Super Scribblenauts Lifts Off in Hollywood

We talk to Jeremiah Slaczka, creative director of the game, at the launch event, as well as give some early impressions on the title.

By Evan Campbell. Posted 10/11/2010 10:00 Comment on this     ShareThis

Scribblenauts Maxwell

The Nintendo DS game that lets you pit God versus Goliath is back. Warner Bros. Interactive, with the help of GameStop, officially launched Super Scribblenauts on Sunday in Hollywood, Calif.

The launch event allowed people to purchase the game early and snag some sweet swag, like Maxwell headphones. And it also gave me the opportunity to meet up with Jeremiah Slaczka, creative director and co-founder of 5th Cell, which created Super Scribblenauts.

Evan Talking W/ 5th Cell's Jeremiah SlaczkaEvan, left, talks with Jeremiah Slaczka, creative director and co-founder of 5th Cell, which developed Super Scribblenauts.

Slaczka talked about his excitement for the launch of Super Scribblenauts and how this sequel fixes everyone’s complaints from the first game.

Super Scribblenauts is a better version of the original game,” Slaczka said. “[5th Cell] took all the fan feedback, all the reviews [from Scribblenauts], and said, ‘OK, What do people like and what do people not like?’ And then we incorporated that in to [Super Scribblenauts].”

One major issue critics and gamers complained about with Scribblenauts related to the controls. Maxwell was only controlled by stylus, without the option to directly navigate him by more traditional D-pad input. Slaczka said that will not be an issue with the sequel.

“You can have complete control of Maxwell [utilizing the D-pad],” he explained. “You’re not telling Maxwell what to do, you are Maxwell.”

After an hour with the final game, I can back up Slaczka’s statement. The addition of D-pad controls eases a lot of the frustration from the first game. I had no problem maneuvering Maxwell around environments and grabbing Starites in Super Scribblenauts.

Super Scribblenauts Screenshot Super Scribblenauts Screenshot

Another significant addition to the sequel is the inclusion of adjectives. Players now can add descriptors onto words, which makes for a better game, according to Slaczka.

“Adjectives just made sense because people like the whole object system and having the ability to write fuzzy ball, zombie tree or shy car makes [the game] way better.”

The ability to add adjectives to nouns really opens up a new level of depth in regard to creativity. I played around with Maxwell on the title screen, making inanimate objects have feelings or tinkering with abnormal characteristics for humans. For instance, I created an icy girl, who shined with a supernatural gloss (like X-Men’s Iceman). And I was delighted to see her lose her chilly appearance by the addition of a hot guy.

With improved controls and the addition of adjectives. Slaczka feels confident about Super Scribblenauts’ success. He also informed me that the game has equaled pre-order sales of the original, which sold really well.

Before leaving the event, I also made sure to inquire about 5th Cell’s plans for Nintendo 3DS. Slaczka did not have much to say on the matter, however.

“[5th Cell is] not working on anything yet [in regard to 3DS], we’re more like just looking at it,” he said.

Super Scribblenauts hits retailers nationwide Tuesday for a MSRP of $29.99.

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