Summary: When I first bought this game I was psyched. It seemed so limitless! It wasn't. I start off with the good things first: #1: The graphics for cartooning is sharp and impressive. #2: The idea is awesome, but they wasted so many opportunities. #3: The price isn't so bad... I got it for $10. Now onto the bad things: #1: The soundtrack is fine, but extremely repetitive. #2: The controls are beyond awful, even makes the game look a little glitchy...
Summary: well it was fun at first but as i got more into the game it had no plot.All you really do is do each leavel and you earn money and if you do not earn the right amout of money you can't go to the next level! You really have to be determand to like it.
Ambitious, interesting, but deeply flawed and unsatisfying
27 January 2011
Summary: There's no much point in typing out an extensive review. By now, the truths about Scribblenauts are well-known. The game is cute, interesting, ambitious, also quite fun for the first few minutes. But the game is also hugely flawed and deeply unsatisfying. The game has three crushing problems. First, the controls are horrible. As the sequel proves, this game would be much better if it used standard directional-pad controls.
Summary: The game is fun at first. But it gets repetitive and boring. The controls are so frustrating. You put just a little pressure on the ground, and he literally runs to it. Just because of the controls, it can take a few tries to get a level right. Music isn't that great either IMO. It's repetitive and not very stimulating.
Summary: I really wanted to like this game. I love the concept. I love the art. In the game, you are solving various puzzles by first summoning just about anything you can imagine - you just have to write the word and the object appears - then applying them to the problems at hand. But the game majorly fails in the object manipulation interface - it can be painfully frustrating trying to connect up objects, for instance - and in the physics of the game world - a rope for instance...
Summary: Boy was I looking forward to this game. It's been on my radar since E3, I followed every scrap of news and announcement made about the game, and it was a no-brainer day 1 purchase for me. Now that I've spent some time with it, I'm sad to say this game is a crushing disappointment. I've never seen so much wasted potential, and more importantly, such terrible implementation. Since I have almost nothing good to say about this game, I will mention the one bright spot first.
Summary: Shouldn't have trusted a shovelware developer to make a good game. I had this game pre-ordered for quite a while. I saw the videos and the reviews and I loved this game... in theory. I was so hopeful for this game and it received so much hype and glory. However, it does far less than live up to that. In fact it's my most hated game of the year. This is the most frustrating, anger inducing, badly made, and mechanically broken game I've played this entire year.
Summary: The idea of being able to call upon a seemingly unlimited cache of items to solve an array of puzzles is, without a doubt, a great one. However, this game is severely limited in how you are able to use these items as part of the solution. Success often results more from a manipulation of the physics of the game rather than creative use of items.
Summary: The concept for this game is very interesting, and for the first few levels it is very fun. But as the levels get more challenging, and more importantly as they get more crowded and have more moving objects, the limitations of the UI become very apparant. Half the time I fail levels it is because the game has done something unexpexted when I missed my mark by a pixel to the left or right.