// The Spiderwick Chronicles

Press:

IGN

"Gamers should always approach licensed games with caution. More often than not, the tie-in tries to coast on the brand name rather than provide a fun gaming experience. I’m happy to report that The Spiderwick Chronicles sidesteps this pitfall and offers a surprisingly enjoyable adventure for the younger gamer. It immerses the player in a lighthearted, fantasy world filled with an impressive amount of mythical creatures.
Combat is mostly button-mashing, but it’s pretty satisfying smashing in a goblin’s skull with a metal baseball bat. As you defeat enemies you’ll pick up goblin teeth, which (for some reason or another) unlock new attacks. Of course, these usually only grant you another press of the A button, but there are a few cool abilities to be unlocked. Jared, the sibling you begin playing as, has a rather awesome ”launcher” attack that lets him hit goblin home runs.’
The Spiderwick Chronicles recreates that feeling of being a kid and suspending your disbelief in fantasy. Much of this success in setting a mood and creating an intriguing world to explore is attributable to Holly Black’s original books. But I have to give credit to developer Stormfront for creating a fun game to go inside the Spiderwick license… …there is a big area to delve into, the music is great, and there is a lot of gameplay variety. There’s something new to find around every corner, and that’s something I can’t say about enough games. The Chronicles could get younger players hooked on adventure gaming."

Variety

"Games based on family movies often look and play like cheaply made quickies, but that’s not the case with Sierra’s pleasantly bright “The Spiderwick Chronicles,” which turns in a surprisingly enjoyable if brief performance… …”Spiderwick” is a well-made tie-in to the Par/Nick fantasy film opening next week and should sell well with fans of the books and pic."

Game Zone

"It’s a well-documented phenomena of the video-game industry that licensed games are, more often than not, sub-par — and this goes doubly for any game based on a license aimed at children. There are any number of reasons for this, whether it’s the fact that they are oftentimes rushed through the development process (especially bug testing), or that they are often pale imitations of other established titles, or simply that the developers and/or license holders don’t care about releasing a quality game. Occasionally, though, a licensed game manages to break away from the cliché, and deliver a quality gaming experience. The Spiderwick Chronicles, based on the recently released film, isn’t the best adventure game ever to grace the PS2, but it is worlds beyond most licensed games, and an enjoyable gaming experience in its own right.
In many ways, the game feels like it was designed to introduce kids to adventure gaming. All the elements (real-time combat, multiple quests, large explorable environments, a magic/ability system, and plenty of puzzles) are here, simply presented in a way as to appeal to children; any kid weaned on this game would be ready to tackle Okami or the Zelda series. Sure, that means it’s a bit on the simple side, and it’s not perfect, but anyone looking for a fun adventure could do a lot worse than to spend some time exploring Spiderwick’s fantastical world."

Worth Playing – 360

"Nothing strikes fear into a gamer’s heart quite like the phrase “licensed movie game.” Those three words, when used together, are basically synonyms for abysmal, awful, dreadful and terrible. Indeed, Ever since E.T.: The Game, movie-based titles seem to have the ability to crash and burn harder than pretty much anything else. That’s why, when an honest-to-goodness decent licensed game comes out, it is cause for celebration. Well, break out the streamers and prepare the feast, because The Spiderwick Chronicles is a truly fun, simple, family-friendly game.
What separates this game from so many mediocre titles is that everything is executed very well, and it manages to be fun no matter what age you are."

4 Color Rebellion

"Reviewing a children’s game can be a pretty tough prospect. The standards you apply to every other game don’t always work here. Well, that’s not entirely true. You can’t just foist crappy games on kids because they are kids. That’s just wrong. To be more accurate, the set standards for critiquing a title apply a tad bit differently. Things like difficulty and story need different judging criteria. To a certain extent, this same line of reasoning applies to licensed games. It’s hard to just attach a flat number score to these games. Fans of the license will obviously get more out of it than someone who has never seen or read the source material.
This article isn’t really an editorial on the review process, so I’ll spare you my rantings (for now). The point is that Spiderwick Chronicles is unmistakably both a licensed property and a children’s game. When I started playing, I wasn’t quite sure how to approach my review. Turns out that I shouldn’t have worried, Spiderwick Chronicles is actually a pretty decent game by any set of standards."

Rewired Mind

"Games based on fantasy fiction generally don’t have a good reputation. If you have played through any of the Harry Potter games, or perhaps the Lord of the Rings games (excluding Lord of the Rings Online), you’ll probably know why. Naturally, because of this, I was a bit hesitant to play The Spiderwick Chronicles. I was pleasantly surprised when I booted the game and was introduced into a world that was actually fun to explore."

 

Role: Level Designer

Chapter 3 - Rescue Simon
The Spiderwick books nor the film had any image reference of the quarry walls appearance. Stormfromt studios happened to be nestled in Marin County (just north of San Francisco) only a few miles short of San Rafael Quarry. Coincidentally I had noticed the quarry basin off in the distance during my mountain biking path and decided to investigate for inspiration. The form and functions of the layout leant themselves well for level and gameplay reference which led to the completed area below. Since Spiderwick is a pseudo open world, persistent storage scripting was a crucial component in keeping the Quarry updated with the current state of gameplay progressions.
  • Players find their first visit to the Quarry using the main character Jared to rescue his kidnaped brother, Simon from a horde of robgoblins. This level introduces the first instances of adventure platforming while revealing a couple key cinematics that accent the plot.
Responsibilities: Designed original blockmesh. content development, base population navigation/pathing mesh, event and persistent storage scripting.

 

Quarry Refernce
Control Room Shack
Slingshot
Hogsqueal Cinematic

Quarry Pt.1 - Level Playthrough:


Chapters 5, and 6 - Recap Battle and Flight of The Griffin

  • On their second pass, players return to the Quarry's back entrance path as Jared's sister Mallory in a boss battle sequence that begins with eliminating swarms of robgoblins and ends with a showdown with Redcap.
  • After the boss battle players must find a treefolk teleport that leads to the griffin perch area of the quarry. There is also an opportunity to begin exploring many of the small quest related items as well as gathering fire salamanders to appease the griffin.

Responsibilities: Designed original blockmesh. content development, base population navigation/pathing mesh, event and persistent storage scripting.

 

Quarry Walls
Quarry Vista
Griffen Pertch

 

Quarry Pt.2 - Level Playthrough:

 

 

Chapter 12 - Defend The House

The mushroom barrier has broken allowing for Mulgarath and his band of robgoblins direct access to the Spiderwick Mansion. The Grace children (including mom) must defend the mansion at all costs in order to keep the Field Guide from being compromised. This last level of the game is broken up into two segments:
  • As robgoblins infiltrate the mansion, players must multitask in battle by switching between all three Grace children while protecting mom in a timed countdown as she prepares a deadly tomato bomb located in the kitchen.
  • The second segment of gameplay is a timed chase sequence using timers, triggers, and vignettes as players use Jared Grace to outrun Malgarath in a suspenseful rooftop finish. Note: Call of Cthulhu, PC was a pivotal source of inspiration for this sequence
Responsibilities: Designed rooftop blockmesh, spline camera implementation, base population navigation/pathing mesh, object placement gameplay balancing, event and persistent storage scripting.

 

The Grace Children
Mallory In Action
Jared Placing Punishment

 

Defend The Mansion - Level Playthrough: