Super Scribblenauts has become a solid successor to the first Scribblenauts, but especially those that didn’t play the original will be charmed by it. For veterans there’s actually too little new to be found, eventhough the gameplay and controls have improved, the options expanded and the presentation still remains equally cute.
The setup is still as simple as it is ingenious. Write a word and whatever you think of, it comes to life in the game. These objects, people or animals can be used to bring your mission to a good end. Biggest innovation this time is that you can add adjectives to nouns which makes for an even bigger vocabulary of ten thousand words.
And as a result also infinite possibilities with which you can get to work and have tons of fun with in the free mode where you can do what you want. Just about anything you can think of is possible and for young and old this remains one big playground of vocabulary and discovery: a first time where your scribble comes to life and a second time when you see how you can let it interact with all kinds of other things.
Handy for those who closed their DS in frustration with the first Scribblenauts is that you can now control Maxwell with the D-pad. No longer you’ll have trouble to both move and puzzle with your styles. And puzzling you’ll do as just about all levels as you to solve one. Too bad the makers didn’t succeed in making the game react equally intelligent to your solutions.
Although you can think of very fun or creative alternative solutions of your mission in seconds, the game will often only count the simples solution as correct. It’s understandable that a DS game doesn’t know all meanings and alternative possibilities of each word, but it’s quite a disappointment if your funny finding isn’t recognised.
A bit more freedom and some more open-ended missions would have therefore been more than welcome to completely let the magic of writing words bloom. However, that doesn’t mean you won’t get tons of fun at times with thinking about all kinds of ways to use a time machine or crush some vermin. A better balance between the very open puzzles of the first game and the more focused successor would have been ideal. The replaying of levels or solving one problem in all kinds of ways isn’t a thing here.
Don’t buy Super Scribblenauts if you’re looking for interesting and exciting puzzles. But if you don’t have the first game – or were a total fan – then the magic of bringing to life your own thoughts in the free mode an sich will deliver plenty of entertainment. This sequel is a lot tighter put together qua controls and gameplay, and the possibilities have become quite a bit more extensive. Unfortunately the makers didn’t manage to make the levels themselves interesting. Let’s hope for Super Super Scribblenauts to fix that?