going to make up for the first in spades.
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Posted: Sep 1st 2010 11:02AM MLS said

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Yeah, I loved this game. I only played like half of it when I came out. There was a 3 hour blackout this week, so I busted out Scribblenauts again, and remembered why I put it down.

I try to click on something, and Max mindlessly hurls himself towards it and straight off a cliff. Also, attaching a rope to something was a frustrating chore.

The puzzles where you had to creatively solve a situation for an NPC were fun, but anything that involved getting or escorting from point A to point B was not worth the frustration.
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Posted: Sep 1st 2010 11:46AM w1n5t0n said

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@Ospov
They didn't get any e-mails from casual players? They play the game casually, they don't care enough to write an e-mail.
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Posted: Sep 1st 2010 10:38AM thisredengine said

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Kudos to Slaczka for listening to feedback and improving his company's games. Other devs could learn a thing or two about receiving criticism.

...Denis Dyack
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Posted: Sep 1st 2010 10:41AM Themoreyouknow said

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@thisredengine
Valve says Hi.

Oh, you must be a console gamer. Yeah, those companies generally don't care.
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Posted: Sep 1st 2010 10:45AM thisredengine said

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@Themoreyouknow

Okay, we get it. You hate consoles and you wish you were a yellow and black robot in real-life.
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Posted: Sep 1st 2010 12:27PM Hank Hill said

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@Themoreyouknow The way you continuously complain about consoles on every conceivable occasion reminds me of how closeted homosexuals complain about gays. Are you really that insecure that you have to remind us on EVERY POST that you are a PC gamer and will never, ever be a console gamer?

It's okay to be play(station 3) dude. No-one's going to laugh at you if you come out. Look, why not try out a different experience than what you're used to? Perhaps you'll enjoy it. Don't be ashamed, it's perfectly natural to want something different. Do you want to stay cooped up all your life, denying your true self?

You can play consoles AND PC games, if that's how you feel. I did it all the time back in college. It's perfectly alright, the best of both worlds even.
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Posted: Sep 1st 2010 7:04PM Themoreyouknow said

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@thisredengine
No don't hate, just letting you know the truth since you seem amazed that a company listens to feedback when it happens all the time. What next, are you gonna freak out when devs start allowing custom key binds for every console game?
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Posted: Sep 2nd 2010 1:00AM Esposch said

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@Themoreyouknow

Yeah, I know what you mean man.
PC devs always listen to their fans and give them the experience they want.

Some fine examples being Starcraft II, GFWL, any game with DRM, Steam in Europe/Australia...

Oh wait.
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Posted: Sep 1st 2010 10:41AM Sage009 said

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Why would you design a game with a main character and NOT assume players would want to CONTROL HIM?
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Posted: Sep 1st 2010 10:55AM Wakkawipeout said

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@Sage009

lol, I guess logic escaped 5th Cell when they made that decision.
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Posted: Sep 1st 2010 10:44AM Koopaconn said

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Yeah casual players hated it too, my girlfriend for example. Casual players just wouldn't bother to email the company.
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Posted: Sep 1st 2010 11:30AM Ospov said

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@Koopaconn

I don't think many 10 year olds email companies very much either. You might be onto something here...
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Posted: Sep 1st 2010 10:48AM aristokrat said

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I'd imagine that a lot of casual players wouldn't know to complain about it because they didn't have other points of reference, using his definition of the terms. If you've played a lot of games, and probably played some good ones, then you know that the controls for Scribblenauts sucked in comparison. That's like saying a person who has never heard of a computer hasn't complained about their typewriter.
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Posted: Sep 1st 2010 11:00AM BigD145 said

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"Don't listen to your core audience."

BRILLIANT!!
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Posted: Sep 1st 2010 11:16AM Apsac D said

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@BigD145

I play Zelda a lot, therefore, I want a Master Sword.

...Tell me they gave me a Master Sword.
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Posted: Sep 1st 2010 11:05AM C1 said

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The controls were terrible. The game was over hyped and under delivered. I give the first game 6/10
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Posted: Sep 1st 2010 11:06AM wcarnation said

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@C1 you sound like the watered down byproduct of every "gaming jouralism" source ever
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Posted: Sep 1st 2010 11:11AM thisredengine said

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Well, that settles it. Famed reviewer C1 gives the game 6/10. 5TH Cell would be best served to bring C1 in to fix the sequel.
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Posted: Sep 1st 2010 12:03PM TLatshaw said

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Why would it be so dependent on feedback? Couldn't the people who made the game think, "Gee, when I try to get Maxwell to pick this up, he jumps off a cliff! Maybe we should address that..." There has to be another reason. Deadlines? Corporate pressure? Whatever, but trying to pass it off on the fans is kind of cheap.

That said, if they do deliver with the next game, all will be forgiven and then some.
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Posted: Sep 1st 2010 2:18PM tmujir955 said

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@TLatshaw

They did say (a long time ago) that most of the focus was on the art team (lets face it, someone has to draw up everything), and they didn't have enough time or money to create Dpad options.

http://www.joystiq.com/2009/11/16/5th-cell-on-scribblenauts-control-scheme-and-more-insights/
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Posted: Sep 1st 2010 2:42PM KaBob799 said

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Sounds like the improvements to the stylus controls are good too.
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Posted: Sep 1st 2010 4:10PM masterpain22 said

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I'm glad they made the changes, even if he doesn't want to admit that he is wrong and that the game wasn't well designed before.

So Maxwell is actually an AI that was programmed to respond with the game, then why did he jump into lava pits and run toward monsters all on his own, was he programed to be suicidal? I'm happy they stripped out all of the behaviors that have been coded, even if this guy makes it sound like it was such a loss, and that "that's what we got for complaining" kind of attitude.
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Posted: Sep 2nd 2010 12:31AM Roto13 said

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I didn't realize Maxwell was an AI. That explains why his reactions to my commands were so frigging random. I'm trying to solve puzzles and I don't know if my character is going to throw himself into a lake full of sharks.

Completely ruined the game for me. I couldn't enjoy it at all past the first world.
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Posted: Sep 14th 2010 7:07PM Notshane said

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looking forward to this
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