Scribblenauts (Nintendo DS) - Let's Play 1001 Games - Episode 615

Scribblenauts (Nintendo DS) - Let's Play 1001 Games - Episode 615

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A game of pure imagination

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I'm Gaming Jay: Youtube gamer, let's player, fan of retro games, and determined optimist... Join me in this series while I try out EACH of the video games in the book 1001 VIDEO GAMES YOU MUST PLAY BEFORE YOU DIE, before I die. The game review for each game will focus on the question of whether you MUST play this game before you die. But to be honest, the game review parts are just for fun, and are not meant to be definitive, in depth reviews; this series is more about the YouTube gamer journey itself. From Mario games to the Halo series, from arcade games to Commodore 64, PC games to the NES and Sega Genesis, Playstation to the Xbox, let's play those classic retro games that we grew up with, have fond memories of, or heard of but never got a chance to try! And with that said, the game review for today is...

Scribblenauts
from https://en.wikipedia.org/wiki/Scribblenauts_(video_game)

Scribblenauts is an emergent puzzle action video game developed by 5th Cell and published by Warner Bros. Interactive Entertainment for the Nintendo DS. The game was released in 2009 in all regions except Japan, and in 2011 in Japan as Flash Puzzle: Maxwell's Mysterious Notebook[a] by Konami.[5] It is the third Nintendo DS video game made by 5th Cell, the first two being Drawn to Life and Lock's Quest. The objective of Scribblenauts, as implied by its catchphrase "Write Anything, Solve Everything", is to complete puzzles to collect "Starites", helped by the player's ability to summon any object (from a database of tens of thousands) by writing its name on the touchscreen. The game is considered by its developers to help promote emergent gameplay by challenging the player to solve its puzzles within certain limitations or through multiple solutions.

Jeremiah Slaczka, creator and director of Scribblenauts, envisioned the game as a combination of solving life situation puzzles alongside Mad Libs. His vision was brought to realization through the "Objectnaut" engine created by 5th Cell's technical director, Marius Fahlbusch. Objectnaut allowed for a data driven approach, and a significant portion of the development time was spent researching nouns and their properties, and categorizing them into the Objectnaut database. This, along with the simple art designs of 5th Cell's Edison Yan, allowed for the team to easily add new words to the database without expending much effort to program new behavior.

Scribblenauts was first shown in a playable form at the 2009 Electronic Entertainment Expo, and became a sleeper hit, winning several "Best of Show" awards,[6][7] being the first portable console title to win such praise. Reviewers believed that 5th Cell delivered on their promise to allow nearly any possible object to be created for use in Scribblenauts, but also lamented that the choice of controls in the game hampered their full enjoyment of the title. The success of the title has led to a number of sequels including Super Scribblenauts, Scribblenauts Remix, and Scribblenauts Unlimited. The series has sold over 13 million copies.

Scribblenauts was first conceived in the second quarter of 2007, near the same time that they had envisioned Lock's Quest.[9] Creative Director for 5th Cell, Jeremiah Slaczka, stated that they were seeking counterparts of Nintendogs and Brain Age, games that had attracted a much wider demographic than most other niche games, that 5th Cell could develop.[18][21] The concept of Scribblenauts came from a combination of a previous idea he had for the DS that was similar to Mad Libs and a dream of his.[22] An example given for the Mad Libs was that players could write a Mad Lib of a "dog walking through a forest", and a dog would appear in a forest and walk through it. However, he realized the game would be tedious and that players would only be interested in using keywords. The dream was of being inside an Aztec temple and having to solve puzzles; one in particular involved three paintings, with the objective being straightening them and then moving on to the next room through a portal.[22] While he thought it was a good idea for a game, he also felt that it lacked both a hook and replayability. He debated whether this would work best on the Wii or the DS, but later decided to combine the writing element with a puzzle element to fix the lack of replayability.[19] Slaczka realized that the concept of the game might be considered impossible by other programmers, but found that 5th Cell's Technical Director Marius Fahlbusch felt confident they could create the required elements.




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