I'm kind of glad I waited to buy this. I was fairly convinced that it was something I'd have to get, but then I played it for a bit at PAX, and wasn't too impressed with the controls. Then the reviews started coming out with significant doubts on how fun the game actually is. I think I'm going to give it a pass, and hope that my friend at Nintendo will pick it up so I can borrow it.
Pros - Interesting concept, decent implementation Each item is distinct in appearance Fun, interesting puzzles with open ended solutions. Good level editor Often amusing when you take a sideways solution and make it work A unique and cool style
Cons- Many items are similar in performance, Though this is understandable in some cases. Puzzles that require exact items are often not clear, requiring a frustrating game of Hunt-the-right-word Some puzzles are ridiculously obtuse, For example, the tornado puzzle. Many items are there for the sake of it, rather than being useful Some items are unavoidably over-powered, and you tend to rely on them often Controls are ludicrously bad, with precision control practically impossible Item control - moving things about is often clunky and hard to do precisely
I don't know why they don't just let you control Maxwell with the arrows and use the A button to jump and B button to use a tool (if you are holding a tool). That simple modification, if the movement were calibrated properly, would make the game 1000 times better.
I don't know why they don't just let you control Maxwell with the arrows and use the A button to jump and B button to use a tool (if you are holding a tool). That simple modification, if the movement were calibrated properly, would make the game 1000 times better.
I second this. There is no excuse for poor design.
I don't know why they don't just let you control Maxwell with the arrows and use the A button to jump and B button to use a tool (if you are holding a tool). That simple modification, if the movement were calibrated properly, would make the game 1000 times better.
I second this. There is no excuse for poor design.
But it's a DS game! We have to use the stylus! There's no fun if you do it the boring way!
I'm glad I heard the bit about Scibblenauts on the Dominion podcast. I completely latched onto the marketing concept and was ready to pick this game up at full price, something I generally try to avoid doing with video game.
Now that I know the game is not nearly as flexible as advertised, I'm going to hold off on picking it up. I might eventually get the game for the novelty factor, but that will probably be in a few months when I can get it used on the cheap.
Comments
Interesting concept, decent implementation
Each item is distinct in appearance
Fun, interesting puzzles with open ended solutions.
Good level editor
Often amusing when you take a sideways solution and make it work
A unique and cool style
Cons-
Many items are similar in performance, Though this is understandable in some cases.
Puzzles that require exact items are often not clear, requiring a frustrating game of Hunt-the-right-word
Some puzzles are ridiculously obtuse, For example, the tornado puzzle.
Many items are there for the sake of it, rather than being useful
Some items are unavoidably over-powered, and you tend to rely on them often
Controls are ludicrously bad, with precision control practically impossible
Item control - moving things about is often clunky and hard to do precisely
Now that I know the game is not nearly as flexible as advertised, I'm going to hold off on picking it up. I might eventually get the game for the novelty factor, but that will probably be in a few months when I can get it used on the cheap.