Excerpt: Last year's Scribblenauts was one of the more impressive puzzle games to come out on DS. Try to briefly ignore the fact that the game was rubbish in terms of its controls - movement was clunkily mapped to the touch screen, a design choice that was crushingly imprecise and often got you killed. Dev team 5th Cell was successful in its specific aim to create an enormous dictionary of words that could be used to solve each puzzle you were brought up against.
Excerpt: There's an older John Candy comedy called "Delirious" in which Candy's character, a soap opera writer who lives in the big city, suffers an accident before waking up in a hospital within the fantasy world he wrote about each week. That's interesting enough, since it allows for the exploration of many a soap opera tripe, but things get more interesting still when he discovers that his typewriter has survived the trip to that fantasy dimension.
Summary: Super Scribblenauts is a real gem of a handheld game despite its faults. It isn't always the most fun game in the universe, but it's more intellectually stimulating than anything else currently out there while still remaining a game. A dedicated level editing community and better controls could make Super Scribblenauts outstanding, but even as-is it's still a worthwhile experience.
Summary: Parents need to know that the action in Super Scribblenauts is almost entirely under your child's control. Exactly how violent the game gets depends on the kind of words they type in. While weapons or monsters are unavoidable in some puzzles, there's still a big difference between choosing to arm a character with a slingshot or a submachine gun. Violent possibilities aside, though, parents would be very hard to find a more creative game for their children.
Summary: Super Scribblenauts is what happens when a developers listens to the fans and their complaints. Not only did they fix the controls, 5th Cell also added seemingly infinite combinations with the inclusion of adjectives. Despite the game lasting a few hours at most, you could continually play this game over and over again using completely different answers every time.
Excerpt: was one of last year’s most talked about and hyped up games. The idea was simple: a game that let’s you do whatever you want, spawn nearly anything you like and solve puzzles in any number of ways was an exciting prospect.
Excerpt: Who’d want the job of a concept writer? You spend days, months, slaving over an idea. You’re sure it’s a winner. You get it all polished, every facet sparkling with innovation, then hand your baby over to the developer. Next thing you know, they’ve butchered your vision, your masterpiece. The ‘game’ they’ve produced is nothing like the beautiful shining concept you turned in. I’ve no proof, but I’m pretty sure this happens more than you’d like to imagine.
Excerpt: The original Scribblenauts was a game built around a very simple yet powerful premise: the possibility of conjuring up into existence fully interactive objects by merely writing their names down. This concept, more appropriate of an obscure medieval alchemy text than of a modern electronic handheld, was actually fairly well met in the original title.