Mista Koo
Creative Director
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استعراض وانطباعات IGN
استعراض Eurogamer
استعراض وانطباعات GameSpot
استعراض Nintendo Power
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استعراض وانطباعات IGN
http://ds.ign.com/articles/991/991132p1.htmlThe small team has been working on what could be one of the most creative and most ambitious DS games yet. At least, that's what they want you to believe, and after playing the game at Warner Bros. Interactive's booth at the Electronic Entertainment Expo, I do. I really do. Don't let the simplistic visual style fool you: this is easily one of the best games at the show for any platform.
First, the concept for those who haven't been following the game: players control the game's character Maxwell whose task is simple: collect a star within the specific level. By himself he just doesn't have the means to acquire the star because they're placed in locations that are juuuuuust out of reach. So he needs help. Your help. Using your vast vocabulary of nouns, drop items in the area to help him get to that star. If there's a dirt wall in the way, call up a shovel. Need to get to higher ground? give him a set of wings.
The game has a vast amount of items to bring up, either by typing on a touchscreen QWERTY keyboard, or handwriting it in. It was difficult to come up with items that aren't represented in Scribblenauts, and if you misspell your word it will check your spelling and give you a choice of words that came close to your typo.
Objects also have behaviors attached to them. Watering cans can drip water, jetpacks can fly, shrink rays can reduce the size of other objects. Write Velociraptor and Stegosaurus, and watch the raptor get an easy lunch against that herbivore. Bring a werewolf in and watch him pass his lycanthropy to an innocent human. This game is all about discovery and using objects in creative ways.
The final version of Scribblenauts will feature a level creator that gives powerful construction tools to the gamer...and the creations can be transferred to other Scribblenauts owners via Wi-Fi trading. Unfortunately the E3 demo didn't have this mode implemented, but we could at least tinker around with objects with an open world "sandbox" option.
5th Cell's clearly having a blast putting in objects as inside jokes. Be sure to type in "keyboard cat" when the game ships later this year.
استعراض Eurogamer
http://www.eurogamer.net/articles/scribblenauts-previewOne of the most dependable joys of writing about videogames is hearing the implausible claims made by developers regarding their latest titles: "hundreds of separate light sources", "the frame rate will be locked at 1600fps", "it's basically interactive storytelling", "this time, you'll really care about Falco Lombardi". But Scribblenauts tops them all. This mild-mannered DS game has a premise so staggeringly unlikely that when you first hear it you may find yourself trilling with dainty laughter at the very thought of somebody trying to pull it off. "Yeah," sighs lead designer Matt Cox, the very somebody in question. "We tend to get that reaction a lot."
The premise is this: Scribblenauts is a platforming puzzle game, in which Maxwell, a chirpy cartoon boy who appears to have had a be-quiffed television set jammed over his head, has to collect Starites by completing a variety of challenges - dislodging one from a high tree, for example, or winning one as an award for helping an old man pass an eye test. "WarioWare is the best analogy for the way the game plays," says Cox. "It's different kinds of situations, one after the other, with a wide range of challenges." And the implausible bit? To beat each level, the player summons objects to help Maxwell, by writing their name on the bottom screen.
Yes: any object.
Scribblenauts' graphics are a mixture of 2D backdrops and 3D models - a little like New Super Mario Bros.
Well, any object within reason. Proper nouns and anything grotty have been ruled out, but these are just about the only limits to what you can conjure up. The game's trailer, which features that Starite stuck in a tree, offers three different examples of the system at work. In the first, a ladder is summoned, and Maxwell simply climbs it to get his prize. In the second version, he calls up a football, and kicks it to dislodge the Starite. The final playthrough sees him conjuring up a beaver to gnaw through the trunk. Presumably, you could also blow the tree to pieces with nuclear weapons, ram into it with a New York City taxi cab, or even dislodge it with a passing swoop of a Sopwith Camel.
As the beaver example suggests, everything summoned into the world will act appropriately. "A lion behaves like a lion, and a frying pan behaves like a frying pan," says Cox. "It's all realistic, and it has to be: it's not like you write 'oven' and you get a magic oven that you can fly around on." There's another dream of ours cruelly dashed.
Unlikely as all this seems, 5th Cell, the developer of Scribblenauts, does actually have previous form with this kind of game. Drawn to Life, its breakout DS title, featured a similar user-generated premise, albeit one a lot more contained, as players sketched in their own artwork for the game's main character and much of the environment, before embarking on a simple platforming quest.
But Scribblenauts is a lot more ambitious, and the team has spent much of the last year trying to make the concept work. That's no easy task, since every word in the game's dictionary not only needs a corresponding graphic, but a set of believable attributes and behaviours as well.
5th Cell has taken the unusual step of developing the game without a publisher attached, so that they could have complete control over the direction it takes.
To help them with this frankly insane task, the developers have created a database called Objectnaut. "The way it works is we've started with the qualities rather than the objects," explains Cox. "We've started with categories and sub-categories, like flammable, electrical, heavy, organic, and then we place each object within this framework. That means an object already inherits loads of qualities as soon as it's put into the system: we don't have to say fire would burn this wooden ladder or this boat. We simply say fire would burn everything that's flammable, and anything made of wood will already be marked up in the database as flammable. And when someone slots in a bird, we know from the start that it's organic and it flies, and it has AI properties and that sort of stuff, right from the word go. We don't have to go through thousands of objects one by one, assigning properties." So with Objectnaut in place, it's just a case of filling up the database. With every single object players are likely to think of. Simple.
So that's what 5th Cell is doing right now, with a team of around twenty people. "We're all going through dictionaries," says creative director Jeremiah Slaczka. "We have people coming up with the words, people coming up with the art, people coming up with the database entries." And, crucially, how big will the finished database be? Slaczka laughs. "If you can write it, it will be in the game."
"It's hard to give people a sense of the scope of the game," admits Cox. "And people are sceptical: they think we'll use the same assets for lion and tiger and leopard, say, but we won't. We've got different art and different properties for all of those. People are going to be genuinely surprised by how deep the dictionary goes."
It feels like a trick of some sort, particularly given how confident the team seems, but 5th Cell assures us they're not procedurally generating content - how could they be? - or outsourcing the whole process to some slave labour camp in China, where orphans spend their day leafing through encyclopaedias and dictionaries, suffering paper cuts and early-onset tendonitis for a dollar a day.
However they're doing it, it seems to be working. As a test, we ask if Scribblenauts' dictionary has something as obscure as a chafing dish in it - as you'll know from Hot Shots, that's a traditional serving piece used at brunches to keep food warm. Within minutes, Cox has emailed us a screenshot of it. "The chafing dish has been in for a long time," he laughs. "We're into the specialist area right now - if you're a palaeontologist and you know some ridiculously obscure kind of dinosaur, that's what we're putting in at the moment, as we've done all the main ones."
Handwriting recognition is crucial to the success of the game - the developer is currently working on its own system.
Of course, even if the dictionary is as good as 5th Cell says it is - and the developers are winningly confident on this front - won't the game be a nightmare to balance? How do you create challenges in which the player can respond by doing absolutely anything at all? Rather than fearing such an eventuality, Slaczka seems to actually relish it. "We're well aware that people will be able to do things we hadn't even thought of. Just the other day, in the tree level, somebody wrote 'anvil', which doesn't seem like much help. But then they wrote 'glue', and stuck the glue to the anvil, and then stuck the anvil to the Starite, and it pulled it down out of the tree. I would've never thought to do that before, and we didn't program it, but because the objects all have physical qualities that make sense, the game can decide whether a solution's going to work. The system works by itself, and we don't have to worry about it."
With two different types of challenge available - simple casual scenarios with a single goal, and then more involved hardcore puzzles which feature enemies, platforming, and larger maps - Scribblenauts should provide plenty of thoughtful distraction to go along with its astonishing premise. "You'll have to contain things, escape from things, maybe cook things, and that sort of stuff," says Cox. "The fun of the game lies in interaction: spawning a bicycle and riding around on it is cool, but then you put a ramp up, and then put a rocket on it. That's cooler."
One of the unexpected side effects of Scribblenauts may be a spike in teenage literacy - and the frequency of rocket-powered bicycle experiments.
But there's no point hiding the fact that as much as Scribblenauts is a game about increasingly complex puzzles, it's also about the eternal simplicity of magic: of coming up with the most obscure object imaginable, and seeing if it's actually lodged somewhere inside that tiny game card - and then, of course, seeing how it behaves when you shove a rocket onto it. That's the player's real long-term challenge, perhaps: reverse-engineering 5th Cell's database, and sounding out the limitations of the system, trying to find that elusive something the developers didn't expect you to think of. And if that sounds like your kind of thing, you can start by crossing beavers, footballs, ladders, chafing dishes, and all the more obscure dinosaurs off your list already. Cox and Slaczka already have them covered.
استعراض وانطباعات GameSpot
http://e3.gamespot.com/story/6211254/scribblenauts-hands-on-impressionsThe Nintendo DS is rife with platforming games, but not a single one is like Scribblenauts. In this game, you guide a cute kid named Maxwell throughout a world, which consists of 220 increasingly difficult levels. The one common theme that draws all of these levels together is the way that you conquer the obstacles that lie before you: think of a solution, type it out on the touch screen, and that object will appear before you, ready to be used. With tens of thousands of objects in the game, it's awfully hard to think of something that the game doesn't have in it (provided you're not thinking of such an abstract concept as communism).
Who's Making This Game: Scribblenauts is being developed by 5th Cell, a studio with a history of charming and creativity-driven DS games. The company most recently brought us Lock's Quest, but before that it made Drawn to Life, a platformer in which you actually drew your main character. So it's a team with a good track record for taking interesting ideas for how to use the DS touch screen and putting them into action.
What the Game Looks Like: It's 2D platformer with a rough, hand-drawn art style, but a style that's also cute and appealing at the same time. It's quite similar to the look of Drawn to Life. The objects that you call into the world aren't terribly detailed, but with the sheer number of them stored in the system, that's entirely understandable.
What There Is to Do: The game is split into traditional platforming levels and smaller, more deliberate puzzles. In the puzzles, you're given a quandary and told to find a solution by using objects that you think of on your own. One example that we saw put the player on one side of a small island, and a star (your goal) on the other side beyond a tall wall. The easiest solution is to write the word jetpack, have it appear, pick it up, and attach it to Maxwell and let him fly over the wall. But if you want to get more creative, you can spawn a dolphin into the water, a diving helmet for Maxwell, and ride the friendly dolphin under the island to the other side.
The platforming levels are more traditional 2D, run-and-jump fare. You might encounter a wall too high for Maxwell to leap over, so a quick solution would be to spawn a ladder and climb it. If you reach a gap too wide to leap across, you can simply spawn a plank of wood to cover it up. These sound easy, but some of the later levels that we saw were pretty nasty. The difficulty definitely ramps up as the game goes on. At one point, we encountered a level with deadly sharks in the water between you and your goal. It took us a few tries to figure out the best solution as we continued to get eaten over and over, before realizing those same dolphins that we used earlier would actually fight the sharks on our behalf. That, or you could just drop a toaster in the water and electrocute them to death.
Adding more replay value is the fact that you can return to all of the levels that you've beaten to edit them with the level-editing tool, and replay them in an advanced difficulty mode that remembers which objects you used last time and prohibits you from using them again.
How the Game Is Played: Every bit of movement is done with the touch screen. You tap where you want Maxwell to go, and he'll automatically jump over small obstacles and gaps. You punch in letters with the stylus to write objects, and then drag and drop them wherever you want them to go. In fact, the only buttons that you use are on the directional pad, which is for moving the camera to scope out terrain that you haven't reached yet.
What They Say: The official Web site asks, "What if anything you could think of could be used to help you in a video game?"
What We Say: Well, it obviously doesn't have everything you can think of, but it's sure close. All sorts of things from shark repellent to the specter of death are in there for you to type up, call into the world, and use for solving puzzles and traversing over 2D platforming environments. We really enjoyed what we played of Scribblenauts. You can expect to see more on the game in the very near future
استعراض Nintendo Power
انطباعات أعضاء GAF- This article says there are 280 stages, not 220. Awesome.
- At one point, the creative lead on the game found a bug in which he placed two bunnies on the field, and they reproduced infinitely and eventually crashed the game.
- Another bug he found: an elephant picked up a bazooka with its trunk and started firing wildly. Oh my GOD.That's a bug?! Leave it in!
- The currency system is in "Ollars". You can buy new levels, avatars, and music.
- YES ONLINE LEVEL SHARING CONFIRMED. Friend Codes and all, but what-ever.
I had played all the big titles at E3. Private showings of God of War III, Heavy Rain, Alan Wake. But at 4:00 on Thursday, I was wandering around the show floor, wondering what else I had to see. I saw a small little booth for "Scribblenauts!" in the Warner Bros. Interactive Entertainment section. I mean, who goes to that booth? But I remember hearing about it on GAF, and so I decided to check it out.
Best game of E3? Without a doubt. Anyone who says otherwise did not play Scribblenauts. Best game of all time? Jesus Christ, I don't know, maybe. It's a game that challenges your IMAGINATION. No other game has ever done that.
So listen to this story. I was in the early levels; I didn't quite have an idea of how ridiculously in-depth the database was. I was summoning things like ladders, glasses of water, rayguns, what have you. But I reached a level with zombie robots, and the zombie robots kept killing me. Rayguns didn't work, a torch didn't work, a pickaxe didn't work. In my frustration, I wrote in "Time Machine". And one popped up. What the? A smile dawned on my face. I hopped in, and the option was given to me to either travel to the past or the future. I chose past. When I hopped out, there were dinosaurs walking around. I clicked one, and realized I could RIDE THEM. So I hopped on a DINOSAUR, traveled back to the present, and stomped the fruits out of robot zombies. Did you just read that sentence? Did you really? I TRAVELED THROUGH TIME AND JUMPED ON A DINOSAUR AND USED IT TO KILL ROBOT ZOMBIES. This game is unbelievable. Impossible. There's nothing you can't do.
Tried this today... Holy awesome. It does everything but copywrited and vulgar stuff.
It did shrimp, lighter, pool, zombie, pirate, ninja, ping pong ball, grill, rollercoaster, lanyard, sword, chainsaw, trampoline, lawnmower, shiruken..
You can summon a corpse, battery, and wire, attach them and it will bring the corpse back to life . I also put raw meat on the grill and it cooked it!
Developers WalkthroughPlayed it on the show floor.
Other internet memes present inside the game include "LOL WUT" and "Longcat".
LOL WUT drops the famous smiling lima bean onto the stage. He is useless. Longcat drops into the stage inside a cloud and grows tall then shrinks back into the cloud.
The game has to be one of my DS games of the show.
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tl;dr بس إقرأ أول واحد من انطباعات أعضاء GAF