Daily Archives: February 23, 2011

Games Completed in 2011, #6 – Super Scribblenauts

I once mused if it’s even possible to complete a game like Super Scribblenauts, a game that is an unending as one’s imagination, but I must sadly say that, yes, it is finishable. I mean, it has an end boss and credits and a set number of levels. And I saw all of that jazz so I’m calling this one completed even though it’s going to stay in my travel case for a good while so I can continue to play in its sandbox.

Super Scribblenauts is the follow-up to Scribblenauts, a Nintendo DS game that stood on its premise of “write anything, solve everything.” Players had to collect a starite, a floating or hidden star, in each level by writing in the solution. Sometimes it would be wings to fly up to the treetop or maybe a chainsaw to cut it down. The game hosted a large dictionary and numerous levels, as well as a play-away start screen where players could waste hours away thinking of things to write. Scribblenauts was unfortunately hampered by a wonky physics and a terrible control scheme, causing our dear leader Maxwell to fall to his death often. Everyone was pretty bummed out as it could have truly obtained greatness.

Enter Super Scribblenauts, a sequel that worked extra hard to fix the problems in the initial game. Players can switch between a touchscreen-only control scheme or use the much welcomed d-pad. In addition to all the words from the original entry, new words are added as well as numerous adjectives. That pegasus can now be a happy pregnant pegasus; that sword can now be a large flaming sword; that house can now be an angelic polka-dotted house. And so on. Not every level requires adjectives used, but they do help to spice up the words you’ll continually spawn. And speaking of levels, Super Scribblenauts has about half of the amount in the original (120 instead of 240 or so), but this isn’t a bad thing. These new levels are much deeper and many can still be replayed three times in a row for a bonus challenge.

[AHWOOO SPOILERS AHEAD BLOOP BLOOP BLOOP]

But let’s talk about the last level of Super Scribblenauts: 10-5 (Follow the UFO!). I went into it expecting nothing more than a normal puzzle level that, when completed, would round out the last constellation. Nothing more, nothing less. The level opens up with Maxwell’s doppleganger hopping into a UFO, stealing the last starite, and zipping away to space. We’re told to follow him, so I wrote in a UFO of my own, and off we go! Once in space, the constellation shapes we unlocked earlier from completing levels form on the bottom screen with stars. By touching them, they fly up to the top screen to attack our enemy’s UFO. Do this a few times until the doppleganger crashes. Alas, the planetside crash ends up destroying the starite. What’s a boy to do? Well, I then wrote STARITE, collected it, and BEAT THE GAME. Credits began rolling instantly.

Hmm…yeah. A bit like a bucket of cold water to the face. I literally sat unmoving as the credits rolled by, but maybe that was because the credits are actually enjoyable to watch. Maybe. But yeah, it’s a little out of left field to have a boss fight in a game like this, especially when there was nothing foreshadowing such a thing all along. I mean, there’s no story. Are we supposed to care about this doppleganger? I happen to think he’s pretty cool and would get along with Maxwell just fine in the same fashion that Scott and Nega-Scott can bond like brothers. 

[END OF SPOILERS BWOOOOOOOOP]

Did Super Scribblenauts achieve the greatness the former game missed out on? No, not quite. It just feels like the game we should have gotten from the beginning. Still, a fun time, and one I’m definitely gonna revisit from time to time. I do love creating a friendly purple dragon and riding it into the sunset.

Radiant Historia and history as it should be

According to the GameStop guy, I was the fourth person to pick up a copy of Radiant Historia yesterday. I should’ve asked him how many fratheads came in for their copy of Bulletstorm, but I forgot. Either way, it’s safe to say that this new RPG from Atlus is either going to sell slow, but steadily or fall victim to being too niche for the industry to pay attention to. I mean, my local GameStop didn’t even have boxes out for it yet under the NEW RELEASES section. Good thing I pre-ordered it.

Greg Noe wrote about the game’s first hour, and I’ve played all that and 30 minutes more at this point. Nations are at war, and the world is in clear danger of being turned into a desert. Two time- and space-bending figures, Teo and Lippti, attempt to try again to save it all by putting history’s chances on a soldier named Stocke. Last night, after saving an allied spy, Stocke had to make his first crucial decision, and I’m curious to see how it’ll play out. If it doesn’t go well, that’s okay. The great thing about wielding the White Chronicle is that Stocke has the ability to travel back in time to key events and try things differently.

The first sixty minutes of the game, the time that encompasses the Prologue, is very tutorial, which isn’t a horrible thing, but I am eager to get out there on my own and figure stuff out as I go. A good portion of Radiant Historia‘s beginning is spent talking and pondering, and thankfully the story and writing is strong. Heck, one of the villians even used the word cacophonous, warming the fire burning deeply in my heart. It is also quite refreshing to see a protagonist that is not silent, that is more like Mass Effect‘s Shepard, that is not a bumbling idiot led by his partymates, but rather a leader, a decision-maker.

However, not all is perfect. The sound of Stocke’s footsteps begins to grate, the overuse of cliche JRPG bubble emoticons, and for some reason I find Stocke getting stuck in the strangest of places when running around. Like against NPCs or behind a treasure chest. Something about the collision detection is off. Minor stuff, but irky stuff nonetheless.

Still, the story and battle system have their hooks in me already. I want to desperately know what happens when I side with character X over character Y, and even though the game’s opening only had a few fights to it I can clearly see them really becoming headscratchers. These are not fights one can simply auto-battle their way through. Turn order is vital. Planning and precision are also equally important. That’s like the total opposite of Dragon Quest IX (post-game currently) where all I do in that one is run around, spam the attack button, gain experience and coins, and do it all again–all while watching an episode of The Office or something.

I think I’m really going to love Radiant Historia. Thanks, Mom.