I Need a Hero: The Finale

I Need a Hero: The Finale

Note: I’m in the middle of switching Internet providers, and they never showed up yesterday to activate my new connection. So sorry for the delay. I’m writing on my lunch break. Assuming TWC actually shows up today, tomorrow should go on as planned.

Now to make up for the delay, two Top Threes–one that’s helpful and one just for lawlz.

Top 3 (Probably) Game-Intended Hacks:

3. You can create health potions and medicine with your notepad.

2. Abuse adjectives. While you get zero reputation points for words like “invincible” and “poisoned,” you can consistently rename Maxwell “fast flying regenerating super-strong Maxwell.” Also add the word “flaming” and all of its synonyms to your enemies.

1. Keep conjuring vehicles because they act like armor. When enemies attack, they only hurt your monster truck, not you.

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Top 3 Melodramatic Solutions:

3. Use a fighter jet in a full-frontal attack against a group of ninjas.

2. Then use the same jet to kill an angry cricket., making sure it only ever picks on someone its own size.

1. Give Wonder Woman a submarine to use as a weapon to beat up Cheetah. I thought she would ride around in it, but instead she picked it up and used it like a baseball bat.

After this Scribblenauts, I don’t think I can play another in the series without superheroes. They make the fighting mechanics so much easier. For example in the final battle, the mysterious archvillain clones himself multiple times. With Maxwell’s hand-to-hand combat pretty useless even with a sword, and using any kind of gun or flamethrower only enough for one or two enemies, it’s hard to manage a win. But all you have to do is conjure the members of the Justice League and then hover above them and supervise, avoiding any stray laser beams.

After finally finishing this game, I can say that this installment’s attempt to make it more of a traditional game is the only thing that made it weaker. The implementation of common tasks like escort missions and fetch quests don’t fit with the mechanics. Maxwell’s notebook gives you the power to help everyone without having to hold their hand, literally and figuratively. You can provide citizens with a vehicle that will get them there faster than if you stayed to help them. You can make exactly what the person is looking for instead of going to grab it for them.

The most absurd was when I ran across a guy upset about not having a donut. I made him one and gave it to him only for him to keep complaining about a donut shortage. A few minutes later I came across a bakery who wanted me to deliver donuts to three engineers and finally understood. But the donuts weren’t even special! They looked exactly identical to the ones I had made before. It just doesn’t fit with the game’s logic.

Now I’m sorry this game’s last installment is late and shorter, but I have to go make money. Stay tuned to find out what I decide to play next.

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.

I Need a Hero: Part 3

I Need a Hero: Part 3

I’m back with a vengeance with Scribblenauts Unmasked, 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.