Scrabdackle turns a notebook into the best vehicle for discovery

A personal touch goes a long way with the new adventure's in-game notes.

Scrabdackle turns a notebook into the best vehicle for discovery

If a giant frog were to start hopping in my general direction while I brandished a weapon, in most games, it wouldn’t be long before I snuff its life out. Mercilessly. Years of walking into a game and being met with immediate violence has taught me to be on edge, to be prepared to kill or be killed, to be ready to fend off the loss of progress towards credits. But Scrabdackle Act 1 isn’t like most games, so instead of murdering the giant frog hanging around the entrance of Duck Castle, I pulled out my magical Scry and learned what the frog’s deal was. Turns out that these giant frogs, known as Rogs in the land of Scrabdackle, are super chill if you leave their dopey selves alone.

It is this relationship with the land and its whimsical inhabitants that makes the Kickstarter-backed action-adventure game Scrabdackle particularly stand out. While it’s reminiscent of Zelda titles for its layered side quests, environmental puzzles, and endless amounts of pots to break, and also conjures Fromsoftware’s essence with some particularly tough boss fights and a non-linear open world full of hidden shortcuts, this game from developer jakefriend quickly forms a unique identity. Playing as the novice wizard Blue, you’re tossed (literally, right out of the window of your academy) into the strange, hand-drawn land of Scrabdackle with the goal of finding your way back. While it sounds simple enough, it quickly becomes apparent that more than a few hills and one bat-ruled mountain will need to be traversed if you want to figure out how to return home, as well as who threw you out in the first place.

The game has many strong points—combat is snappy, fights are tough but rarely unfair, and the interconnected nature of the land makes everything feel part of one sprawling ecosystem—but its academy notebook, which functions as an ever-growing encyclopedia of Scrabdackle, is an ingenious addition. Blue’s doodles are cute and silly, their entries whimsical while being helpful and generally informative. You can even decorate the front with stickers of Scrabdackle’s creatures acquired by solving head-scratching puzzles. It might sound like a fairly standard video game feature, but this notebook is where Scrabdackle most explicitly breaks from its obvious influences and strikes out its own weird, authentic identity. 

What Scrabdackle’s notebook does is turn the game into something to be explored and understood, not sped through and extracted from. The notebook goes hand-in-hand with the Scry tool Blue has from the very start, which allows players to hover their cursor over eligible objects and creatures, focus on them for a few seconds, and then add relevant info to the notebook. By giving players an option that encourages them to preemptively pause before engaging with a new creature (or keep dodging, since many won’t wait for you to attack first), Scrabdackle’s world slowly but surely becomes a setting not for another “chosen one” power fantasy of magical proportions, but a place for players to carve out their own experience within a space that seem to live independently of the player. (It also helps that enemies like Batnik and the damned Duck Knight beat my ass into the ground enough to never allow for anything resembling a power trip.) While there are a few story beats that hint at Blue having a special role in whatever’s plaguing his academy, most of my time wandering between oddly-shaped forests and dangerous ruins decentered Blue in a way that put him on equal ground with everything else.

Scrabdackle

Well, not everything. Another subtle benefit of the notebook is that it’s not a magical notebook—it’s filled with Blue’s own observations. This adds a healthy dose of mystery not just to the overall story, but many of the random encounters within. Considering that Blue is, despite their name, very green as a wizard, there are limits to what is revealed in the notebook entry after using the Scry ability. Some characters will always have the upper hand on Blue, and therefore the player, due to how well they keep their pasts and motives under cloaks. It has a humanizing effect on the experience by reminding players that they simply can’t know everything and, in many cases, don’t need to. (At least not yet.)

This notebook has another important job outside of teaching players about Scrabdackle: teaching them about Blue. Notebooks are deeply personal things that in both form and content reveal a lot about their users. Due to their utility for everything from taking notes to scribbling down grocery lists, they’re often where the things that make us individuals are most openly revealed. Using notebooks is how I learned I’m a list freak who likes to see my daily, weekly, and monthly tasks laid out. They’re where I learned that I do enjoy drawing doodles every now and then to capture a mood or get out an idea that’s been bashing against my brain for a while. They’re where I chatted with friends during high school classes and discovered that I’m willing to drown out a teacher’s lesson for an urgent conversation/goss-sesh. And it is a notebook that reveals who Blue is when they’re not talking to or surviving Scrabdackle’s characters.

Blue is their own kind of discovery for the player, as their academy notebook reveals them to be more than a talented artist. An early entry that I’m quite fond of is Blue’s self-portrait, since it means that they’re the type to do a self-portrait: either willing to use anything including, their own self, to practice their craft, or interested in examining who they are and unafraid to pursue that interest. This kind of inclusion, in addition to Blue’s various stray jokes and contemplative musings that find their ways into the notebook’s entries, does more to flesh out their character than any straightforward biographical blurb would. 

The notebook helps create an experience where you’re not some solo wanderer looking to conquer land previously unknown to you, but instead one that sees both you and Blue become explorers having parallel adventures. Blue and I may be making the same discoveries, especially since at the end of the day I’m still controlling them, but Blue’s academy notebook and my Google doc sheet called “Scrabdackle Notes” tells me we’re not always having similar thoughts and feelings about those discoveries. It’s a refreshing experience that endears Blue to me more with each entry without impeding on how I want to explore the game. My agency is respected, but so is Blue’s thanks in major part to their notebook, and Scrabdackle Act 1 is all the better for it. I’m hoping Blue’s doodles won’t go anywhere when Acts 2 and 3 release in the future.

 
Join the discussion...