Scribblenauts is a great achievement in game design, even if the controls and level design don't sync up perfectly.

User Rating: 8 | Scribblenauts DS
When Scribblenauts was first announced, DS owners everywhere began to take notice to its unquestionably promising concept: the ability to materialize any object you can come up with. For years, Scribblenauts was gathering more and more support. Gamers became enthused towards the expansive dictionary and the ability to summon any item, regardless of the obscurity. From a box to a dog to a time machine, thousands of items were up for grabs in Scribblenauts' world. After huge anticipation, Scribblenauts was released as a holiday hit on DS. Sadly, though, touchy controls and some questionable level design hurt what is otherwise the most creative and endearing title seen in the entire DS library.

Scribblenauts is a game that relies on the enormous premise that if you can write it, it can appear in-game. Using the DS touch screen, players can either type or write names of objects with the stylus. The objects can then be placed on-screen to use. The twist is that Scribblenauts will recognize a huge amount of words. The dictionary that exists within Scribblenauts is dauntingly tremendous, aside from some expected omissions that could very well change the ESRB rating of the game. The fact that you can create almost anything in game is incredibly unique. Note the "almost" in that sentence, because while the dictionary is impressive, it's also incomplete. The fact that you cannot create something as simple as a "popsicle" shows that there are still holes in the system. Still, it's absolutely astounding to see such commitment to a goal from developers. When 5th Cell said that the dictionary in Scribblenauts would be huge, they weren't lying, and the end result is proof.

The ultimate goal of Scribblenauts is to collect starites. Each stage puts the silent hero Maxwell in one of two situations: either a starite is located on the map to collect, or a starite is rewarded for completing a puzzle. In the latter, the Puzzle Stages, some sort of objective appears at the beginning of the stage that you must figure out by creating objects in the game space. Scribblenauts encourages the player to experiment with its dictionary and the Puzzle Stages are easily the finest moments in the game; they are incredibly fun to figure out. If the goal asks to refresh a parched man, why just give him a glass of water? Try something unique, like juice, milk, or even a ginger ale. It's these moments where you really feel like you've accomplished something in a creative way. Thinking outside the box is a major point in Scribblenauts. The Puzzle Stages aren't the most complex of levels, but they offer a lax and laid-back atmosphere where the only borderlines are those of your own mind. Few games have been able to create that kind of relaxing and inventive nature, so it's admirable that Scribblenauts pulls it off so incredibly well.

In the Action Stages, some sort of obstacle is placed between Maxwell and the starite. This can range from an intricate lever-door system to an aggressive animal guarding the starite. While these stages do possess some finesse early on, as you progress, they become too difficult and obscurely-designed. Walls and enemies abound in the later stages, and very few inventive ideas are available to use. Scribblenauts' most creative and fun aspect, the concept of experimentation which is shown in the Puzzle Stages, is lost. In fact, you can essentially use many of the "cheaper" ideas like wings or guns over and over again to complete many of the Action Stages. The fact that the Action Stages are so restrictive in the experimentation factor is a serious issue, making them some of the worst moments in the entire game.

Overcoming the experimentation problems is a respectably simple task, but overcoming the control issues is another ordeal entirely. For some reason, 5th Cell decided to make the interface more like that of a point-and-click game. Using the stylus, tapping a space in the level will let Maxwell move there providing the path is open. The stylus is also used to place items, link items together, or let characters use items as tools. The biggest problem is that the controls are far too sensitive. In many cases throughout the course of the game, tapping an item won't register, instead making Maxwell move to that spot. This could be overlooked in a less frantic game, but having Maxwell move into a treacherous shark-infested pool of water completely by accident is frustrating. The D-Pad, instead of being used for motion, is used to scan the levels and look at critical points in the stage. This isn't a particularly bad idea, but having Maxwell's movement and the placement of objects on the same input device is confusing and cripples the gameplay in a disappointingly huge way.

Scribblenauts uses the "Ollar" system, where completing levels in short time and/or creative ways offer a currency to unlock new pictures, songs, and most importantly, new stages. The fact that Scribblenauts also packs in over 200 levels is great (especially the Puzzle Stages) but being able to create your own levels in the Level Editor and send them to friends online using Nintendo's Wi-Fi Connection extends the replay value considerably. If you can get around the control issues and restrictive Action Stages, Scribblenauts will provide a tremendous amount of content worth revisiting.

The presentation of Scribblenauts is fondly reminiscent of a hand-drawn animation or a kid's cartoon. Characters have a blank, doll-like stare and the animations throughout the game are simple and cute. Maxwell's motions are a bit low on the technical side of things, but they look like a cut-out paper doll animation, which is remarkably more creative than messy. The lighthearted background music is entertaining and fortunately doesn't wear on the nerves. The dictionary's huge amount of items to summon compliment the presentation, as seeing even the oddest of items materialize in the game space is actually impressive. Though the presentation isn't the most technically-finessed game on the DS, the content and general aesthetic is cleverly designed.

Pros
+ Remarkably unique concept practically defines "innovation"
+ Cute aesthetic is reminiscent of a hand-drawn cartoon
+ Huge amount of stages and a level editor add plenty of replay value

Cons
- Controls are touchy and over-responsive
- Level design doesn't encourage experimentation in the Action Stages
- Dictionary has its moments of incompleteness

The reasons that Scribblenauts didn't reach DS nirvana are still in the dark. Perhaps Scribblenauts' hype was just too much. Perhaps gamers' imaginations just couldn't be condensed into a single DS card. Having to overcome the overly-sensitive controls and the frustrating Action Stages is a major hit to Scribblenauts' credit. If you can conquer these issues, Scribblenauts will charm and endear. The Puzzle Stages are some of the best moments in the game, rewarding creativity and offering thousands of ways to solve each challenge. With over 200 levels, a stage editor, and a tremendous dictionary of objects to access, Scribblenauts is a massive package. Still, its flaws are very intrusive and sour an otherwise phenomenal achievement in creative game design. 5th Cell cannot be praised enough for making such a unique and innovative title; they just forgot a few key components in the endgame. All in all, Scribblenauts is a fun game, and regardless of whether it was hype that made the final product lacking or something completely different, it's a creative project that will hopefully encourage future game developers to think outside the box when designing video games.