We reported this news from Nintendo Power pretty much the minute someone got their hands on a copy early, but now we’ll go more into depth regarding the vast improvements made to Scribblenauts 2 (tentative title). As previously mentioned, the sequel will feature adjectives, to the tune of 10,000 entries. You can now use these adjectives to alter each of your nouns, as shown in the magazine example:
So now, instead of using a light saber wielding cavalry of wombats to complete your tasks, you can use a light saber wielding cavalry of flesh eating wombats, which is much cooler.
The par system is gone, and while I originally thought that would be a bad idea, turns out there’s a pretty good line of thinking behind it. On one hand, the par system forced you to be innovative in that you had to be really thoughtful about the items you used, as you could only afford so many. On the other, the par system has you use less items, and therefore “less” creativity. The argument could really go both ways on how creative it forced you to be, but with additional merits being added in to the new game, there are other incentives to think about.
The biggest and best change, of course, is the controls for the screen. Previously, you had to use the stylus to drag and lead Maxwell across the screen, making for many difficult situations when picking up and using items. The D pad was used for looking in all directions. As many players (including my significant other, who spent all of last night playing Scribblenauts through my Sims 3 marathon, cursing under his breath about “those damned controls”) have felt, using the stylus to move Maxwell and the D pad to look around the screen was the exact opposite order of things. And 5th Cell (btw, put their name into the Scribblenauts spell pad) agreed with you. The controls are now reversed, which should change the functionality, the game’s only flaw, significantly.
For new and old fans alike, it seems the Scribblenauts sequel is the place to be. We’re looking at a fall 2010 release.