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Scribblenauts 2 announced!

BTPBTP Registered User regular
edited March 2010 in Games and Technology
Taken from NeoGAF, because everyone knows GAF -> Internet -> GAF
Newest NP talked about the next Scribblenauts game. Here I was yesterday saying how people aren't talking about it because there no info on the sequel.

Quote:
-10,000 more words
-120 new and improved levels
-adjectives play a big role
-improved controls
-fleshed out level editor
-par system removed
-more merits
-new hint system
-coming this fall

I know I'm keeping an eye out for this.

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Posts

  • Stabbity StyleStabbity Style He/Him | Warning: Mothership Reporting Kennewick, WARegistered User regular
    edited March 2010
    BTP wrote: »
    Taken from NeoGAF, because everyone knows GAF -> Internet -> GAF
    Newest NP talked about the next Scribblenauts game. Here I was yesterday saying how people aren't talking about it because there no info on the sequel.

    Quote:
    -10,000 more words
    -120 new and improved levels
    -adjectives play a big role
    -improved controls
    -fleshed out level editor
    -par system removed
    -more merits
    -new hint system
    -coming this fall

    I know I'm keeping an eye out for this.

    That's all they needed.

    Stabbity Style on
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  • cooljammer00cooljammer00 Hey Small Christmas-Man!Registered User regular
    edited March 2010
    Hmm, no par system?

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  • HenroidHenroid Mexican kicked from Immigration Thread Centrism is Racism :3Registered User regular
    edited March 2010
    The removal of par is kinda too bad, but for all the other things they're doing I can dig it. Hooray!

    Henroid on
  • BarrabasBarrabas Registered User regular
    edited March 2010
    I can kind of understand that. Hopefully it means they'll go for more of an emphasis on rewarding crazy and convoluted solutions to their puzzles instead of using the same few items for every one that the par system encouraged.

    Barrabas on
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  • BullioBullio Registered User regular
    edited March 2010
    BTP wrote: »
    Taken from NeoGAF, because everyone knows GAF -> Internet -> GAF
    Newest NP talked about the next Scribblenauts game. Here I was yesterday saying how people aren't talking about it because there no info on the sequel.

    Quote:
    -10,000 more words
    -120 new and improved levels
    -adjectives play a big role
    -improved controls
    -fleshed out level editor
    -par system removed
    -more merits
    -new hint system
    -coming this fall

    I know I'm keeping an eye out for this.

    That's all they needed.

    Double lime. I wonder if they'll fix the racist watermelon thing in the sequel.

    Bullio on
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  • yalborapyalborap Registered User regular
    edited March 2010
    Bullio wrote: »
    BTP wrote: »
    Taken from NeoGAF, because everyone knows GAF -> Internet -> GAF
    Newest NP talked about the next Scribblenauts game. Here I was yesterday saying how people aren't talking about it because there no info on the sequel.

    Quote:
    -10,000 more words
    -120 new and improved levels
    -adjectives play a big role
    -improved controls
    -fleshed out level editor
    -par system removed
    -more merits
    -new hint system
    -coming this fall

    I know I'm keeping an eye out for this.

    That's all they needed.

    Double lime. I wonder if they'll fix the racist watermelon thing in the sequel.

    Racist watermelon thing?

    yalborap on
  • XagarathXagarath Registered User regular
    edited March 2010
    First game sounded like it never quite lived up to its potential, so very interested.

    Xagarath on
  • Raiden333Raiden333 Registered User regular
    edited March 2010
    yalborap wrote: »
    Racist watermelon thing?
    It had to happen, really. With over 22,000 words in its vocabulary, it was only a matter of time before someone managed to find a racist angle with Scribblenauts, and that racism came in the form of the word "sambo." The word, commonly regarded as a derogatory term for black people, is in the game. Even worse, it conjures up a watermelon when used -- a fruit classically portrayed as the favorite food of a stereotypical black man.

    According to 5th Cell, this racially charged imagery occurred totally by accident. Creative director Jeremiah Slaczka told Joystiq that "sambo" is an Ecuadorian name for "fig leaf gourd." The gourd looks like a watermelon because 5th Cell reuses art for a number of in-game items.

    "Fig leaf gourd looks a lot like a watermelon," he said. "It's just an alternative name in a giant list of tens of thousands of names."

    Raiden333 on
  • toxk_02toxk_02 Registered User regular
    edited March 2010
    From Jeremiah Slaczka, creative director:
    http://www.neogaf.com/forum/showpost.php?p=20138711&postcount=77
    Buy the NP mag when it comes out on shelves next week. :) Some things I can confirm from the article.

    -Developed by 5TH Cell.
    -DS Only.
    -Out this Fall.
    -Yes, D-pad controls for Maxwell are in along with significantly improved stylus controls and camera is now fixed.
    -Big updates to physics (it's still DS, but it's vastly improved).
    -Levels are revamped completely improved (no more solving every level with rope/unicorn/death/etc), levels are deeper in content.
    -The 10,000 words refers to adjectives, we didn't add 10,000 new objects, we put in 10,000 new adjectives (we put in some new words too).
    -You can string adjectives together.

    There's a lot more info in the NP article, buy it!

    toxk_02 on
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  • HilleanHillean Registered User regular
    edited March 2010
    Bah... I read this as 'Psychonauts 2 announced'.

    Meh.

    Hillean on
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  • SirUltimosSirUltimos Don't talk, Rusty. Just paint. Registered User regular
    edited March 2010
    I am crying tears of joy right now.

    SirUltimos on
  • Dodge AspenDodge Aspen Registered User regular
    edited March 2010
    The first really let me down, mostly because of the controls. I am very much looking forward to the sequel.

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  • VistiVisti Registered User regular
    edited March 2010
    Hillean wrote: »
    Bah... I read this as 'Psychonauts 2 announced'.

    Meh.

    Me too. Damn.

    Visti on
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  • warmakerwarmaker Registered User regular
    edited March 2010
    Hooray!!! I'm hoping the controls can get tightened up a little bit.

    warmaker on
  • FuzzFuzz Registered User regular
    edited March 2010
    I'd trade better controls and more words in exchange for better interactions. I think tweaking what they've got could make the game way better than adding more shit to it.

    It's neat that summoned "halflings" will protect a ring, and stuff like that, but it sucks when more obvious and gameplay related things don't work.. like when bee keepers or bug catchers run away from bees..

    Fuzz on
  • UnbreakableVowUnbreakableVow Registered User regular
    edited March 2010
    Raiden333 wrote: »
    yalborap wrote: »
    Racist watermelon thing?
    It had to happen, really. With over 22,000 words in its vocabulary, it was only a matter of time before someone managed to find a racist angle with Scribblenauts, and that racism came in the form of the word "sambo." The word, commonly regarded as a derogatory term for black people, is in the game. Even worse, it conjures up a watermelon when used -- a fruit classically portrayed as the favorite food of a stereotypical black man.

    According to 5th Cell, this racially charged imagery occurred totally by accident. Creative director Jeremiah Slaczka told Joystiq that "sambo" is an Ecuadorian name for "fig leaf gourd." The gourd looks like a watermelon because 5th Cell reuses art for a number of in-game items.

    "Fig leaf gourd looks a lot like a watermelon," he said. "It's just an alternative name in a giant list of tens of thousands of names."

    This is great

    I hope they do more stuff like this just to fuck with the people that are just obviously trying to type derogatory terms into a kid's game

    UnbreakableVow on
  • Darth_MogsDarth_Mogs Registered User regular
    edited March 2010
    I'm cautiously optimistic. I was so excited for Scribblenauts, got it, loved it for a while and then it all just fell apart when I ran into the problems everyone else had with it. The controls sucked, there were just too many "Win the game" items that were counter-productive to what the game meant, and it just really got a point where certain obvious things actually didn't work and it got frustrating.

    Don't know if I'd be willing to pick this one up outright, but we'll see.

    I thought 5th Cell said they were moving onto Consoles though?

    Darth_Mogs on
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  • JintorJintor Registered User regular
    edited March 2010
    Hillean wrote: »
    Bah... I read this as 'Psychonauts 2 announced'.

    Meh.

    5th Cell DoubleFine TEAMUP GO!

    \o/

    Jintor on
  • HilleanHillean Registered User regular
    edited March 2010
    Jintor wrote: »
    Hillean wrote: »
    Bah... I read this as 'Psychonauts 2 announced'.

    Meh.

    5th Cell DoubleFine TEAMUP GO!

    \o/

    Jesus, if we were to try and think of what Tim Schafer wanted us to draw...

    most of us wouldn't get past the tutorial.

    Hillean on
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  • anoffdayanoffday To be changed whenever Anoffday gets around to it. Registered User regular
    edited March 2010
    The first one kind of let me down. The controls annoyed the crap out of me, and it was one of those games that was exciting for a little bit but got boring quick. Also I felt like half the time I beat a puzzle, it was by accident.

    anoffday on
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  • LemmingHeadLemmingHead Registered User regular
    edited March 2010
    I never got the first one, but I was pretty excited for it. I know about the bad controls and stuff, but this one seems to be better! I am excited for this.

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  • ShadowfireShadowfire Vermont, in the middle of nowhereRegistered User regular
    edited March 2010
    Fuzz wrote: »
    I'd trade better controls and more words in exchange for better interactions. I think tweaking what they've got could make the game way better than adding more shit to it.

    It's neat that summoned "halflings" will protect a ring, and stuff like that, but it sucks when more obvious and gameplay related things don't work.. like when bee keepers or bug catchers run away from bees..

    Or like when a "driver" won't make a fucking car move.

    The removal of the par system will also be nice so every level isn't solved by summoning a pegasus or jetpack. God damn this game pissed me off.
    <3 Scribblenauts

    Shadowfire on
  • Satanic JesusSatanic Jesus Hi, I'm Liam! with broken glassesRegistered User regular
    edited March 2010
    I'd kill for Psychonauts 2.

    I never played the first Scribblenauts, but I may pick this up.

    Satanic Jesus on
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  • PolloDiabloPolloDiablo Registered User regular
    edited March 2010
    I bought the first one mainly because of the absolutely crazy amount of hype around it, and was acutely disappointed. Once I got bored of checking if certain words were in it, it was a waste of time. It was like, "Think of three things that belong on a farm!" Well, shit, game, I could do that without spending fifty bucks.

    PolloDiablo on
  • FuzzFuzz Registered User regular
    edited March 2010
    I remember people saying "it's because you're uncreative! That's why you're bored, you have no creativity!"

    Fuzz on
  • BarrabasBarrabas Registered User regular
    edited March 2010
    Fuzz wrote: »
    I remember people saying "it's because you're uncreative! That's why you're bored, you have no creativity!"

    That's pretty much true, though that's more the way someone who is intentionally being a jerk would put it. It's a game that only really stays fun if your able to create self imposed rules on yourself for how you play. (i.e. things like never use a certain item, try to come with the craziest solution, etc ...). Many people don't like doing that, have a hard time doing that, or refuse to do that due to some sort of principle (the latter is a stupid reason in my opinion) so they then lose enjoyment from the game very quickly. Hopefully the second game will find a way to encourage creativity better.

    Barrabas on
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  • LBD_NytetraynLBD_Nytetrayn TorontoRegistered User regular
    edited March 2010
    Fuzz wrote: »
    I'd trade better controls and more words in exchange for better interactions. I think tweaking what they've got could make the game way better than adding more shit to it.

    It's neat that summoned "halflings" will protect a ring, and stuff like that, but it sucks when more obvious and gameplay related things don't work.. like when bee keepers or bug catchers run away from bees..
    anoffday wrote: »
    The first one kind of let me down. The controls annoyed the crap out of me, and it was one of those games that was exciting for a little bit but got boring quick. Also I felt like half the time I beat a puzzle, it was by accident.

    This stuff is what bugged me, along with the floppy controls. Sometimes, it WOULD be an accident if I solved a puzzle. I'd just sit there a second before going "Okay..." and moving on.
    Barrabas wrote: »
    Fuzz wrote: »
    I remember people saying "it's because you're uncreative! That's why you're bored, you have no creativity!"

    That's pretty much true, though that's more the way someone who is intentionally being a jerk would put it. It's a game that only really stays fun if your able to create self imposed rules on yourself for how you play. (i.e. things like never use a certain item, try to come with the craziest solution, etc ...). Many people don't like doing that, have a hard time doing that, or refuse to do that due to some sort of principle (the latter is a stupid reason in my opinion) so they then lose enjoyment from the game very quickly. Hopefully the second game will find a way to encourage creativity better.

    I don't know, sometimes you can be pretty creative, and the game won't know what you're talking about, or things just won't work...

    Heck, sometimes I've had things work one time, but then not another. It's crazy.

    LBD_Nytetrayn on
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  • AnteCantelopeAnteCantelope Registered User regular
    edited March 2010
    I think the most telling thing about the first Scribblenauts is that the PA Scribblenauts thread was thriving before it came out, a second thread was created for the iron scribbler challenge, and then when the game actually came out both threads were dead within a week. It was a good idea with great marketing, but the game was so lifeless and dull.

    AnteCantelope on
  • RentRent I'm always right Fuckin' deal with itRegistered User regular
    edited March 2010
    I hope this game is not a lame tech demo for Objectnaut

    But really 5th Cell should just be bought out by Bethesda/ Rockstar/Square-Enix etc

    I'd much rather play with your awesome item creation engine in Fallout 4/whatever then play with it in some lame ass puzzle game

    Edit: Also, linking GAF should be illegal. What a terrible site

    Holy balls, Jackson, get away from such a horrid place and hang out here, we're like GAF but less absolutely terrible

    Rent on
  • Halos Nach TariffHalos Nach Tariff Can you blame me? I'm too famous.Registered User regular
    edited March 2010
    I was just playing on my brothers scribblenauts to day for the first time, it was fun playing with all the things, once I discovered that gluing a chainsaw to a lance would make your little guy thrash around like crazy so nothing could get close to him, allowing him to beat up elder gods, and that you could tie two chainsaws together with chain to make some sort of crazy chainsaw nunchucka I was pretty happy.

    But the actual puzzles and things were less than thrilling, and as I'm sure has been stated many times, the controls were infuriating.

    So I'll keep in eye on the sequel so long as they let me move my man around with the d-pad.

    Halos Nach Tariff on
  • RockinXRockinX Registered User regular
    edited March 2010
    I've used things that weren't supposed to be used in order to complete stages.

    Bridge is not long enough? Type "boat" and you have yourself something with which to cross a gap. Barely worked on the genie level, but it worked!

    Can't wait for the sequel.

    RockinX on
  • Raiden333Raiden333 Registered User regular
    edited March 2010
    RockinX wrote: »
    I've used things that weren't supposed to be used in order to complete stages.

    Bridge is not long enough? Type "boat" and you have yourself something with which to cross a gap. Barely worked on the genie level, but it worked!

    Can't wait for the sequel.

    "drawbridge"

    Raiden333 on
  • CervetusCervetus Registered User regular
    edited March 2010
    Shadowfire wrote: »
    Fuzz wrote: »
    I'd trade better controls and more words in exchange for better interactions. I think tweaking what they've got could make the game way better than adding more shit to it.

    It's neat that summoned "halflings" will protect a ring, and stuff like that, but it sucks when more obvious and gameplay related things don't work.. like when bee keepers or bug catchers run away from bees..

    Or like when a "driver" won't make a fucking car move.

    The removal of the par system will also be nice so every level isn't solved by summoning a pegasus or jetpack. God damn this game pissed me off.
    <3 Scribblenauts

    Wait.

    There is a game where not only can you summon a pegasus at will in every level, but it's actually to your benefit to do so.

    And this is a bad thing?

    Cervetus on
  • TekDragonTekDragon __BANNED USERS regular
    edited March 2010
    Barrabas wrote: »
    Fuzz wrote: »
    I remember people saying "it's because you're uncreative! That's why you're bored, you have no creativity!"

    That's pretty much true, though that's more the way someone who is intentionally being a jerk would put it. It's a game that only really stays fun if your able to create self imposed rules on yourself for how you play. (i.e. things like never use a certain item, try to come with the craziest solution, etc ...). Many people don't like doing that, have a hard time doing that, or refuse to do that due to some sort of principle (the latter is a stupid reason in my opinion) so they then lose enjoyment from the game very quickly. Hopefully the second game will find a way to encourage creativity better.

    Or people like me, who got annoyed because our creativity wasn't supported by the game.

    I stopped playing on a level where I had to get past 2 guards without hurting them. After trying to wall them in for a while I figured I'd have some fun. I created some tranquilizer and tried putting it on a donut and giving it to them.

    Nothing. No matter how many different ways I tried putting the guards to sleep with tranquilizers or sedatives in their food or through blow guns to something nothing worked.

    So I stopped playing.

    TekDragon on
  • DodgeBlanDodgeBlan PSN: dodgeblanRegistered User regular
    edited March 2010
    I think Yahtzee summed it up pretty well. It wasn't about your creativity, it was about how well your creativity synced with the dev's.

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  • Asamof the HorribleAsamof the Horrible Registered User regular
    edited March 2010
    DodgeBlan wrote: »
    I think Yahtzee summed it up pretty well. It wasn't about your creativity, it was about how well your creativity synced with the dev's.

    pretty much, I remember half the stuff I tried didn't even work. so much for creativity

    probably going to avoid this sequel

    Asamof the Horrible on
  • General_WinGeneral_Win Registered User regular
    edited March 2010
    They should just market/license the engine. Imagine if they had all this working on a proper system (powerful), with proper physics, proper graphics and proper gameplay.

    General_Win on
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  • SipexSipex Registered User regular
    edited March 2010
    I remain cautiously optimistic. It really sounds like they're addressing fan concerns about the first game and I want to support that sort of thinking.

    It would be nice to have another developer out there which actually takes effort to address common concerns.

    Sipex on
  • Jam WarriorJam Warrior Registered User regular
    edited March 2010
    The first was far from perfect but good fun. However it mainly served as a platform for iterative improvement. The main drive on the first game was getting every noun going in there so, that achieved, I'm hoping that now the dev time has been spent putting in all (or most) of those object interactions people found lacking in the first game.

    Jam Warrior on
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  • Mojo_JojoMojo_Jojo We are only now beginning to understand the full power and ramifications of sexual intercourse Registered User regular
    edited March 2010
    The first one had the gimmick (albeit with a rather lacking dictionary) now they just need a compelling game to attach it to.

    Mojo_Jojo on
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