I'm what you call a Scribblenauts fan. I own the original, Super Scribblenauts, and Scribblenauts Remix, the latter of which actually played a major role in my decision to buy the new iPad. I've used Scribblenauts to help teach my niece to read. Sometimes, I just sit in the middle of my bed with my various copies of Scribblenauts and throw them in the air and let them shower over me while giggling like a mad man. (I get bored sometimes.) The point is, I just love it.
A game where you can solve objectives with the power of whatever you can conjure in your mind is just effin' delightful to a nerdy little word lover like me. I spent so many hours testing the game's limits, pitting chupacabras against God and ghosts and dinosaurs time and time again. Could this ever get old? Maybe if 5th Cell wasn't already one step ahead of us with Scribblenauts Unlimited!
Stepping up to the station at Nintendo's booth, I'll admit I didn't expect such an overhaul of changes to the standard Scribblenauts format. I was downright impressed with the new methods of solving puzzles.
Objectives will be delivered differently this time around. The level I played featured ten different characters in need of help through Maxwell's magic notebook, spread out over one background of a large forest area. The goals ranged from helping two children finish a treehouse, to helping a boy scout with his merit badges, to finding a lovely human baby for two wolves to raise.
Some of the objectives had more than one solution; in one, I had to choose between helping a hippie save a tree, helping a logger cut down the tree to help his family, or finding a way to make them both happy. The solution was very surprising! With the new adjective system, it was actually easy to pull off.
Now I know what you're thinking, "Hey, didn't they already add adjectives to Scribblenauts?" They did, but not like this. Now when a character or object needs help from Maxwell, the player can click on them and draw up the necessary item from their own little menu system. Through this menu, you can also give the object or character an adjective, changing their attribute to fit the needs of the goal. In the example of the hippie and the logger, I changed the hippie's attribute to "persuasive" and he promptly convinced the logger to give up his task, solving both of the objectives at once.
I did find a few limitations of the adjective system. For instance, I couldn't solve a puzzle requiring I put out a fire by changing the object to "fire-proof." I ended up having to give Maxwell a fire extinguisher. I suspect that will change though, given 5th Cell's exhaustive past efforts in cataloging every possible item and adjective combination in the original games.
Also, because once one of the 5th Cell reps found out I'd finished all ten objectives and was from Destructoid, they were eager to track me down and hear all my thoughts on the game; clearly, fan feedback and constructive criticism are always on their mind. Sadly, I didn't get to play as any other character than Maxwell, so I cannot say how his family, particularly sister Lily, come into the gameplay.
And while the Scribblenauts series may not the first thing that comes to mind when I think about games that need to be in HD, I will say it looks very pretty nonetheless. The crisp lines and bright colors are very eye catching and pleasant to look at. Now my only problem (obstruction, hurdle, barrier, conflict) is deciding whether to buy the game on Wii U or 3DS. Note: it's also coming to Windows.