Archives For September 2009

Review – Scribblenauts

September 19, 2009 — Leave a comment

Originally published in The Daily Toreador.

Have you ever been playing a game and thought to yourself, “Man, if only I had a ladder I could just climb up this cliff”? Or, “If only I had a can of bug spray, these bees would be no problem”?

The premise of “Sribblenauts” for the Nintendo DS is to make all of those “what ifs” a reality. And it works extremely well.

While it has a rather cartoony, 2D look, “Scribblenauts” features one of the most complex and innovative gameplay mechanics in a long time. As the tagline says, “Write Anything. Solve Everything.” In order to solve the game’s puzzles and progress through its levels, you simply type in a word or phrase that you want in the game world, and it’s there.

When I say “anything” I really mean “anything.” The list of objects you can summon in the game exceeds 22,000. This includes commonplace items like “baseball bat” or “car,” but also lets your imagination run wild. Type in “chupacabra” and the mythical vampire creature appears. Type in “water park” and a water park is yours to place in the game world.

Anything goes, so long as it’s not copyrighted, vulgar or a proper noun. Though there seem to be a few exceptions to the last one, as typing “Einstein” summons a white-haired scientist, but for the most part you can’t type things like “Michael Jackson” and expect someone to bust onto the screen moon dancing.

The developers of the game obviously realized the potential for this system as a straight-up toy rather than a game, and as such the title screen doubles as a playground for you to simply summon objects and see what happens.

It may not be surprising that this sandbox area provides some of the most fun you’ll have with “Scribblenauts.” I’ve literally spent hours seeing how objects and characters interact with each other. For example, I’ve found out that Satan is afraid of churches, nihilists are afraid of God, and capitalists are afraid of communists.

I’m not joking. You can summon all of those things just to mess around. Vampires, jet packs, swords, bras, gangsters, UFOs, time machines… I have yet to find a single object (that isn’t a proper noun) that isn’t in the game.

So what is the game? I’ve spent a lot of time talking about the innovative writing mechanic, as that’s really “Scribblenauts’” main draw. However, there is also a very compelling puzzle game to be found here.

Gameplay is essentially divided into two types of levels: puzzle and action. In the puzzle levels, you are given a task with a hint about what to do. For example, one of the earlier puzzles simply says, “Reunite the cat with the girl,” and shows you a cat on a roof. Now, how are you going to solve the puzzle?

If you’re thinking simply, you can just summon a ladder, climb onto the roof and grab the cat. But there are far more interesting solutions to the puzzle. If you set the house on fire, for instance, the cat leaps off out of fear. If you summon a fireman, stereotypes run their course and the cat jumps safely into the fireman’s arms. Each of these and more is considered a perfectly acceptable way of solving the puzzle.

It really brings new meaning to the idea of playing a game your way, with no set boundaries.

The action levels work in pretty much the same way as the puzzles, except your only objective is to obtain an object known as a “starite.” How you get to said object is entirely up to you, and may require some thinking.

“Scribblenauts” has sort of come out of left field and surprised a lot of people, myself included. It wasn’t even on my radar until recently. But the innovative game mechanic and unbelievable amount of in-game objects is simply astounding to see.

If you have a DS, I implore you to at least give “Scribblenauts” a try. The puzzle gameplay may not be for you, but summoning random objects can be a blast in and of itself.

Originally published in The Daily Toreador.

We’re students. We often feel as if the last thing we want to do in our free time is flex our brains.

But that shouldn’t be the case when a “Professor Layton” game is involved.

The good professor debuted here in the US on the Nintendo DS a couple of years ago with “Professor Layton and the Curious Village,” a game that received high critical praise but didn’t exactly set the sales charts on fire at first.

Developer Level 5 has tried again with “Professor Layton and the Diabolical Box,” and it’s even better than the first.

The game, like its predecessor, combines a fantastical mystery story – told with a very European art style – with over 150 logic puzzles. The story alone is interesting enough that you might want to play just to see where the plot goes next, but the brainteasers are really where the meat of the game is.

The 135 puzzles of the original game were great, but sometimes they felt repetitive and uninspired. For example, there were multiple puzzles that involved matchsticks, in which you would have to move one or two sticks to change one shape into another. Many people grew to hate them.

Not only are these puzzles gone entirely in the sequel, but the puzzles in general feel more varied and unique, despite there being more of them overall than in the original. Sure, there are plenty of word problems and riddles, but they can still be a joy to solve.

While the act of solving puzzles itself hasn’t changed much (you still play the game entirely on the touch screen) there are still minor improvements to the gameplay that are much appreciated. One of them is a “Memo” feature available in every puzzle, which lets you jot down notes and figures on top of the puzzle while you try to work out the solution.

Another major improvement is in the puzzles that are required to be solved. You don’t have to complete every single puzzle to complete the game (though you may want to anyway), and none of the especially hard puzzles are usually necessary to progress through the story.

As in the first game, “Diabolical Box” has support for the Nintendo Wi-Fi Connection, which provides new, free downloadable puzzles on a weekly basis, extending the replay value of the game.

There are some diversionary mini-games included too, but for the most part they aren’t too interesting. They include building a camera, training a fat hamster and brewing new forms of tea. Of these, camera building is probably the most intriguing while I found making tea rather boring.

I’ll be upfront: I love puzzles already. I was a Sudoku fiend when those first became popular, and my dad trained me to be a Tetris champ. So you could say that “Professor Layton” caters to me already.

However, I think the appeal of the “Professor Layton” series could extend beyond the typical gamer in a way that “Wii Fit” doesn’t, and that’s pretty special.

For example, my girlfriend, who doesn’t play many games, liked what she saw of “Professor Layton and the Diabolical Box” so much that she took my old DS and played through “Professor Layton and the Curious Village” in its entirety, and is now starting on the new game. The fact that she enjoys a video game as much as I do is very exciting for a nerd like me.

The series has become quite popular in its hometown of Japan, where there is a fourth game and a live action movie in the works. Here in North America, Nintendo has all but announced a release for the third game in the series here in 2010.

Unless you simply run in fear at the thought of riddles, mazes and brainteasers, I highly recommend you check out “Professor Layton and the Diabolical Box.” It can be some of the most fun people have with their Nintendo DS.

Originally published in The Daily Toreador.

I’ve got to be honest. I’m not the biggest fan of “Batman.”

Sure, I loved “The Dark Knight” and have read several of the comics throughout my life, but he’s never been my go-to comic book hero. I prefer heroes that are more super, like Superman, Spider-Man, Iron Man … I guess you could say I’m more of a Marvel dude than DC Comics.

But those other heroes? Video games based on them have never really measured up to “Batman: Arkham Asylum.”

The game, which is available now for the Xbox 360, PS3 and PC, takes the best aspects of a lot of games and fuses those to the things that make the Batman mythos so compelling for so many people. There’s some great brawling for the fighting sections, some great stealth elements, great exploration and great storytelling.

So let’s start with the story. “Arkham Asylum” begins immediately after Batman has captured everyone’s favorite villain, The Joker. He’s taking Joker to the famous Arkham Asylum psychiatric institute outside of Gotham City, but he’s worried that Joker gave up a little too easily.

These fears are far from unfounded, as Joker immediately springs a trap and locks everybody in Arkham – Batman included – with no way out and no clue as to Joker’s ultimate game plan. The only thing that’s clear is that the inmates are now literally running the asylum.

The story is mostly told through cinematic cutscenes, but there are also quite a few sections where Joker talks to you through televisions and speakers around the asylum as you explore, and you can pick up recordings of famous Batman villains for a little backstory. It all comes together in a nice narrative package that works really well, even if none of the elements are exactly original.

You’ll be facing off against plenty of Batman bad guys that even casual fans such as myself can recognize. Harley Quinn, Poison Ivy, Scarecrow and Bane among them. You are also in constant contact with The Riddler, who has placed a large variety of riddles and challenges around Arkham for you to complete.

The game is very dark and atmospheric – something most people loved about “The Dark Knight” film. Rather than Christian Bale, however, the game uses fan favorite voices from the old cartoons. Kevin Conroy is the voice of Batman, and Mark “Luke Skywalker” Hamill pulls off a brilliant performance as The Joker.

Gameplay is nice and varied, and is truly greater than the sum of its parts. The stealth gameplay won’t beat “Splinter Cell” and the combat is no “God of War,” but they’re certainly good enough, and you’re never caught doing either for more than you’d like. Everything seems to be balanced extremely well.

You also gain experience points as you fight and explore, allowing you to upgrade different skills and abilities to help you around the asylum.

The game uses an open world which allows for plenty of exploration. This is complemented perfectly by the Riddler’s challenges, which are genuinely fun to seek out and encourage players to find neat little details that the developers put into the game.

The average player will probably complete “Arkham Asylum” in about 10-12 hours, but the Riddler challenges and Challenge Modes can keep you busy for a while after that.

It’s not very often that a video game based on a licensed property is any good, but “Arkham Asylum” isn’t just good. It’s fantastic. Even if you’re not a very big Batman fan, there’s a good chance that you’ll find plenty to love in this game.