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Forums - Nintendo - Eurogamer Reviews Scribblenauts - 7/10

routsounmanman said:
mai said:

Need to take into consideration, that replay value of the game is highly dependent on your imagination. The game might appear pretty shallow for those who lack imagination or too lazy to use one's head (e.g. me, most of the time). Scribblenauts is a game you either love it or hate it, and, I guess, future reviews will reflect this split of game's audience opinions.

Design idea of Scribblenauts is more about a toy than a game (all games are toys, but not all toys are games), i.e. play with it rather than just play it (Sim City, Sims etc. serves as best examples of 'toys'). Though a campaign mode with numerous goals is included in the game (so unlike Sim City, Sims etc. the game could be completed, i.e. has it's logical end), you'll get more fun defining own goals or meet certain circumstances while playing (merits are handy here). The ammount of objects and interactions in the game is practically endless, so there's enough content to build long logical chains of object interactions rather than just complete the level with minimum actions required. Not to mention build-in level editor that enhance game experience.

All in all any numerical reviews of this game are useless. It's fun is pretty much dependent on what kind of gamer you are. It may suck if you suck and vice-versa.

Then maybe a person with these qualities should review the game, not some Gears of War or GTA freak...

The review is fair. And Eurogamer doesn't hand out 9's and 10's like candy.



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I thought 7\10 was harsh but afer reading the thread it doesn't sound like a bad review.



 

--OkeyDokey-- said:
routsounmanman said:
mai said:

Need to take into consideration, that replay value of the game is highly dependent on your imagination. The game might appear pretty shallow for those who lack imagination or too lazy to use one's head (e.g. me, most of the time). Scribblenauts is a game you either love it or hate it, and, I guess, future reviews will reflect this split of game's audience opinions.

Design idea of Scribblenauts is more about a toy than a game (all games are toys, but not all toys are games), i.e. play with it rather than just play it (Sim City, Sims etc. serves as best examples of 'toys'). Though a campaign mode with numerous goals is included in the game (so unlike Sim City, Sims etc. the game could be completed, i.e. has it's logical end), you'll get more fun defining own goals or meet certain circumstances while playing (merits are handy here). The ammount of objects and interactions in the game is practically endless, so there's enough content to build long logical chains of object interactions rather than just complete the level with minimum actions required. Not to mention build-in level editor that enhance game experience.

All in all any numerical reviews of this game are useless. It's fun is pretty much dependent on what kind of gamer you are. It may suck if you suck and vice-versa.

Then maybe a person with these qualities should review the game, not some Gears of War or GTA freak...

The review is fair. And Eurogamer doesn't hand out 9's and 10's like candy.

Oh come on; can anyone actually create smooth and accurate control over 10,000 words / objects? When you take into consideration the sheer scale of the game, you have to overlook these minor nuances.



routsounmanman said:
--OkeyDokey-- said:
routsounmanman said:
mai said:

Need to take into consideration, that replay value of the game is highly dependent on your imagination. The game might appear pretty shallow for those who lack imagination or too lazy to use one's head (e.g. me, most of the time). Scribblenauts is a game you either love it or hate it, and, I guess, future reviews will reflect this split of game's audience opinions.

Design idea of Scribblenauts is more about a toy than a game (all games are toys, but not all toys are games), i.e. play with it rather than just play it (Sim City, Sims etc. serves as best examples of 'toys'). Though a campaign mode with numerous goals is included in the game (so unlike Sim City, Sims etc. the game could be completed, i.e. has it's logical end), you'll get more fun defining own goals or meet certain circumstances while playing (merits are handy here). The ammount of objects and interactions in the game is practically endless, so there's enough content to build long logical chains of object interactions rather than just complete the level with minimum actions required. Not to mention build-in level editor that enhance game experience.

All in all any numerical reviews of this game are useless. It's fun is pretty much dependent on what kind of gamer you are. It may suck if you suck and vice-versa.

Then maybe a person with these qualities should review the game, not some Gears of War or GTA freak...

The review is fair. And Eurogamer doesn't hand out 9's and 10's like candy.

Oh come on; can anyone actually create smooth and accurate control over 10,000 words / objects? When you take into consideration the sheer scale of the game, you have to overlook these minor nuances.

When the minor nuances are making the experience painful and frustrating, they can't be overlooked as "minor". Did you read the whole review? If not I'd suggest you do. It's hard to disagree with it.



MY HYPE LIST: 1) Gran Turismo 5; 2) Civilization V; 3) Starcraft II; 4) The Last Guardian; 5) Metal Gear Solid: Rising

routsounmanman said:
--OkeyDokey-- said:
routsounmanman said:
mai said:

Need to take into consideration, that replay value of the game is highly dependent on your imagination. The game might appear pretty shallow for those who lack imagination or too lazy to use one's head (e.g. me, most of the time). Scribblenauts is a game you either love it or hate it, and, I guess, future reviews will reflect this split of game's audience opinions.

Design idea of Scribblenauts is more about a toy than a game (all games are toys, but not all toys are games), i.e. play with it rather than just play it (Sim City, Sims etc. serves as best examples of 'toys'). Though a campaign mode with numerous goals is included in the game (so unlike Sim City, Sims etc. the game could be completed, i.e. has it's logical end), you'll get more fun defining own goals or meet certain circumstances while playing (merits are handy here). The ammount of objects and interactions in the game is practically endless, so there's enough content to build long logical chains of object interactions rather than just complete the level with minimum actions required. Not to mention build-in level editor that enhance game experience.

All in all any numerical reviews of this game are useless. It's fun is pretty much dependent on what kind of gamer you are. It may suck if you suck and vice-versa.

Then maybe a person with these qualities should review the game, not some Gears of War or GTA freak...

The review is fair. And Eurogamer doesn't hand out 9's and 10's like candy.

Oh come on; can anyone actually create smooth and accurate control over 10,000 words / objects? When you take into consideration the sheer scale of the game, you have to overlook these minor nuances.

Come on, you know that argument doesn't hold up. A game is reviewed as an entirety, and is judged based on all parts. No part of gameplay should be forgiven because of a technical achievement. I'm actually surprised you would be saying this as opposed to some HD-fanboy



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I don't know, maybe I am biased due to have played the game -and loved it- . I noticed some of these flaws and they bugged me as well.

Yet, in this game's case, you cannot actually blame the game technically. If anything, you should blame design decisions. When you set to sail with 10,000 objects, you are bound to fall flat on the face in some aspects, like graphics, control, AI, etc.

Anyways, you guys might be right; I actually agree with the review itself (although as I said due to design decisions, not technical / implementation problems) it's the score that bugs me...



routsounmanman said:
I don't know, maybe I am biased due to have played the game -and loved it- . I noticed some of these flaws and they bugged me as well.

Yet, in this game's case, you cannot actually blame the game technically. If anything, you should blame design decisions. When you set to sail with 10,000 objects, you are bound to fall flat on the face in some aspects, like graphics, control, AI, etc.

Anyways, you guys might be right; I actually agree with the review itself (although as I said due to design decisions, not technical / implementation problems) it's the score that bugs me...

Those things are really subjective. Personally, bad controls is some of the most annoying things for me personally, when playing a game. I don't really like MGS2 and MGS3 for example, because I think the controls are atrocious. I'm very curious about how Scribblenauts will control for me, but hopefully the good bits will be enough to redeem the bad.



--OkeyDokey-- said:

That's probably what I'd give it.
Most of the challenges are weak. Like "give this guy something that can help him see" or "give the farmer three farm animals" or "give the teacher something she'd use".

Once you get over the novelty typing things just becomes a chore. And the controls are annoying.

Problem is that's the first level that's intended to be easy... You'd be just like the GamePro reviewer :P

 

On topic, that's pretty weak, I had a couple of issues of walking somewhere when I was trying to shoot where I was tapping but it was mostly just me not hitting what I was trying to tap on to shoot, he says the game wears thin and you end up summoning things to screw around basically but you get rewarded by going back into a stage and trying new and inventive ways to solve the same puzzle cause you can no longer use the same items. 

7/10 is not a terrible score though and I could see a few less creative minds not caring for it, it's not a big budget kill fest with an epic story, it's just a bunch of brain teasers to make people think outside the box, and it's made for those type of gamers. While this game is becoming one of my all time favorite games, I'm not going to hate on this dude.



MaxwellGT2000 - "Does the amount of times you beat it count towards how hardcore you are?"

Wii Friend Code - 5882 9717 7391 0918 (PM me if you add me), PSN - MaxwellGT2000, XBL - BlkKniteCecil, MaxwellGT2000

@ routs

No, no. It has nothing to do with the scale of the game or the amount of objects.

The whole game is controlled with the touch screen. Half the time you tap an object to grab it, you'll miss and the character will just walk right past it. There's one challenge where you have to get past a tornado. I wanted to use a shrink ray on it, but instead of shooting it, I ran straight into it and got flung across the screen about 5 times before it actually worked. It can be quite frustrating.

He automically jumps, too. Say there's two platforms close to one another. It'll take several attempts to drop through the gap. And instead of climbing on top of something like a crate, you'll jump over it.

These are things that could easily be fixed and the game would be a 9.5.



So this is an average game. Good, I don't have to buy this to find that out myself.