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You have cool ideas attempting to be noticed, like Mr. It simply makes an already clumsy game feel that much more untidy. You can fail missions for the same reasons. You can walk through an area and be attacked by pretty much every npc that spawned. You can enter an area to find missions auto completing themselves because several of the npcs fought each other before you could even tell what was going on. It renders the already tiresome repeated missions that little bit more tedious and at worst can render entire areas of the game a chaotic mess. Most quests involve at least one npc attacking you on sight and your typical reaction will be to summon a weapon to fight them off. To compound this all further, due to the superhero theme, combat seems to have taken centre stage, again unfortunate because combat in Scribblenauts isn't exactly an art. There's just nothing to this game that really makes it feel worthwhile playing. The main story quests aren't exactly compelling either, facing you off against an established villain usually that are usually quite easily defeated.
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Without the gated currency as padding you could pretty much complete this game in no time at all. Not counting the origins missions there are only about 9 main story quests, each of which are trivially short. Outside of that the game is otherwise disappointingly short. It ends up feeling like a mixed message, the game will punish you for lacking creativity and variety, earning you half the rewards if you use the same adjective or object in an area while simultaneously reusing the same tired puzzles endlessly. After that you will realise that helping people is pretty inconsequential and nothing but a busywork task, and then ultimately, you will realise that they have a disgusting lack of variety and if you attempt to play the game to any length that you will be repeating the same problems ad nauseam. If you don't realise right off the bat that all the quests in each area are randomly generated then you will find it somewhat confusing when you leave and reenter an area to find it completely repopulated with stuff to do, with no way to go back to do unfinished things. And herein lies the problem, in an attempt to create replayability or longevity Scribblenauts Unmasked ends up feeling like a clumsy, incoherent mess. The areas are split into 3 sections revolving around certain heroes, so one focusing mostly on Batman, Superman and the Justice League, the areas within these sections are gated off by currencies acquired by solving problems in areas located in these 3 sections. Each area in the game has 1 single "main story" quest from which you acquire a Starite, while every other person / problem in the area is randomly allocated and somewhat procedurally generated. Unfortunately, despite being mostly the same, some very minor adjustments have altered how the game plays and rendered it a much lesser experience.įirstly, unlike the specifically designed areas in Unlimited, filled with people and problems to help and fix, Unmasked takes a two layered approach. Having absolutely adored Scribblenauts Unlimited and it's unique and novel gameplay, I was very much looking forward to playing Unmasked, the core gameplay seemed largely unchanged, the theme was interesting even though I'm not much of a DC Comics fan, on the whole it seemed like just more of Unlimited.