"Super" worked for Mario... does it work for Maxwell?
Another very interesting game came out this holiday season. 5th Cell, the Warner Brothers' studio that makes very innovative games on the Nintendo DS, such as Drawn to Life, comes out with their sequel to last year's game, Scribblenauts, in the original title Super Scribblenauts (hey,
at least it isn't Scribblenauts 2).If you read that paragraph at all, sequel to last year's game should have jumped out at you... Hopefully. Don't fret. Despite the time difference. Super Scribblenauts stands above its predecessor... But by how much, exactly?
But to break it down to newcomers, they are probably more concerned about what Scribblenauts is rather than which is better. Both Scribblenauts and Super Scribblenauts are puzzle games on the DS, where you control Maxwell looking for Starites. What makes these games unique is that you open up a notepad, type in a noun (cannot be proper, copyrighted, specific places, an idea, or profane), and BAM! that noun pops up on your screen. Both games require you to work through numerous levels to achieve your Starites by writing words on the screen. You could stop the Zombie infestation, or make true love.
The Good
What Super Scribblenauts does is introduce an innovative adjective system, where you can simply write "Red Demonic Dragon" and have that type of dragon pop up on the screen. It goes on to writing "Huge Gentlemanlike Flying Swimming Invincible Red Fast Fire-breathing Allosaurus," letting your imagination soar off in wild directions. These charming additions make the "Sandbox" level (title screen where you can do whatever you want) much more enjoyable.The controls have improved too. While the original Scribblenauts featured a somewhat clunky Stylus-based control, where Maxwell moved very fast (often to his death), Super Scribblenauts features a choice between Control Pad or Stylus, while controlling a slower Maxwell. While both styles of control are good, the IDEAL style would be one that incorporated both evenly, making play flow fast without having huge screw-ups.
Graphics consist of the usual sketch style drawing, which is very cute, and pleasing to eye.
Ollars, the in-game currency that you win, can be used to buy Hints (explained below) or Avatars, which, as you probably can guess, change the appearance of Maxwell. Some of the Avatars from the previous game are not present, but there are many more Avatars to choose from, who, overall, are really interesting.
A level-builder, incorporated into the first game, makes its way into the second game, and now it finds itself much smoother, allowing you to make far more complex levels, designate what you can and cannot do, and just have more freedom, making a level that certainly is on-par with the "professional" levels. You can submit these levels to your friends over local Wireless, or sample the many levels on Wi-Fi, while submitting your own masterpiece.
Also making a return are "Advanced Levels." You can replay certain levels with an added twist - you can't re-use items that were used before. To win an "Advanced Level," you have to beat each stage three times. Unlike the last game, not every stage is an Advanced Level.
In addition, a very quirky and catchy soundtrack returns. Many tracks are from the first game, but have been re-vamped and re-mixed. And, of course, new tracks found their way in. The sound effects are very pleasing and hilarious.
Two more additions have been added in-game, mainly the Camera Center and Hints. The first feature will allow the Camera to center on Maxwell if you ever move the camera. It centers well, so that makes life easier. The Hints will allow you to pay Ollars in order to buy hints for that level. This eases you through the levels that don't make all that much sense.
But... do you really need it?
The Bad
Super Scribblenauts shines over the original when it comes to sheer vocabulary and variety (and just plain crazy-fun!), but the levels disappoint more. Firstly, while the original game shined with 220 levels, this game only has 120 (which can be expected, looking at many other new additions). What's worse is that the majority of these 120 aren't even challenging. I picked up the game last night, and played through every level in 7 hours, and that counts the amount of time I spent in the Sandbox. The game lives too shortly, especially counting the short time you spend in the Advanced Levels.Furthermore, the Hint system is helpful, but very broken. Pretty much, the last answer tells you the solution. While some just point you, others blatantly tell you the answer, which is just frustrating.
Moreover, "Adjective Levels," levels that require you to use an Adjective, are really stupid, just making you add "Tall" to a boulder and winning the level. Granted, some are creative, but most are really dull and unoriginal.