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.
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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.



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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.

EVERYTHING THAT WAS BROKEN IN THE ORIGINAL SCRIBBLENAUTS HAS BEEN FIXED IN SUPER SCRIBBLENAUTS!

...

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

http://www.gametrailers.com/video/e3-2010-super-scribblenauts/101461
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.

http://www.gametrailers.com/video/e3-2010-super-scribblenauts/101462
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.