
In the spirit of Halloween I shall mask myself as old Kotaku and review Super Scribblenauts they way they use to (and probably fail at it).
Super Scribblenauts is the follow-up tittle to 5Th Cell's 2009 game Scribblenauts which was ultimately so-so on account of wonky controls and lack of any real progression. Have they stepped up with their addition of Adjectives? We shall see.
Liked:
New Control Scheme For Max: In the first Scribblenauts the only way to move Max was to tap the screen and Max would flail towards the spot knocking down any intricate set up you had trying to solve the puzzle. Apparently 5Th Cell heard our screams of frustration and made Max controllable with the D-Pad which is much appreciated especially since there are some puzzle which require very steady movements and precise controlling.
Adjectives, Adjectives and more Adjectives!: The addition of adjectives really mixes up the Scribblenauts formula making creating things and solving puzzles that much more entertaining. Adjectives can alter the size, nature, even the texture of any item. For example, you can type in "Angry Orange House" and an angry bouncing house will appear and if you're standing too close you will get attacked by it. Adjectives also makes challenges more difficult by making them only solvable with certain adjective described items adding more thought to each puzzle.
Hints! For a fee: The addition of Hints comes in handy when a certain puzzle is wracking your brain. Though sometimes they are a little obscure they ultimately point you in the right direction to solving the puzzle. Hints appear in a small hourglass that fills up over time, if you take too long solving the puzzle the hint will start ticking and let you know there's a hint available. Inclusively, you can buy the hints if you have enough Ollars and don't want to wait. You get three hints in total with the final one pretty much telling you what you need to summon.
Didn't Like
Repetitive Levels : Seriously Super Scribblenauts how many times do I have to see that 3x3 grid with the fill in the missing squares stage? I can honestly say that out of 6 played levels I've seen that grid easily 8 or more times. With the addition of adjectives you'd think that their levels would vary more. That also goes for the create-a-blank machine level. I swear between those two levels its about 40% of the entire game.
Wow This Game is Short: The first Scribblenauts had two sets of levels per world. That made the game extremely long and challenging since the flip levels where usually much more harder. Heck I still haven't gotten through all the flip levels. Super Scribblenauts ditches that ( I guess they needed room for all the "wacky" adjectives) and just lets us repeat the level using different words and adjectives. Personally I hated doing that because it got really old after doing that stage twice. The entire game has about 12 levels with about 12 puzzles each. Compared to the first Scribblenauts 20 levels and about 24 puzzles per level.
Still Lacking Any Direction or Objective: This game suffers from what the first one did, With the ability to make anything a reality you get bored because you have no sense of direction or any sense of structure. When you complete a level it doesn't really feel like you've accomplished anything other than killing time. There's no overall story no real point to do anything other than solving the puzzle right in front of you.
Obscure Wording. Yep Again : Yes this game also suffers from the weird wording that the first one did but this also includes adjectives. You will get frustrated when the game continuously crosses out what you're trying to spawn even if you've tried every word you can think off for the item and even resorted to writing it in another language out of frustration. I don't blame 5Th Cell because they do have a lot of stuff to add but making them less complex to create would be ideal. They don't even bother correcting it they just cross it out and spawn whatever the noun was.

