Thursday, October 08, 2009
Scribblenauts? More like scribble not.
I have a review of Scribblenauts up at thephoenix.com. Innovative or not, it is not a very good game. It's fun to mess around with, and my wife wants me to tell everyone that she really liked it. (That's not as minor a footnote as it may sound -- this may be the first time that's ever happened. You wouldn't believe the number of supposedly casual-friendly Wii games she hasn't liked. The list of games she likes now stands at two: this, and Rock Band.) But there's little more here than promise that a later game might be better.
I find I'm losing patience with games that don't work well to begin with. Everybody made so much out of how everything you summon in Scribblenauts acts correctly -- bears are hungry, helicopters fly, and so on -- but I found that not to be the case. Things rarely did what I expected them to. Maxwell hardly ever went where I wanted him to. And perfectly logical solutions didn't pan out, because the governing logic naturally can't be all that different from one type of thing to another.
There was a time when I'd put up with a game's foibles, because it was the only one I had on hand, and what the hell else was I supposed to do? These days I feel more like I can't be bothered with a game that hasn't put in the effort to smooth out the edges. I love the idea of Scribblenauts. I really do. I also love the idea of world peace. Sometimes you bump up against reality.