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There's a growing sect of Joystiq writers who are walking away from E3 2009 with the same title constituting their Game of the Show. Surprisingly, it's not a big-budget blockbuster, or a groundbreaking advancement in storytelling, or a bold new method of how we interact with our video games. It's Scribblenauts, an unassuming DS puzzler with a massive lexicon, charming gameplay and, as far as we can tell, a large infusion of impossible technowizardry.
The premise of the game is simple -- you play as Maxwell, who must solve various puzzles to obtain Starites spread across 220 different levels. To execute the aforementioned solving, you write words to create objects in the world that your cartoonish hero can interact with. It's a simple concept that's bolstered by one astounding accomplishment from developer 5th Cell: Anything you can think of is in this game. (Yes, that. Yes, that too.)
There's no better way to relate how magical this game is than to simply present to you the challenges we were presented with, and the often circuitous methods we used to surmount them.
1. One level we played placed us in the desert with a thirsty, thirsty man. A cue appeared as we began the level: "Refresh him!" Of course, writing water would suffice -- but that's not very original, is it? My first time through, I managed to summon an oasis. It appeared, I dropped it into the ground, the man fell in, and the Starite appeared. At the end of the level, the game gave me a score based on how far I went over par (the target number of items you can beat the level with), and awarded me badges -- achievements for clever word usage.
Justin fed the man pomegranates until he fell victim to an overstuffed slumber. He created some lemonade, which the man then poured down his gullet -- level complete! Randy created a coffee shop. It appeared, the man ordered a cup o' joe at the carry-out window, drank it -- level complete!
2. Another level placed a pool of water with a shark inside between us and the Starite. While a few options may have allowed us to circumvent the shark-infested waters, we all decided to take him out. I tried dropping a sword on its head pointy-side down, but it bounced harmlessly off its thick hide. I then dropped a hair dryer into the water with more electrifying, fruitful results.
Chris attempted to drop dynamite into the water, though the splash extinguished the fuse. He then threw waterproof C Four into the water, effectively recreating the ending of Jaws. J.C. created a Kraken, which fought with and ultimately bested the shark.
Andrew created a teleporter in an attempt to instantly apparate to the Starite -- instead, it took him to a medieval world where he was besieged by shadowy assassins. He tried distracting them with candy -- really, Andrew? -- then created a fairly anachronistic nuke. The nuke didn't detonate, however, so andrew created a laser rifle to take out the assassins. One of his lasers grazed the aforementioned WMD, and blew up the entire level.
3. Ludwig was tasked with navigating through a zombie apocalypse to reach a helicopter with his brains in tact. He attempted to hold the undead off with a wall, but he couldn't get build it fast enough to hold off the horde. He whipped out a shotgun, but their numbers were too large to dispatch with a firearm.
Naturally, his next instinct was to craft a time machine, which took him into the prehistoric ages. Of course, he was surrounded by unfriendly dinos, so he made a robot dinosaur, which he then mounted and used to destroy his scaly adversaries.
In all of these scenes, only a few items we tried to create didn't appear. The guys from 5th Cell explained that there are some limitations -- modifying a noun with an adjective won't usually work as intended -- brown happy dog, for instance, will probably just create a dog, though its color and mood may not be to your liking. Also, trademarked items are out, from "Nintendo DS" to "Bungee."
Still, the sheer number of items the game is capable of recognizing, and the development that went into determining how these objects interact with Maxwell and each other, is simply astonishing. We've never seen anything like it -- and based on the long line of E3 attendees that wrapped around the Warner Bros. booth with hopes of getting their hands on Scribblenauts before the expo's conclusion, we're guessing nobody else has either.
Scribblenauts is going to be huge.
We were extremely impressed with our time with Scribblenauts on the E3 show floor, but in a weird way, we felt this primal desire to conquer it. After an evening of brainstorming, we developed ten words we were certain would stump the game's seemingly infinite vocabulary -- the surprising results of our little experiment are posted after the jump!
1. Internet -- While we thought the developer wouldn't bother including something as intangible as the intarwebs, entering the word actually spawns a little computer. A little adorable computer. Scribblenauts 1, Joystiq 0.
2. Tattoo -- How could the game possibly render a piece of body art? By spawning a sheet of temporary tattoos, of course. Clever, Scribblenauts. Very clever.
3. Air -- How could you even tell if the game spawned air? Inputting this word creates a tiny puff of air that, when dragged and dropped, is absorbed into the surrounding air. 3-0.
4. Molecule -- No object is too small for Scribblenauts' vocabulary. We entered molecule, and received a tiny model of a molecule in turn.
5. Scribblenauts -- Instead of causing the game to become self-aware, an event that would certainly lead to the destruction of mankind, entering Scribblenauts causes the original character model for Maxwell, the game's protagonist, to appear.
6. Narwhal -- Not only did it cause a horn-touting whale to appear, but we were able to ride atop its back, crossing the liquid divide between us and a Starite. Incredible.
7. Lutefisk -- Sure enough, a bright white fish appeared and began to flop around the level. Oddly enough, a previously spawned Santa Claus ran up and ate the Lutefisk. He must have a cast-iron stomach.
8. Plumbob -- No dice! The game's lead designer was hanging over our shoulder as we entered in this unrecognized word. He quickly asked what it was, pulled out his phone and feverishly sent some unknown party a text message. "Okay," he said. "It'll be in the final product."
9. Stanchion -- The bulk of us actually thought this word was made up -- but Scribblenauts managed to spawn a weight-bearing post, which is apparently what a stanchion is.
10. Joystiq -- Upon entering Joystiq, the game brought up the spell check menu, asking us if we meant to spell "Joystick." We're willing to count this, but we're hoping 5th Cell can manage to include some representation of our site in the final product.
Final score: Scribblenauts: 9, Joystiq: 1. Good game, 5th Cell. Good game, indeed.
Alfador wrote:*jaw drops* I remember a game very much like this. It wasn't so puzzle-oriented, you just typed sentences, and as long as the words you used were in the game's vocabulary and it wasn't out of memory, it happened on the screen.
I think it was called "Story Maker." I know for sure what system it was for... the TI-99/4a.
My only lament was that the command to make something vanish--the verb "to zot"--could not be used with "everything" to clear the screen.This was most unfortunate when I ran up against the aforementioned memory limitations.
Jennifer Diane Reitz wrote:Scribblenauts is a day one purchase. Damn this is awesome. With sauce. Which doubtless it will render.
Relee wrote:As for the Zombie Apocalypse level, I wonder if you can create a can of Zombie Repellant, or if you can only create things that exist?
Wizard CaT wrote:Relee wrote:As for the Zombie Apocalypse level, I wonder if you can create a can of Zombie Repellant, or if you can only create things that exist?
They made both a kraken and god…
Aealacreatrananda wrote:When I envision a far far future.... I don't fuck around.
strange_person wrote:It doesn't do multi-word objects. I think asking for "zombie repellent" would get you a can of generic-brand 'repel,' plus an additional zombie.
- http://e3.gamespot.com/story/6211254/sc ... id=6211254All sorts of things from shark repellent to the specter of death are in there for you to type up, call into the world, and use for solving puzzles and traversing over 2D platforming environments.
Tycho from Penny Arcade wrote:5th Cell might be better known as the Drawn to Life guys, possibly even the Lock's Quest guys, but I'm fairly certain that - come September - they'll be known primarily as the Scribblenauts guys.
They're local, so when they asked if they could drop by and show it off, we didn't hesitate. I looked over at Gabe's screen, and saw a space shuttle crash into a schoolhouse. I don't think that was the goal. For my part, in order to secure a subterranean whooziwatsit, I needed to crack the crust of the earth. I wanted to create an excavator, and when I entered the word, it wanted to know: did I mean a tracked construction vehicle, or a person who excavates?
Um, SOLD.
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