Scribblenauts has been one of the most eagerly anticipated DS games of the year, if not the biggest. Its concept was ambitious and its charm captivated all who saw it in the run up to the game's release. A game where you can write almost anything you could imagine in order to conjure objects, people and monsters seems almost too amazing to be true. In a way, it kind of is.
5th Cell's latest portable outing is brilliant, don't get me wrong, but the genius of the concept and the realization of ambition have been tarnished by frustrating controls, vague objectives and the fact that, despite having over 22,000 items to interact with, a vast majority of them are basically worthless.
So, is Scribblenauts able to win hearts through sheer force of concept, or is the reality of the game's many issues too much to ignore? Read on as we review Scribblenauts.

Scribblenauts (DS)
Developer: 5th Cell
Publisher: Warner Bros. Interactive Entertainment
Released: September 15, 2009
MSRP: $29.99Scribblenauts has no real story. The hero of the game is Maxwell, a young man with a love of rooster hats and a need to collect shiny objects known as "Starites." Each of Scribblenauts' many levels revolve around solving puzzles in order to get Maxwell to the Starite, and you'll need to make use of your imagination and vocabulary to achieve your goal.
The big gimmick of Scribblenauts is simple in concept but absolutely staggering to see in practice. Players can write whatever they like -- provided it's not copyrighted, rude or based on a real person (generally) -- and that object, machine or creature will appear in the game as if by magic. Machine guns, vampires, hydras, Satan, anything you can think of will be conjured up and act in a certain way. For instance, an Atheist will run screaming from God while a Terrorist will attack anything that moves.
The sheer experimentation is where Scribblenauts truly shines, and although it's far too easy to break the game and come up with words it doesn't recognize (it happens disappointingly often), there is endless fun to be had in dreaming up strange monsters and bizarre sci-fi contraptions to see what happens. In fact, perhaps Scribblenauts' best section is its start screen. The playable pre-menu section is a virtual sandbox where you're simply free to play with the game's mechanics and see what happens without pentalty. The price of entry is worth the title screen playground alone.

Sadly, this sense of free-for-all experimentation is not something the "real" game actively encourages. Your rewards for completing a stage are governed by how many items you conjure up in a given stage, with a strict par number. If you go above the par number and conjure more items than you should, you don't get a reward. What this essentially means is that experimentation often feels punished rather than praised, and if you are attempting to play the game properly, you'll be constantly restarting stages with each useless item you create. Oh and trust me, a vast majority of items are simply useless.
Scribblenauts can be a frustrating game. A very frustrating game. In many ways, the convoluted logic at work apes old school point-and-click adventure titles, with items acting in ways that only the developers themselves could have foreseen. While random activity and crazy shenanigans would be great in theory, the game's strict rules and sometimes unforgiving environments mean that you simply don't have time to mess around with objects that you know should work in a certain way, but simply don't.
As the game goes on, the unhelpful hints and deliberately distracting onscreen clutter can drive one insane, and if that doesn't get on your nerves, the frankly awful controls will. Scribblenauts suffers from a dismayingly common problem unique to DS games, where developers have tried to make the touch screen do too much at once. You'll be making Maxwell move, jump, hold, throw, ride, use and shoot, all with the stylus, and like most DS games that put too much of a burden on the interface, the game frequently gets confused, with Maxwell jumping to his death repeatedly and the items getting picked up against one's will. The controls are a mess, and the game feels incredibly sloppy because of it.

The chaos of the gameplay just doesn't gel with a title that has so many options. Sometimes I've completed levels not because I planned to, or because I was particularly skillful, but simply because things fell the right way, or Maxwell glitched his way through an object to the Starite. A number of items only work when they want to work, like the wings, which will sometimes just decide to not let Maxwell fly. Scribblenauts' physics can sometimes send characters into spasms and there are moments where you're forced simply to rub the stylus around randomly and hope for the best. With so much to do, there is so much to go wrong, and a tighter experience was damn near essential in order to reduce confusion and irritation. Unfortunately, nothing has been tightened whatsoever.
For all its problems, however, there is no denying that Scribblenauts is still somehow an incredibly good, clever, witty DS title that deserves attention. The game is split into "puzzle" and "action" levels, with the former revolving around solving problems and the latter revolving around environmental nagivation. Both have some truly brilliant stages, although I personally prefer the puzzle sections. Stages can be replayed, but any items used in the last play cannot be used again. This is truly the best way to play through the main game, as being forced to think outside the box and use evermore contrived methods of completion can be ridiculously satisfying when pulled off.
When it's not frustrating its players with bad controls and deaths that come out of nowhere, Scribblenauts can astonish with some undeniably ingenius puzzles and terrific character interactions. The game's sense of humor makes it particularly endearing to the point where I simply had to return to the game ever after switching the DS off in frustration. This is a game where you can actually summon a Manticore, and for that simple masterstroke it deserves much credit.

Trying to complete levels without resorting to weaponry or attempting to think of items you've not used yet adds an extra level of challenge and players will earn "Merits" for completing stages while meeting certain conditions. It's always pleasing to see a long list of Merits once you've guided Maxwell to a Starite in an inventive and original way, and it's these encouraging moments that spur the player onward and compel them to continue wading through the masses of content that Scribblenauts has to offer.
It's just a shame that for every satisfying moment, there are about two frustrating elements. It's a game that makes me want to simultaneously hug it and punch it, and I guess that such a paradox of emotions is only fitting for a unique and mind-boggling title such as this. It's a game that is built upon limitless boundaries, yet players are continually constrained and restricted. It's a game that offers endless experimentation, yet curiosity often goes unrewarded. The sheer conflict that is what Scribblenauts wants to be versus what Scribblenauts actually is makes for, perhaps, the most frustrating aspect of all.
I cannot say I'm not disappointed with the final product. For all its promise, Scribblenauts just cannot live up to its own ambitions. It's not that what 5th Cell tried to achive is impossible, it's just that this particular attempt was, to be honest, nowhere near as great as it could have been. It lacks polish, the gameplay is too loose, cluttered and messy, and the fun is severely hampered by numerous problems that never seem to let up.

There are those who will pick up Scribblenauts and love it completely. However, I fear that there are those who will hate this game, because once you look past the brilliant gimmick and innocent charm, you see a rough game with bad controls and a sense that things just could have been done much better. I would actually recommend that anybody wanting to buy Scribblenauts actually borrows or rents it from somewhere first. It deserves merit and praise simply for what it has accomplished, but whether it deserves your cash depends on just how astronomical your patience levels are.
Score: 7.0 -- Good (7s are solid games that definitely have an audience. Might lack replay value, could be too short or there are some hard-to-ignore faults, but the experience is fun.)
And then I go and try to solve the puzzle with a Plunger. Not very helpful, but when I scream out in class "JESUS WHY DOESN'T THE PLUNGER WORK?" and people look at me, I get a little giddy inside when they ask "What?"
In before fanboys come at you with their torches and pitchforks.
Whoa. Did I just stumble into a LittleBigPlanet review?
Good review.
Also inb4 some smart ass comment about using the stylus to write 'functional control scheme'
Maybe if you're TRYING to think of words the game wouldn't know. Haven't run into any problems in the word department. You're asking far too much from the developers here Jim.
Also, the wings always worked for me. Just saying.
But, its definitely a bunch of fun discovering words and their function. I wouldn't say they completely failed at their core ambition: Amazing living database of stuff. Its AMAZING in that regard.
But true enough, the controls, they're busted.
At least don't limit yourself to not even trying the game. It's not the best game ever, and it never was going to be, but the problem is not that the game is "limiting." It just strangely encourages being crazy and practical at the same time. As anoying as the par mechanic is, all it does is equal more in game currency for you, and that stuff tends to accumulate fast. After about two worlds in, I chose to ignore the par and just play the game. It makes it a whole lot more fun.
If anything, I've enjoyed the frustration, because it's made me have to think of other things - there is one level with a trip wire that will drop a frozen starite into lava, and I could not find any way to build something to stop it. After probably a half hour, I realized I had to try something else, and wrote several "balloons" to make it float instead - it was ENORMOUSLY satisfying, it forced me into a new frame of thought.
Great review though!
Yes the controls can be frustrating, but eventually you learn to manipulate Maxwell well enough to cut down on the number of failed attempts. And tooling around is just too much fun.
uhmm.
But yeah, the review sounds similar to what i felt when i played it.
... finally a 7? :D :D :D
makes me wonder if a sequel will actually do it justice after this feedback though.
I'm always amazed by clunky control schemes. It's as if the developers didn't try to play their game at all.
Oh well, gotta check this out.
I NEVER LEARNED TO READ!
I couldn't agree more.
er, wait a sec.. Still less than 50 comments after 1 hour? What's going on here? Do I need to post this on the gametrailers forums and really get this party started?
Seriously though, it's nice to read a review without the fanboy rabble beaking off.
Summoning a succubus to enrage a rhino to push a button is an incredible thing, even if it really doesn't work the way you want it to.
Hug and Punch.
Another game makes me feel like an abusive step dad.
It's a bit disheartening to hear of all the flaws but I guess like most people, I can't afford to not experience this game so I'll probably pick it up.
Also:
Does anyone know if the uk is getting the rooster hat? I'm not really a fan of material possessions and gimiky pre order bonuses, But It's A Fucking Rooster Hat.