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Super Scribblenauts Updated Hands-On

We create our fair share of abominations of nature using this sequel's new adjective system.

Giant baby. That was the first phrase we typed into Super Scribblenauts, the sequel to the game that introduced the concept of typing in a noun and having it appear instantly onscreen for the game's cute little hero to interact with. New for this second game--among other things detailed in our first look from E3--is the ability to add adjectives, meaning any object you pop in there can be modified to your heart's content. Furry igloo? Check. Fire-breathing hippopotamus? Dangerous, but check. Winged flying hobo? Kind of weird, but yeah, you can make that. It just so happens that we made a six-foot tall baby that we then rode around like a horse. While wearing a suit of armor. And trying to slay a dragon.

Yes, Scribblenauts is an inherently silly, ridiculous game just like its predecessor. But developer 5th Cell hasn't spent all its time in development just goofing off. The studio is aiming to improve on the original with what we're told is a roughly 50/50 mixture of fixes to things that were criticized in Scribblenauts and brand-new elements it just didn't have the time to add the first time around. The big change is the addition of d-pad controls for the hero Maxwell (as well as less fidgety movement that made him susceptible to flinging himself from the game's two-dimensional ledges). Ideally, this will help you be able to solve the game's 120 levels much more painlessly. Of these 120, roughly 100 of them are puzzle scenarios while 20 are of the more action-platforming variety. You can expect a large number puzzle scenarios to take advantage of the new adjective system by requiring an object that's been modified in a clever enough way to solve a given scenario.

At the end of the day, it's hard to not have a good time goofing around for a bit in Super Scribblenauts, spawning things like the aforementioned monstrosities above. Whether or not the game will be able to improve upon its predecessor--a fun game that still fell shy of grandiose expectations--is going to depend a lot on how well those 120 levels are going to be able to keep your attention. You can expect to find that out when the game arrives in stores on October 12.

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"Super Scribblenauts Updated Hands-On" was posted by Shaun McInnis on Thu, 19 Aug 2010 10:25:18 -0700

Read more: http://www.gamespot.com/ds/puzzle/scribblenauts2/news.html?sid=6273996

 
Call of Duty: Black Ops DS Hands-On

We wander into the world of shadowy operations in the portable version of Black Ops.

When compared to the next-generation consoles, the cacophony of war may not sound quite the same on the Nintendo DS, but developer n-Space has worked on several portable Call of Duty games to get an idea of how to translate a first-person military shooter to the handheld. Call of Duty: Black Ops includes several new features in response to fan feedback; most notably is the addition of button controls, so that instead of relying on stylus controls, you are free to switch back and forth between the two--or whichever is most comfortable and will yield the fewest number of hand cramps.

The story may not follow that of its console brethren, but you'll visit the same hot spots, such as Cuba, Southeast Asia, and the Soviet Union. You play as members of CIA-backed operatives who have been assigned to the shadowy world of deniable operations. Black Ops is split into infantry missions, as well as a few vehicle-based missions. There are 16 levels in all, and we were able to play through one of each type.

Our demo began in a Russian base, where our goal was to gather some vital intelligence by the end of the stage. It started off as a bit of a stealth mission, where we were given a sniper rifle to pick off our enemies before they saw us. Of course, missions don't always go the way you intend them to--because we basically alerted everyone--so we ended up swapping in favor of a more rapid fire weapon and started firing away. While it takes a bit of getting used to, the button control scheme works well, and you can tweak the sensitivity of the camera to suit your play style. You use the D pad to control your movement and the face buttons to control the camera. Like all Call of Duty games, the L button is used to aim down the sights and the right button is used to fire. If an enemy is a little too close, you'll automatically whip out your knife when you try to fire. There are three difficulty settings, but if you're on recruit or regular, your reticle will autolock as long as you're hovering close enough to a target.

The interface has also been improved so that you can now drag and drop new weapons that you pick up into your primary or secondary slots on the touch screen. A hand icon will appear when you stumble across a new weapon and a quick tap picks it up. Depending on how quickly you get through the levels, each mission can last anywhere from 10 to 20 minutes, making it easy to play in short bursts.

It's too bad that there aren't more vehicle-based missions (we were told there were roughly three) because piloting a helicopter and firing nonstop at enemy camps was incredibly fun. Our goal was to extract an operative that had escaped from the enemy but was surrounded and needed a way out. The MI-4 helicopter that we were in control of was on rails, but we could strafe with the D pad to avoid incoming missiles. The left and right buttons were mapped to our minigun and missiles, and because we could fire them both at the same time, there was nothing but carnage throughout the entire level. Normally when you take damage, your screen will turn red, but in this level, the only indicator we had was when our helicopter began to beep.

On top of the single-player campaign, there is a challenge mode that is split into 24 ground-based missions where you have objectives to complete within a certain time limit. There's an Arcade mode where you are given a limited number of lives and go through the levels for the highest point total. We didn't get a chance to test it out, but there is local and online multiplayer for up to six players, as well as a two-player cooperative mode.

Whether or not you prefer your shooters on a portable handheld, there's plenty of intense action on the go in this DS version. We're curious to learn more about the cooperative and multiplayer modes and will have updates as soon as they become available. Call of Duty: Black Ops is set to ship alongside its console counterparts on November 9.

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"Call of Duty: Black Ops DS Hands-On" was posted by Sophia Tong on Wed, 18 Aug 2010 08:16:06 -0700

Read more: http://www.gamespot.com/ds/action/callofduty7workingtitle/news.html?sid=6273750

 
IndieSpot UK #1 - DodoGo!
We run down our top four indie games this month, including Spelunky, Shoot 1UP, and Dodogo!

Get the full article at GameSpot


"IndieSpot UK #1 - DodoGo!" was posted by Mark Walton on Mon, 26 Jul 2010 03:07:14 -0700

Read more: http://www.gamespot.com/ds/puzzle/dodogo/news.html?sid=6270420

 
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