Super Scribblenauts Review (Nintendo DS)
Last year, a video game called “Scribblenauts” re-envisioned the puzzle genre by making players create any word they wanted (as long as it wasn’t copyrighted or vulgar). Unfortunately, weak controls held it back from being a must-own. “Super Scribblenauts” fixes this problem, but strangely feels like a step backward.
Much like the first game, you play as Maxwell, a silent God-like character who prefers to wear a bright red rooster hat. Maxwell must use his trusty notepad to conjure up items to help him solve puzzles. Some of them include helping a scared little boy find courage by finding a way to cut in line at a video game store. If he succeeds, he’s rewarded with a Starite and “ollars,” the game’s currency. “Ollars” can be used to buy different skins and various other goodies throughout the game. Unlike the first game Maxwell controls much better now. His movements are assigned to the D-pad, although if players actually liked the controls from the first game, there is an option for that as well. But Maxwell strangely seems unnecessary, as players will find little reason to move him anywhere. There’s a very responsive camera assigned to the touch-screen that lets players view everything.
When the puzzles are good, players will find themselves enjoying their time with “Super Scribblenauts.” Unfortunately, there are puzzles that are either too cryptic or too easy. Sometimes the instructions are so vague that players either have to mess around to find out what the game wants you to do or use the hint system. Then there are puzzles that make the game feel too juvenile. One puzzle has players viewing items in a child’s room that range from a baseball bat to a guitar, and the objective is to find out what the child wants to be when he grows up. Also, some solutions that should work don’t. For example, there was a boy trapped in the ice. If players spawn “fire,” it does nothing. If players spawn a water gun to put out a fire, they get the same results. Adjectives have been added to the already impressive word bank, but they aren’t really needed unless the game dictates it. By the time players have finished “Super Scribblenauts'” 120 levels, most of which take less than a minute to solve, it is likely that players will end up feeling more frustrated than satisfied.
“Super Scribblenauts” still feels like a great idea that isn’t fully realized yet. It strives to be an awesome puzzle game, but is held back by too many frustrating design choices. If you’re looking for a puzzle game that will flex your brain muscles, then you might want to look elsewhere. If you need a family game that’s geared toward young children and is totally inoffensive, then this is the game for you.