Storybook Workshop, an interactive reading game, features a 16 storybook collection including "Little Red Riding Hood," "The Ugly Duckling," "The Golden Goose," "Three Wishes," "The Town Musicians of Bremen," and "Be Kind to the Earth."
Players can hear the computer tell the stories or record their own version using several audio options. The overall recording functions are a great way to experience basic reading sessions, test reading/speech skills (via the recordings), or hear distant family members and friend recordings any time. The background music can often drown out vocal recordings, so keep the microphone close to the mouth to avoid needing to rerecord the tales.
You use the USB compatible microphone to record the stories with an approximate 40 minutes of total storage maximum. This does limit you to keeping only about four or five story recordings. The included microphone may make the entire package more attractive to some as it can be used with more than just this title. In fact, as it is USB it can connect to other consoles as well.
Players can also transform their voice into one of several story characters using the Magic Voice Box. An optional two player option, mini-games, and four classic children's sing-along songs provide more entertainment. Special bonuses include player Mii incorporation into certain stories (this can be unlocked by reading a story several times).
The host character, which resembles a walking TV, guides players through the most challenging game element, the four room treehouse. The controls work acceptably well and players can select the + button to pause, but the accessible areas and overall interface needs improvement. Developers miss some theme and intuitive application opportunities here. The Grape, Acorn, Orange, and Apple rooms are accessed through doors, but younger players may have problems here as there seems to be no distinct theme/framework for them to intuitively work out what in the treehouse does what. Common sense icons (books, microphones, mic/paint combinations, etc.) would have worked better in a front view navigation system where players in first person view could rotate to view and eventually open doors in a larger, more readable form.