Oh, Scribblenauts. Feted at the E3 games
expo earlier this year, anticipated by every games scribe on the planet on the
basis of your supposedly endless adaptability – how we hoped for great things
from you. However, once the novelty of being able to conjure up damn near
anything we could imagine wore off, we realised that you are nothing more than
a good, if far from addictive, DS game.
It's not your fault - we just expected so
much. Your cutesy graphics looked so adorable, as was the fact that we could
conjure up so many things from the onboard memory (platypus! Shrinkray!
Cthulu!). Put that sort of adaptability into a puzzle game - conjure up objects
to get your character to the "starite" (or, to put it another way, "star"), thereby beating the level - and it should
have been amazing. And it is, for a while, until you realise that most puzzles are
less well served by that sort of adaptability than by constantly choosing "ladder"
or "jetpack".
Some of the puzzles are noodle-scratchingly
hard, sure, and it's a perfect pick-up-and-put down sort of a game, but we were
expecting a revolution. And don't even get me started on the lack of actual scribbling...
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