I Need a Hero: Part 3

I Need a Hero: Part 3

I’m back with a vengeance, y’all, you guys, everyone–whichever you prefer.

And to start this time, Top 3 Puns and References:

3. One mission consisted of reaching to top of the flagpole. The reward was called “World 1-1.”

2. After giving an artist a muse, the reward is called, “Paint me like…”

1. The museum forbids “Flash photography.”

Now I don’t know if I’ve built up a better tolerance to the hurricane of dog fur in my house or a fluke to make this cold Monday morning bearable, but I’ve been rocking and rolling all day, The only practical next step was the save the world again and again.

The randomly-generated levels are growing on me. I find myself constantly resetting the homeworlds to get more reputation. With only one story mission per location, there are endless possibilities that are feeling less like a completionist’s nightmare and more like an a former arts-school kid’s dream. So far the missions only feel repetitive if I stick to a particular solution for everything (i.e. flamethrower, black hole, Cthulhu). The only constant trick I try to use is adding the adjectives “fast” and “flying” to Maxwell. Otherwise the worlds have so much backtracking that not being able to take shortcuts adds to the tedium; also Maxwell acts like his shoes are made of molasses and maple syrup.

The single story missions also make the game have that weird set-up of many open-world games. Here I am arriving in a foreign universe after receiving an alert that people were in danger, and at my briefing with the local superheroes, they tell me I can come help right away…or whenever you feel like it. No big deal. The havoc is on pause until you get bored with the odd jobs around town. Scribblenauts is definitely not a franchise based in any kind of realism, so it really doesn’t affect my opinion of the game. It is just a little jarring at the beginning of each new world.

It is how often fulfilling an NPC’s request causes more harm than good. Like last week when I mentioned the seal turning into a sea monster, this kind of problem occurs more often than not. What’s weirder is that you only earn reputation points for the first task. All you get for saving the citizens’ lives after you unknowingly unleash terror on the city is good karma and maybe avoiding the death of a quest giver.

The hardest missions are those that make it impossible to be creative and still win. Three citizens were suffering from a nondescript plague, and you to cure them. I tried just deleting the adjective “sick” from them, but this workaround wasn’t, well, working. The only solution I could come up with after that was giving them all a cure. I had to sit and try different synonyms for “cure” to solve the problem. “Medicine” and “vaccine” were the other winning words, but I’m hoping I don’t run into one with even fewer options.

Hopefully I’ll be finished by the time I write on Wednesday. I can’t wait to finish the origin stories. One is Aquaman, and I can’t wait to see what parts they choose to make him sound as heroic as his counterparts. Stay tuned.

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