Sunday, September 12, 2010

Cat + Bread =. Antigravity?

Here's something I never knew of before. Thanks to GameFAQs for letting me know how to recreate this.

We all know cats land feet first, and of course buttered bread always lands on the buttered side down. So what happens when you attach a piece of bread to a cat's back? How will fate determine which side it falls on?

Let's find out.

First step, cat:

Next, bread:

And then:

Result? Black hole. Of course!

Very clever, 5TH Cell. Very clever.

Monday, July 19, 2010

SupScrib appears to be *done*, will be at Comic Con, and shares new artwork

Haven't had a "combo post" in a long time...mostly due to lack of news. But today has been strangely eventful!

First of all, I follow a few 5th Cell devs over on Twitter. For their privacy I won't share them here, but it would seem that Super Scribblenauts has entered the production stage. For the past few days they've been discussing getting the bug count down. Last night it appeared they squashed the last one.

Don't get too excited, though. The release date remains October 26th. Why is it done so early? Production is an ugly beast, requiring a lot of time and effort to ramp up the product and the marketing. Still, I'm extremely happy for 5TH Cell that they were able to finish up what was probably a very stressful time!

Then again, they may just be talking about finishing up a possible demo build for Comic Con, as the game will be there this year. If it's not an updated version you can expect it to be the E3 build. With more real people and less press you can expect more varied hands on impressions. Make sure to stick here for the latest, or simply visit Comic Con if you have the chance.

Finally, Warner Bros has shared a new set of artwork for you to use as wallpapers. It shows off the adjective system in the cutest way possible. Check them out here.

All around good news

Friday, July 16, 2010

Gamespot interview reveals a surprising amount of tidbits

It's been a while since we've had a video or even a written preview/interview of Super Scribblenauts. Thankfully this drought changes today, if only for a little bit.


-They're focusing a lot more on level iterations, making them more focused, better, and challenging. They acknowledge one of the biggest problem with the previous game had to do with the helicopter + rope solution.

-Players won't be penalized for using the hint system. Hints begin vague, then get more specific.

-Literally a trillion combinations of objects and adjectives

-This time around there is a "random" object. By typing "Maxwell's Notebook", you get said item and can interact with it. It'll then spawn a random object with a random number of adjectives. They also used this ability to help test their items

Friday, July 2, 2010

G4 Interview explains "Universal Feedback System", among other things

Also shows a few scenes of people playing around, including one guy trying to fight off a tiny tank with a giant grasshopper.

Wednesday, June 30, 2010

SupScrib press release makes it sound like its a game for crazy people

I ran across this press release over at another site. Pretty typical stuff - barely even worth posting about - but some bits of it struck me as...odd.

  • Brand New Levels: Experience 120 brand new, in-depth levels that include task such as finding a cure for the plague, populating an office or identifying animals with shells.
  • All-New Adjectives System: Create a shy green polar bear or an angry zombie pear! 10,000+ adjectives reflect real life behaviours, personalities and characteristics when applied to objects.
  • Multi Layered Hints: Just can’t figure that puzzle out? Purchase more explicit hints at a decreasing Ollar cost over time.
  • Universal Feedback System: Visualise progress throughout each level! Relevant objects summoned get a thumb up, while irrelevant objects get a thumb down.
  • Updated Dictionary: Summon more than 800 all-new, customisable objects to solve puzzles and earn Starites.
  • New Control Schemes: Control Maxwell with the D-pad or with updated and more precise new Stylus controls! Weight, buoyancy, friction have all been reworked to make objects interact better to the player’s input and reflect any adjective that is applied to an object.
  • New Level Editor: Create both puzzle and action levels to build your very own custom playground. The unique new template system allows players to create all kinds of objectives for their levels with ease.
  • Innovative UI: An exciting new UI gives players more control over gameplay, with more detail on how to navigate through new levels in the game.

For some reason I'm imagining a person who has never heard of Scribblenauts before reading some of this info.

"'re telling me in Scribblenauts I have to...furnish an office? And then identify creatures with shells? What does any of this have to do with a zombie pear?!"

It's easy to take for granted just how random and "out of left field" this game really is. Either way, this single press release is enough to make me want to get my hands on the game. It addresses every possible complaint I had with the first. I'm particularly excited about the improvements to the weight and friction of objects.

Tuesday, June 29, 2010

SupScrib gets a glowing preview and a few E3 nominations

A combo post for today to account for all the minor news I've been able to dredge up. Gotta say, without the SS equivilant to Post 217, the hype surrounding this game has tanked. Think it was because the lackluster response to the first title, or because it's a sequel?

Regardless, here's some new stuff. First, a very exciting preview was put up over at Elder-Geek, which goes to illustrate the depth of the new adjective system as well as drive the point home that SupScrib improves on every aspect of the original.

"One of the levels shown to us had Max at the back of a long line (to get a copy of Super Scribblenauts, naturally) with only one copy left. The hint given was to appease each member of the line in front of us with an item their vocation or personality would enjoy. When in the hands of the developer, they deftly handed out a “SMOOTH-HANDLED AXE” to a fire-man looking fellow, a “SAD PAINTING” to a gothic looking chick, and an assortment of equally odd items to the remaining stand-ees. In my hands and, more appropriately, limited ability to think off the top of my head, I gave up on personalizing each item and just summoned an “IRRITATED RHINO” to maul through the crowd, which it did with gusto.

The genius of Super Scribblenauts is not simply the breadth of its vocabulary, but the simplicity of its implementation. Adjectives are applied to a base noun through very simple iconography. Colors, skins and the like are applied in a simple paint-over of the character model, while more representational objects like my “RUDE AIR HUMIDIFIER” showing an obvious base object with an added accessory, in this case a small air humidifier whose frame was shaped like that of a human butt. Such overlays ensure each creation has a bit of giggle-inducing oddity to it, all of which contributes to the existing Scribblenauts cartoon style
Those not impressed with the original Scribblenauts‘ sometimes awkward physics will be happy to know that the folks at 5th Cell have – quite clearly, they told us – have received the message, and have promised to have a much tweaked and improved engine come the game’s October launch. Maxwell can now be controlled with the DS buttons as well as stylus input, correcting another complaint found in most reviews of the original. Those brave enough to create their own sandbox levels will have an editor to do so this time around, and a hint system will also be in place to help along those not sure of what to do when faced with an “ANGRY CHEF” in one room and a “SUAVE TRAIN CONDUCTOR” in another."

Good deal.

Next up on the agenda is the plethora of nominations they're receiving from E3. We got IGN giving it Best DS Game, GameTrailers nominating it for Best DS Game, Game Critics nominating it for Best Handheld. Gamepro, Kotaku, and 1UP have all given their own props as well.

I'm looking forward to the coming months in the hopes of new media and impressions. Until then, I'll probably mess around more with the original Scribblenauts...perhaps even playing around with more Imagination Revelations. I'm excited about Scribblenauts again, so it's hard not to share.

Saturday, June 26, 2010

Super Scribblenauts gets a new website, art, and pictures

Seems like this one flew under the radar. The new official website is up, which is incredibly quick compared to last year. Unlike the previous one we aren't able to see levels being played out in the background, but we do get to feast our eyes on some new art and screenshots, plus some other stuff like wallpapers and ringtones, if you're into that sort of thing.

I'm just glad they kept the art direction of the previous game. Pure whimsy, I tell ya!

Wednesday, June 23, 2010

Mega64 in Super Scribblenauts...paving the way for other memes and internet celebrities?

The folks over at Giant Bomb have confirmed that Mega 64 is in Super Scribblenauts. This might not seem like news worthy stuff to some of you, but to those who know Mega 64 and their amazing videos should be pretty psyched.

Perhaps the real news here is that SS will be full of new internet references, memes, and other such celebrities. I hate to admit it, but I really enjoyed the fact I could find the likes of keyboard cat and Leeroy Jenkins in Scribblenauts

In other news, the Giant Bombers were all around very impressed with SS, which is good to hear, as they gave the original very middling reviews. Hopefully this is the start of reputation improvement the Scribblenauts name so sorely needs.

What say you, though? What internet references would you like to see in the game?

Monday, June 21, 2010

Imagination Revelation #1: What do you mean you can't open a PiƱata with that?

Of course you can! I've done it a million times before. Just hold it by its stiff feet and give it a good swing. Oh don't worry about blood, I'm sure it congealed into a gelatin-like substance a long time ago.

Why are you crying? We have a clown, for god's sake! You are the most ungrateful child I've ever met

Even MORE videos from E3

An impromptu interview with poor audio, but we do learn some new stuff.

-Jetpacks seem to be able to hover now. I'm guessing all "flight" powers are changed to be like this, as Action levels are less emphasized. A welcome addition

-"Postal" seems to turn the item it modifies into a stamp. Really cool, if that's what it indeed does

-They really went hogwild in terms of what adjectives can do. "Fire-breathing" is a recognized adjective, and though we don't see it demoed, it apparently works on a flower ala Mario

A rather slow video that shows off the same level we've been seeing. We do get to see some interesting new adjectives, though. Namely when the guy tries to get by the censors with "Stoned Groupie"...which makes a groupie statue, which is perfect for any home. I also love that the barbarian can hold the massive sword. But wow @ evil keyboard cat.

As you watch this next guy fail miserably at the exact same level, ask yourself whether or not you think it's his fault. Is it clear you have to bribe them with items they'd like?

Though this video mostly shows clips from the trailer, you can clearly see new additions, such as the (apparent) ability to call up a dictionary of adjectives. The implications of that are great, if only because it means that we may be able to store words we've used before. Being able to quickly insert words instead of typing them all the time would greatly improve the speed

I don't think I'll ever get tired of watching inanimate objects become alive thanks to adjectives. One neat thing you may have missed has to do with the pregnant dragon. Though the baby inherited the purpleness of its mother, it did not inherit the friendliness. Is this a bug or a feature?

Now THIS is a video to get excited about. It's clearly being played by a developer, but I really love how smooth and involved this level is, especially compared to levels from the original. It seems like you have to find a way to grab the PC, find a way to the security center, neutralize the guard, steal the documents, then escape. It's really very cool looking, and I very much hope more levels are like it.

Sunday, June 20, 2010

New videos interviews from E3, plus some other oddjob videos

Interview with Jeremiah, who briefly mentions how people who had issues with the first game should enjoy the second. "Better controls. I really want to drill that idea in people's heads". Neat.

Another interview, confirming thousands of new words and adjectives. They also confirm that they unified the level structure (no split between action/puzzle), removal of the par system, improved level editor. In general, it's a lot of stuff you probably already know, but we do get to see a (very quick) fight between a pirate and a ninja again. Only it's a purple, flying pirate, and a tiny yet aggressive ninja. Adjectives, people. Adjectives.

This is another gameplay video akin to God vs. the Kraken of old. It shows a bit of the adjective system, shows that the controls may not be entirely fixed, and also proves the imaginations of most journalists is truly stuff of legend. Dark, twisted legends we shouldn't think too hard about.

Thursday, June 17, 2010

Even more E3 impressions!

Click any of the quotes to go to their respective sources and read up on the full article. Unlike last time around, I'm trying to mix it up with both positive and negative responses. You know, fair and balanced! Just like Fox News.

Beyond that, there were a lot of changes that were demonstrated quite quickly. You can go back through the last twelve things you typed and bring them back up, without having to re-type. You can go to a quick list of all of the various adjectives you have input into the game. Maxwell can be controlled via d-pad and buttons at any time via a quick trip to the start menu. The level editor has been expanded, and allows you to make more complex challenges using a variety of templates built into the game. In essence, 5th Cell did that thing you always want video game companies to do - they listened, and they learned, and they responded. Super Scribblenauts might just be the game we wanted Scribblenauts to be - a classic.

Yes, adjectives are what put the 'Super' (literally!) into 'Scribblenauts' this time around, and it's pretty darn adorable. We made a big fat cat. We put William Shakespeare on said cat, and donned a pair of striped pants for the occasion. Though we haven't gotten deep enough into the game to claim that the descriptors do anything to increase game play, it certainly made things funny.

So 'Super Scribblenauts' is just that: 'Scribblenauts,' but bigger, funnier and more linguistic. We would have loved to see an analog input, allowing the player to write instead of hunting and pecking those tiny letters, but no dice. The game still has all the pitfalls of its predecessor, but it also maintains its addictive adorableness too. So we guess 5th Cell used the old trick -- find something that works, stick with it, and if it ever gets old, give it a pair of striped pants and a giant cat to make it fresh again.


The game also boasts a set of adjectives; we're no longer limited to “chair” - we can have a metal chair, a wooden chair. If that's all a bit vanilla, then use it only as a guide. As with the first game, the only limit is your imagination. Although, it seems that could be pretty limiting. The first level in my hands on required me to bribe a number of people in different professions to get them out of a line so I could cutsies to the front and get a new game console (quite well suited to E3, actually). I gave the delivery man mail, but got stuck on the body builder. I went for baby oil and it wasn't recognised by the game. Spinach didn't work, so there was no Popeye connection (I ended up accidentally giving it to the artist, and it worked for her, so she must have been some kind of tree hugger). In the end, I went for weights, just to be done with it – the most obvious choice.

Wednesday, June 16, 2010

E3 Impressions: Does Super Scribblenauts make a good impression?

SS unfortunately doesn't have the advantage that the first game had last year. That is, of course, the element of surprise. Scribblenauts charmed everyone at E3 with its unique concept and rather strong demo-build. As such, can SS make a big splash?

Here are some E3 impressions from various sources.



I typed in "ANGRY BLUE WINGED PREGNANT DRAGON" and that is what I got. How did I know it was pregnant and angry? It gave birth to a baby dragon right there on-screen and then tried to attack me. Um, yeah. I'm not kidding. That really happened.

The developers were adamant that Super Scribblenauts will require you to take better advantage of their massive library (which you should be doing anyway).

If a fat, rainbow, gentlemanly Cthulu isn't your cup of tea, perhaps some other adjectives will suit your fancy. Emotional adjectives (like "happy") can be applied to inanimate objects to give them a personality, so that bookcase is no longer a stationary piece of furniture. When we conjured an angry armed refrigerator, it immediately began hopping after us, brandishing a sword. To protect Maxwell (and to settle an age-old kitchen appliance rivalry), we summoned an angry armed dishwasher. The two engaged in a grisly fight to the death, with the refrigerator claiming victory

Super Scribblenauts is clearly no more than an expansion pack to the first game, with some better controls. Given the fact that the allure of the title has worn off, I suspect that Super Scribblenauts will likely fair worse with me than the original.

Alright, well, opinions are going both ways it seems. Interestingly, sites seem to simutaneously be saying "if you hated Scribblenauts, you'll love Super Scribblenauts" AND "If you hated Scribblenauts, you'll hate Super Scribblenauts". You'll find, however, that a much smaller number of people are hating on the sequel.

I'm sure we'll be getting more impressions and various other cool stuff in the coming days, so hang tight, I'll keep ya updated.

God vs. Kraken 2: The Vengeance

Alright, so perhaps God and the Kraken get a lot less screen time. But tell me how you feel about God giving birth to baby God, or sticky Einstein giving birth to sticky baby Einstein?

I also couldn't stop laughing at the radioactive pacifistic warrior, who slowly died of radiation poisoning as he stoically refused to fight.

Have some Scribblenauts videos, why don't ya?

Courtesy of GameTrailers, we have our hands on 2 new videos
What an excellent video to show off. We can see 3 major changes to how levels are presented

  1. The hint system is incredibly expanded, offering more info, becoming more visible by chilling out at the top screen, and generally acting like a tutorial in addition to helping you with a level
  2. You'll notice a progress bar at the top which tracks level objectives. In this particularly level, Maxwell had to do 3 different things. His progress in their completion is kept track of, making levels make a lot more sense
  3. There seems to be a notification system in place, allowing "real time" notifications like completed objectives and earned merits to pop on the screen. The merits - assuming that's what they are - actually follow the item you created. Neat stuff.
In this strange video, we see a rather simple level where Maxwell has to find the cross between a house and an animal. Right. Well, he chose Furry House, which worked. All around strange level, especially when compared to the excellent showing of the previous one. More than likely, this is simply an early tutorial level

Tuesday, June 15, 2010

Comments re-enabled

I forgot I turned them off when I shut the blog down - I think it was to prevent the spread of the ROM, which at the time had just hit the internet. Ah well, thems the breaks, it seems.

We're back at full speed now. Feel free to leave a comment if you can see this post.

Monday, June 14, 2010

Super Scribblenautics?

Scribblenauts is back, and so am I.

I kinda dropped off the face of the earth after Scribblenauts released. I loved it - a lot - but it also left a lot to be desired. The concept was fantastic, but the execution? Not so much.

I'm not alone in my thoughts, and in fact many mainstream reviewers (and equally mainstream gamers) felt the same way. Poor controls, wonky physics, even wonkier levels and a strange sense of inconsistency seemed to permeate from the game. A lot of it was the hype train we had all built and fueled coming to a close, but that didn't stop us from being disappointed.

Enter, Super Scribblenauts

We know very little about this game, save for its one major feature: adjectives. These little modifiers are meant to change the way we use objects. Remember that bridge which was always too damn small? Perhaps "Long Bridge" or "Large Bridge" would be the better choice. The adjectives don't stop there, of course, and we're bound to see an insane amount of really messed up objects. You can also mix and match adjectives, meaning you could have a robotic zombie cow. Or a purple flying toaster.

Yeah, as if the "random" appeal of the first game wasn't high enough.

Ask any core gamer, though, and they'll tell you that all the random humor from the first game wasn't enough to make it entertaining. Thankfully, the sequel is bringing with it improved physics, d-pad controls, better levels (less "Action" levels), an entirely redesigned level editor, and more.

Well, we shall see. This is E3, after all. Will we see a Feep Post 2.0? Will the demos impress? Is this sequel going to live up to its name? Stay tuned.