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Review of Wonderbook: Walking With Dinosaurs on PlayStation 3

by Tanya Krane Tanya Krane photo Aug 2025
Cover image of Wonderbook: Walking With Dinosaurs on PS3
Gamefings Score: 7/10
Platform: PS3 PS3 logo
Released: 31 Aug 2025
Genre: Augmented reality
Developer: Supermassive Games
Publisher: Sony Computer Entertainment

Introduction

Wonderbook: Walking With Dinosaurs is less a game and more a pocket-sized natural history documentary that swallowed a pop-up book, fed it PlayStation Move controllers, and set it loose on your living room carpet. Developed by Supermassive Games with input from the BBC, it sits on the Wonderbook platform as an educational augmented reality experience - the sort that makes you feel like a paleontologist without needing to learn how to actually dig through mud. The product blurs the boundary between 'play' and 'field trip,' packaging five distinct chapters that each stage a short, cinematic life for a handful of prehistoric characters. If you came for flashy button combos, you might be mildly disappointed; if you came for character-driven dino drama and the chance to wave a glowing wand at a T. rex, you're squarely in the target audience. The structure is simple and surprisingly theatrical: five chapters, each set at a real-world dig site, featuring an ensemble cast of dinosaurs (and a few contemporaneous critters). The chapters - "The Great Exodus," "March of the Titans," "Terror in the Swamp," "Impenetrable Fortress," and "King of Dragons" - read like five short episodes of a nature documentary told from the point of view of the animals themselves. The first chapter even borrows characters from the Walking with Dinosaurs feature film, giving players a small taste of franchise continuity. The Telegraph's Andy Robertson praised the way the storylines detail the lives and interactions of different dinosaur species, and it's worth noting that the game's heart lies in these tiny, well-crafted narrative arcs rather than in high-score aspirations.

Gameplay

Gameplay in Walking With Dinosaurs is more participatory museum tour than traditional action game. You're handed the Move controller and a very patient Wonderbook; from there, the book 'reads' you through a pair of scenes for each chapter, and the controller becomes the set of hands, torch, and trowel that lets you take part. At surface level the activities are straightforward: excavate bones using simulated tools, assemble skeletons, use an X-ray 'torch' to peer inside muscular and organ layouts, and tip the scale on balancing puzzles by loading dinosaurs into vehicles. But the interactions are cleverly tied into character development. The excavation sequences act like flashback reveals. When you brush away sediment to reconstruct a Pachyrhinosaurus skull, you aren't just doing a jigsaw puzzle - you are uncovering the biography of a matriarch who will protect her herd in "The Great Exodus." The physical act of piecing together a skeleton is treated as a narrative device: each reconstructed bone unlocks a memory or scene that fleshes out motivations, rivalries, and the evolutionary quirks that define these species. Combat and mating rituals, run through motion gestures with the Move, are short but narratively charged set pieces. Battles between predators like Gorgosaurus or Mapusaurus and their prey are staged to highlight ecology and tension rather than to simulate deep combat systems. Mating rituals are presented awkwardly earnest - equal parts natural history lecture and slapstick family drama - and they serve a storytelling purpose: they show life cycles, alliances, and the stakes for future chapters. Balancing mechanics (loading weight into vehicles to simulate migration burdens or feeding strategies) add a surprisingly poignant tactile subtext: survival isn't a stat bar, it's a set of choices about who you carry, who you leave behind, and how big your convoy becomes. Each section culminates in a five-question quiz that tests the player's observational recall and rewards success with bronze, silver, or gold medals. The collectible fact cards are the game's equivalent of character dossiers - small, sweet tidbits that expand on personalities and ecology. These cards function as the game's codex, turning each dinosaur into a protagonist with a short dossier of behaviours and historical context. Progress is gated by performance, but the penalties are mild: failing a quiz won't boot you out of the story, it just nudges you to replay sections if you're after full completion. The five chapters provide five micro-arcs. "The Great Exodus" frames herding species like Edmontosaurus and Pachyrhinosaurus as epic migrators coping with environmental change, while Gorgosaurus plays the persistent antagonist who embodies predatory pressure. "March of the Titans" treats Argentinosaurus as a melancholic titan - slow, immense, and somehow sympathetic - while Mapusaurus appears as the opportunistic challenger to that weighty dominance. "Terror in the Swamp" leans into carnivore rivalry: Allosaurus and Ceratosaurus have clear hunter-versus-hunter dynamics, and Diplodocus becomes the patient, long-necked protagonist whose survival depends on cunning rather than brawn. "Impenetrable Fortress" turns Mongolian badlands into a story of fortitude: Tarchia and Protoceratops suggest armored resilience and resourcefulness. Finally, "King of Dragons" stages the classic apex arc: young or peripheral species (Edmontosaurus, Pachycephalosaurus) intersect with the looming presence of Tyrannosaurus rex and Triceratops in scenes that feel like the final act of a nature play. Because the gameplay is light on mechanical depth, the experience hinges on presentation and the player's willingness to role-play. That will delight younger players and adults who enjoy documentary storytelling, but it may frustrate those expecting a 3D brawler or deep simulation. The Move controller's fidelity is good enough for the purposes here: brush too hard and you don't excavate any faster; swing poorly and you miss a mating gesture. It's forgiving, which suits the educational bent. The game's single-player framing keeps all these arcs intimate: you are the observer, the paleontologist-author, and sometimes the deus ex machina. Medals and fact cards provide the carrot for completionists, while the chapter narratives provide a soft emotional spine for casual players.

Graphics

Wonderbook's visuals are a study in augmented-reality restraint: rather than trying to pass for next-gen photorealism, the game leans on clear, well-animated models and cinematic staging. The dinosaurs are rendered with enough anatomical detail to support the skeleton/X-ray sequences, and the Wonderbook's pop-up worlds feel layered and tactile when viewed through the PlayStation Eye. On PS3 hardware the AR effect is polished: models track the book well, textures are clean, and the lighting sells the illusion of creatures stepping out of paper into space. The experience is less about polygon counts and more about theatricality - the creatures move and interact in ways that convincingly suggest personality. The art direction treats each chapter like a diorama: Horseshoe Canyon feels dusty and vast, Auca Mahuevo feels massive and open, and Bone Cabin Quarry has that swampy, claustrophobic vibe. These choices help carry the narrative weight of the chapters and make the game feel like a miniature series of movies rather than a set of isolated activities. If you're looking for widescreen cinematic fidelity, you'll notice the resolution and detail limitations of PS3 AR, but if you approach it as a Wonderbook production - a pop-up film with interactive features - the visuals are charming and wholly serviceable.

Conclusion

Wonderbook: Walking With Dinosaurs is a curious hybrid: part interactive textbook, part miniature animated series, part light-motion minigame collection. Its strengths are in the way it treats dinosaur species as characters with small but satisfying arcs, using excavation, quizzes, and motion-based rituals as narrative beats rather than mere diversions. Supermassive Games, aided by the BBC's paleontological muscle, has built something that entertains primarily through storytelling and presentation rather than mechanical innovation. If you want visceral, twitch-heavy dinosaur combat, look elsewhere. If you want to spend a few hours guiding a herd across a pop-up canyon, coaxing a young titan into adulthood, or watching a T. rex assert its dominion while you wave a glowing torch like a nervous documentary host, this is a joyful and sometimes moving way to learn about prehistoric life. The Telegraph was right to highlight the quality of the storylines and the variety of Move interactions: Walking With Dinosaurs doesn't try to be everything, and because of that focus it succeeds at being a short, sweet, and surprisingly affecting AR nature series in a box. For casual players, families, and dinosaur obsessives with a fondness for narrative, it earns a solid recommendation - bring snacks and a willingness to pretend your living room is the Late Cretaceous.

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