Tag: best ds games

Scribblenauts Could Be the Greatest Game Ever

What will you feed the cop?I may have mentioned once or twice that I’m ridiculously excited to play Scribblenauts. The new trailer makes the game seem even more incredible, and it made me realize something I can’t believe I hadn’t thought of before:Scribblenauts has almost infinite replay value.

I know that sounds odd, because it’s clearly one of the main features of the game. So maybe it’s not that I didn’t think of it, but that the concept just didn’t seem very real. There aren’t many games I find truly engrossing enough to enjoy a lot of replay. Sure, there are all the games with great multiplayer features, but I don’t consider those “replay.” For real replay value, I consider the story mode of a game – the part of the game that follows some sort of narrative progression from beginning to end. Even with games like Mass Effect, where there are countless options available to the player on replay, I find it hard to jump back in and relive the same story, despite the various nuances that come from different decisions.

Scribblenauts is different, in part, because it’s more like a puzzle game. There’s not necessarily that same, narrative progression with bigger titles. But even puzzle games can get boring, and it takes a special kind of experience to make me come back for more. That’s exactly what I expect from 5th Cell’s little creation – a rare gaming experience.

My expectations exploded when I first heard the concept for the game, and from everything I’ve seen, it can’t really disappoint. The most shining example, though, is from the new trailer. Our intrepid hero is stuck staring at a centaur with no way around. How does he hope to make it past? Why, by summoning Medusa, chopping off her head and using it to turn the centaur to stone, of course! Okay, so that doesn’t solve the problem of getting around the centaur (and actually the trailer does seem to show this “solution” as no solution at all), but it does make good on the promise that anything is possible. There are obviously thousands of other ways to get your ‘Naut out of this little pickle, and that’s what makes the game so great. I’m already imagining spending hours just playing my favorite puzzles, the ones that offer the most modularity for solutions, just to see how many ways I can think up to solve them.

With opportunity for expansion packs, increased dictionary size, and more item interoperability, Scribblenauts could quickly become one of the greatest franchises ever. To see more of what I’m talking about, check out the trailer below.

Scribblenauts Hits the US on September 15th

Scribblenauts! heads to The Peaks.Question of the day – will I buy a Nintendo DS by the 15th of September? For now, I’ll say no, but I can’t promise anything.

Regardless of my ownership, Scribblenauts will still be dropping like it’s hot on the 15th of September. As you may recall, the game was voted best of E3 this year and has been the subject of much speculation/adoration for several months by industry critics, Yours Truly notwithstanding.

In honor of the official announcement, the guys at 5th Cell have dished out a few additional screenshots to whet your likely insatiable appetite for the game. Every time I see a new level I try to think of interesting ways to solve each puzzle. I love the giraffe solution for getting a cat out of the tree. I only hope to be so elaborate with my solutions some day.

Key to Scribblenauts: Move Slowly

Scribblenauts water level.Ars Technica recently had a chance to sit down and talk with Jeremiah Slaczka, creative director and co-founder of 5th Cell, the gaming studio responsible for the upcoming Scribblenauts. You remember that game that the entire world is raving about, right? The one where you get to write stuff in and it magically appears on screen to help you solve the game’s many puzzles? I thought so.

The best part of the interview deals with the development process, which Slaczka gladly lays out. The development team started with their object handler, named Objectnaut, which was just a database framework for all of the objects players would be able to use and their methods of interaction. From there it was just a matter of words.

Scribblenauts makes use of a massive word database, the only exceptions being proper nouns, copyrighted or trademarked words, and nothing vulgar. It took five people about six months to come up with the initial “tens of thousands” of words that would be used. Then it was just a matter of playtesting to see what was left out. When asked how many objects players could actually use, Slaczka simply said, “More than you’ll ever be able to use!”

The game almost has me worked up enough to go buy a DS, though for now I’ll wait. We already know the game could be coming to other platforms. I just hope I can wait that long.

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