Tag Archives: Epic Mickey: Power of Illusion

Castle of Illusion starring the semblance of magical platforming

castle of illusion screenshots_launch_01

A couple weeks back, I had a serious hankering for some Trophy poppin’, and so I scanned my list of already played games to see if any looked easy enough–note that I didn’t say fun enough–to unlock still. My scroll came to a stop on Castle of Illusion Starring Mickey Mouse, which I beat some time over the summer and then never really said a word about, save for a mention in the April 2014 edition of the Half-hour Hitbox. Truthfully, there’s not a terrible amount to say about this remake, but I’ll find some words nonetheless.

First, do you know what this game was originally called in Japan? I Love Mickey Mouse: Great Mysterious Castle Adventure. That makes me smile. Second, this was a freebie for PlayStation Plus subscribers back in April, and you also got a digital copy of the original Genesis version to boot, though I’ve only gone through the remake so far. If the remake is any indication of the challenge level for the original, I’ll pass on a second romp through Mickey Mouse’s magical castle.

Let me break down what we’re doing here. Castle of Illusion is a side-scrolling platformer, with Mickey Mouse on the hunt for an evil witch called Mizrabel, who has kidnapped Minnie Mouse in an attempt to steal her youth. Um, I guess she doesn’t realize that Minnie first appeared in 1928’s “Steamboat Willie” short, making her somewhere around 86 years old. Regardless of that hard fact, to stop Mizrabel, Mickey needs to collect seven rainbow gems to build a bridge to the castle tower where Minnie is being held.

So, the platforming is pretty basic, which is understandable when you remember this was all born in a 1990 Sega Genesis cartridge. You move left, you move right, you jump up to platforms, and, from them, to others spaced apart. Mickey’s main attack for dealing with enemies is bouncing on them, but he can also collect projectiles, such as apples and marbles, to throw. You can collect items to restore Mickey’s health or grant him an extra life–much like with recent Mario titles, extra lives are pointless–and then there’s a handful of collectibles in each world, such as diamonds and chili peppers for Donald Duck. No, I don’t understand it either. Every third level in a themed world ends in a boss battle against one of Mizrabel’s henchmen, and only the final spout against Mizrabel herself proved challenging, though maybe frustrating is the better descriptor.

For Trophies, I still needed to do a few things, but figured since the platforming was so simple and the levels were extremely short, it wouldn’t be a big hassle. Turns out, it wasn’t a big hassle. I used a spoiler-free guide to point me in the right direction for getting all the magic playing cards, chili peppers, and castle statue pieces. I even managed to jump on seven enemies in a row without hitting the ground, though it took a few attempts. By the end, I got all the Trophies save for one, which asks you to collect all 800 diamonds. I stopped at, ironically, though not to you, 713 of them and don’t have the energy left to find the remainder, which are now scattered across multiple levels. For instance, one early level has only three left to find, but I’ve gone through it multiple times now to no avail. There are better things to collect in other games, like feathers in Assassin’s Creed II or exotic foods in Tomodachi Life.

If you’re a Disney fan and are looking for a light, breezy platformer, by all means, play Castle of Illusion Starring Mickey Mouse. Certainly play it ten times before ever even thinking of touching Epic Mickey: Power of Illusion. But I wanted more, especially in a remake. More challenge, more variety to the given variety. I know there might not have been much to work with from the original title, but remakes have wiggle room. There’s an illusion here, for sure, but it’s only that you’re actually playing the same game from 1990, now with Trophies tied to tasks.

Epic Mickey: Power of Illusion plunges into an ocean of thinner

epic mickey power illusion water levels rant

For last year, there were two potentials vying for the Most Disappointing Game of 2012: Game of Thrones: The Game and Epic Mickey: Power of Illusion. I still don’t have the heart and/or energy to extensively rip apart Cyanide’s stab at trolling around in Westeros–though you can check out previous posts for some clues to how I feel overall–so let’s spend today talking about Mickey Mouse and his lackluster painting skills and strangely unwavering glee-driven mentality.

It started with gorgeous preview screenshots that showcased a love and attention to detail for all things retro and Disney-esque, and then came the news that DreamRift was working on the game. For those that don’t know, those are the folks behind Monster Talewhich I thoroughly enjoyed–as well as Henry Hatsworth in the Puzzling Adventure, which I’ve not gotten to try, but sounds stellar. This developer loves the DS/3DS scenario, building entire games around using both screens simultaneously and with purpose. And so, with confidence, I tried out the demo and found it to be an all right time, with what looked like the promise of a Suikoden-style castle that you’d be upgrading over time as you found lost cartoon characters and did mini-quests for them. Ultimately, that didn’t turn out to be exactly it, but whatever. The game had the look and sorta feel of those older Mickey Mouse games we all played in our younger days, and between the console version and the portable one, I knew which version I’d enjoy more. Or at least I thought I did.

There are many problems with Epic Mickey: Power of Illusion, but let’s start with its pacing. It’s slow, bogged down by endless screens of exposition or contrived dialogue from Disney characters you’d expect more from. Mizrabel the Witch has stolen a bunch of cartoons, and it’s up to Mickey to rescue everyone. Simple enough, I guess, and the witch can take on the appearance of other Disney villains to keep you guessing for a long while. The opening of the game takes at least ten to fifteen minutes before you are even doing anything platformer-like, and basic abilities like “jumping” and “attacking” are doled out one by one to keep things moving at a glacier’s ramming speed.

The pace is further hampered by the game’s main touting point: painting. Mickey has the power to paint and/or erase objects in the world. To do this, you use the bottom screen to either trace the outline of an object or erase it fully. This takes a few seconds to do, and then a few seconds more to actually see your work realized. Now, a few seconds here and a few seconds there don’t seem like much, but you are literally pausing the action every few steps to paint or erase something, and it eventually becomes a bother, to the point that you no longer care about getting “Perfect” ratings with your tracing, scribbling around the outline as fast as possible just to get it over with. I ended up despising the painting aspect so much that I actively avoided it wherever I could; before each level, you can bring certain “sketches” with you, such as Goofy or a treasure chest, which, so long as you have the paint, you can use over and over again. I think I used the treasure chest once, and never bothered with any other sketches as, again, they just weren’t worth the effort and the time-sink.

Let’s talk about side quests, as they surprisingly make up a large chunk of Epic Mickey: Power of Illusion. They come in two forms: fetch quests or draw something. You are either fetching someone an item or straight up drawing it into existence for them. Oh wait, there’s a third category: go down the hall and talk to X, which should be self-evident. The fetch quests are probably the most annoying of the three, as they require you to hop back into levels you’ve already completed to find something that wasn’t there before. They aren’t difficult–well, depending on the level’s design–but they are a bit of a waste of time, especially since you can use a special currency to basically overwrite these quests and move on with your life. I did that a lot. There was no other reason to hoard these special star things, and so I cheated my way through many questlines. One of the more important quests is to get Uncle Scrooge back on his feet so that he can operate an upgrade store, which provides bonuses to melee damage, health, paint and thinner capacity, and so on; this is where you’ll spend all those Disney dollars you collect in every level.

Without a doubt, the breaking point for me was getting to the Castle South Wing, also known as the water levels. These are based around The Little Mermaid and someone’s love for Satan and masochism. To begin, Mickey’s jumping is floaty, and not in a good way. You spend the whole game getting used to it, only to then be in a water level that takes his floatiness to a whole new level. Now you have to deal with extra float, spikes on cavern ceilings, swimming enemies, and maneuvering around tiny platforms. Hands down, these were some of the worst water levels I’ve suffered through, and I’m the guy that actually enjoys them in Super Mario Bros. 3 and Donkey Kong Country. These are such pains in the butt that each one took multiple attempts and then, once discovering that new fetch quests opened up in all of them, I said “eff off” and never went back once. I suspect a lot of gamers might even just give up here. I nearly did.

The greatest thing Epic Mickey: Power of Illusion has going for it is its visuals, which never fail to wow. Seriously, every screen is colorful and layered, with hand-drawn and scrolling backgrounds that really make fantastic use of the system’s 3D tech. It looks, in my opinion, superior than its console counterpart(s), and the long stretches of exposition are made slightly more enjoyable thanks to great looking art. I don’t remember who said it exactly, but concept art for Disney Epic Mickey has always looked better than the final product. Here, that “concept art” is the game. So…that’s a win.

But that’s about it for Epic Mickey: Power of Illusion, a disappointment in all meanings. Supposedly there was a fourth section of the castle to explore, but it was cut due to timely deadlines. Not sure if that would have saved the game or not, as surely it would’ve been more of the same, but with new things to look at it. Just goes to show that strenuous development cycle this adventure went through though. Even if you’re the biggest Disney fanatic, the magic won’t last long. Try Monster Tale or dig out your Sega Genesis and a dusty copy of Castle of Illusion Starring Mickey Mouse instead. Trust me.

2012 Game Review Haiku, #31 – Disney Epic Mickey: Power of Illusion

2012 games completed Epic Mickey power of illusion

Mizrabel the witch
Kidnapping cartoons, only
Mickey says, “Oh boy!”

For all the games I complete in 2012, instead of wasting time writing a review made up of points and thoughts I’ve probably already expressed here in various posts at Grinding Down, I’m instead just going to write a haiku about it. So there.

This little Sticker Star is gonna go far

My Nintendo 3DS is getting a lot of love as of late, and I blame all these big name games coming out at once. Mostly Pokemon White 2, Professor Layton and the Miracle Mask, Epic Mickey: Power of Illusion, Scribblenauts Unlimited, Crashmo, and Paper Mario: Sticker Star. Y’know…to name a few. Today’s post will be about that last one mentioned, but I am sure to be talking about that bizarre and totally unneeded horseback chase scene from the newest Layton adventure, as well as the overall creepy 3D models. Because somebody needs to tell that world that Luke looks like he’s tripping balls, and I guess it’ll be me.

Anyways, Sticker Star. It’s a game I’ve been really excited for since it was first revealed to be coming to the 3DS. I think back then, when we knew very little about it, many thought it was just a remake of one of the older titles from the franchise, but it turned out to be its own being. Maybe a remake is still on its way though. Who really knows. Nintendo doesn’t like to give us too much information, and one can only look to the missing North American release date for Animal Crossing: New Leaf to confirm this. Regardless, it’s here, and while I waited for it to get here, I picked up and played an hour or two of Super Paper Mario for the Nintendo Wii a month or so back, which has a great look, an interesting, Fez-like mechanic that distorts the way you see a screen, but is horribly paced and far too hand-holdy. I meant to play more before Sticker Star dropped, but alas, that never happened.

Despite how bad I am in real life at peeling stickers off books or DVD cases, I’m really enjoying Sticker Star so far. A seemingly unanimous complaint about the game is that it is a much more simplified RPG, and that since battles don’t grant you much other than coins, you’re better off avoiding than fighting and “wasting” your depletable sticker collection. I haven’t felt that way yet, though there has been a few occasions where I have just jumped over an enemy instead of on it to initiate a fight. Fights consist of using a sticker for every action, and so they disappear fast, but also reappear twice as fast, as they are everywhere. You really can’t walk more than a few steps before finding one behind a bush, stuck to a wall, or within a question block. If you’re really good at timing pressing a button when you attack or block–think Costume Quest‘s battle attacks but without the prompt–you’ll save on stickers and wheel in more coins. I’m liking it all, even the inventory management aspect, which is constantly changing as a new sticker comes in or a larger sticker gets used to free up space.

The story is a story. There’s a Sticker Festival held in the Mushroom Kingdom, but then Bowser shows up and ruins it all by breaking apart the Sticker Comet, which is now scattered across various parts of the map. A magical floating crown called Kersti deems that only Mario can…blah, blah, blah. You know it from there. It exists to serve the gameplay, and that’s all–at least from what I’ve seen. However, the writing of each individual character you come across is fun and light-hearted, with a lot of wink wink and puns, so there’s potential for great story beats, but time will tell on that. Regardless, it gets you out into the world map, collecting stickers, defeating Bowser’s endless army of goons.

Whereas I found Super Paper Mario too hand-holdy from the start, the exact opposite can be said about Sticker Star, and that seems to be where a lot of gamers got frustrated. The lack of button prompts on attacks and defense stances is fine, as it teaches you how to use those stickers correctly, but a lot of sticker/puzzle solutions are hidden in the world, and to find them, you really need to experiment. The game will not tell you what to do, and if you get a hint, it is paper-thin (hey-o!). For example, there’s a part in World 1 where you need to stop water from flowing into a fountain to collect a special item. When you approach the faucet’s knob, there is no button prompt, and previous puzzles like this required the use of a specific item, such as a fan or pair of scissors. I tried paperizing the world to no effect. Then, out of ideas, I jumped on the faucet, totally just trying to hop down to the bottom part of the level, and by jumping on it, the knob turned, slowly shutting off the water. That’s not the best example, as maybe it highlights my slowness more, but it does show that not everything is spelled out for the player, harking back to an age when trial and error was how things got unstuck (hey-o x2!).

Okay, back to it tonight. I’m currently at the fortress in World 1 and trying to figure out how to stop those fans from blowing so much wind and knocking Mario off ledges. I’ll give it everything I got, and if I end up spending more than an hour trying to solve that level–well, I’ll give in and look up an answer online. If one exists, that is. The fun for me in Sticker Star really is in exploring as the colorful, diorama-esque visuals get my eyes dilating every time, but to do that one must constantly be moving forward.

Epic Mickey: Power of Illusion, a fantastic distortion of the senses

The demo for Epic Mickey: Power of Illusion for the Nintendo 3DS has its ups and downs, but it has nonetheless confirmed for me that I’ll be purchasing the cutesy side-scroller on Day One. As well as reading all of Scrooge McDuck’s lines out loud in my amazing Scottish accent.

It opens with gorgeous, hand-drawn art and text-based story blocks, and stays that way for some time. Maybe too long to be reading text, but whatever. There has to be setup somewhere. Power of Illusion takes place some time after the events of Epic Mickeywhich I never even came close to beating. A part of me wants to go back and try again, but then another part remembers how there were houses you went into that had absolutely nothing inside of them, and they made me furious because what’s the point of going in it then, why not just leave the door locked, ugggggh. Anyways, the evil witch Mizrabel and her Castle of Illusion have been accidentally transported to the Wasteland by the wizard Yen Sid. That’s Disney backwards for those not in the know. Oswald the Lucky Rabbit contacts Mickey Mouse to tell him about the castle and that Minnie Mouse has been spotted inside of it, which is not true at all. Ever the hero, Mickey then sets off to save Minnie and the “Illusions” of other Disney characters trapped in the castle.

Right. It’s a side-scroller of yesteryears, and it’s coming from Dreamrift. Y’know, the folks responsible for the charming Monster Tale. Some company alum also worked on the highly praised Henry Hatsworth in the Puzzling Adventure. So, we’re definitely in good hands here. Plus, several interviews with Peter Ong, co-founder and creative director, have remarked on his love for Castle of Illusion starring Mickey Mouse for the Sega Genesis. And that love shows. Oh does it show. But thankfully there’s more to Power of Illusion than just nostalgia and one fan’s dream to bring it back.

After all the story intro stuff, the demo drops you into control of the one and only Mickey Mouse, with little to no abilities to his name. Hmm. Basically, you can jump, and his jumps are unfortunately very floaty, something I’m not digging. Later on, after acquiring the Pixie Dust sketch which allows you to float down when falling, it was nearly impossible to tell the difference. You go through a tutorial level, which shows you how to bounce off enemies, throw paint/thinner at them, draw in items or erase them completely, and rescue familiar Disney characters, like Beast and Rapunzel. The artwork is gorgeous and looks great in 3D, presenting depth of field over launching things at your face.

As for the paint/thinner aspect which carries over from Epic Mickey, it’s fairly perfunctory. When you need to create an item, you trace its outline, and depending how steady your work is, you’ll create a stronger item. Alas, this is no Theatrhythm, and it’s not exactly clear where you are being judged in terms of lineart. For thinner, you basically just smudge away the item with all you got. That’s all this demo showed, so I’m not sure if there’s more to this gimmick or not. When running around, you can throw paint or thinner at enemies, and depending on which type you use, they’ll drop health or money. Yeah, Disney Dollars.

Once you are done learning the ropes, you head back to your Fortress. And this is where Power of Illusion really won me over. Because the Fortress is the castle from Suikoden. Well…sort of. The Disney characters you rescue in levels will take up refuge in your Fortress, getting their own room and serving their own purpose. You can upgrade the room too, though I’m not clear on how that is accomplished. Some characters become shops–like Scrooge McDuck–who sell upgrades to Mickey’s health meter, how much paint/thinner he uses, and upping his ability to find hidden treasures, and other characters will dish out side quests. This, I like. Very, very much. And I spent most of the demo playing around here before going back into one more level, which was set on Captain Hook’s pirate ship. That then ends with a boss fight teaser, definitely leaving me wanting more.

My Nintendo 3DS is in for some hurting over the next few weeks. I’m still trying to finish up a single playthrough of Pokemon White 2–seven badges collected so far!–but this Sunday I’ll be picking up Paper Mario: Sticker Star. And then comes Power of Illusion, followed by the downloadable Crashmo. I also still mean to pick up the new Layton game too. Gah. And maybe Scribblenauts Unlimited. Triple gah. At least now that the weather is getting horribly frigid, I have something to do underneath the heated blanket: collect pocket monsters, collect stickers, collect Disney characters. My system might not be ready for it, but I definitely am.

The purchasing forecast of videogames for the remainder of 2012

It’s gotten to the point that this upcoming autumn slash winter, in terms of videogame release dates, is becoming a messy blur, and I can no longer keep things pinned nicely on the bulletin board in my mind. Usually there’s just one or two games I really, really want, but not this time around. Seems like everything is coming to a head to round out the year of our unmaking. Oh boy, oh girl.

And so I come here, to Grinding Down, my e-refrigerator of sorts, to jot everything down next to the grocery list so I can keep track of it all. I’m sure this is not as interesting as me trying out Facebook social games and complaining about the Energy template or writing lame haikus or talking about videogames I traded in when I was young and dumb, but I like staying organized and orderly, and this helps with those two personality aspects immensely.

And we’re off…

Borderlands 2
System: Xbox 360
Release date: September 18, 2012

Already got this one pre-ordered, which means I’ll get early access to the now controversial fifth class. You know, the one with the “girlfriend mode” skill tree, where shooting a gun near an enemy is considered good enough to damage it. Chances are I won’t play as any other class than the trusted soldier with his trusty turret, but we’ll see. Really looking forward to this one, especially since I’ve been dipping back into the original game as a late to clean up some Achievements and missed quests. Does anyone know if you can carry over some guns with saved data? I’ve got this sick acid-based pistol that obliterates armor I want to keep.

Pokemon White/Black 2
System: Nintendo DS
Release date: October 7, 2012

Um, no, I have not yet beaten my copy of Pokemon White, and so I don’t know how the story ends. I’m at the final fight area, but have to do a lot of grinding to get a team up to snuff, and that’s not a lot of fun. The fun, for Pokemon videogames and me, comes from the beginning hours, where you go out into the wild to grab your first few pocket monsters, and then begin to construct a team to your liking. There’s another reason that I now pretty much buy these Pokemon games like a natural reflect, but I’m not ready to talk about that just yet.

Code of Princess
System: Nintendo 3DS
Release date: October 9, 2012

Now, I’m not actually certain I’ll be picking up Code of Princess, but it does have two big points going for it: quirky characters and ATLUS. That might be enough, but I’ll hold back and see what reviews say first. Hopefully Giant Bomb does a Quick Look of it.

Professor Layton and the Miracle Mask
System: Nintendo 3DS
Release date: October 28, 2012

Hey, it’s the professor’s first adventure–on this side of Earth, at least–in the third dimension! Think of the possibilities. Can’t wait to remove match sticks in 3D. This is a no-brainer, really. Wonder if it’ll come with another bonus mini-game like Professor Layton’s London Life. I loved that experience more than the actual game, but it still made for a crazy good package all in all.

Assassin’s Creed III
System: Xbox 360
Release date: October 30, 2012

Some time before this comes out, I’ll have to read a wiki summary for Assassin’s Creed: Revelations as I skipped that one. It seemed, from what I could tell, to be more Brotherhood, with little variation. More Brotherhood isn’t a terrible premise, as that adventure was leaps and bounds ahead of others, but to fall flat and not contain many revelations–for shame. Otherwise, the newest entry looks great, with new types of terrain and weaponry to master. Plus, naval combat. I’m in.

Paper Mario: Sticker Star
System: Nintendo 3DS
Release date: November 11, 2012

Mario, RPG elements, and sticker collecting. Who knew this combo would be so desirable?

Disney Epic Mickey: Power of Illusion
System: Nintendo 3DS
Release date: November 18, 2012

The people that made Monster Tale are making this, using Castle of Illusion for inspiration. I don’t need any more reasoning than that. Please, take my money.

LEGO Lord of the Rings
System: Xbox 360
Release date: Holiday 2012

One has to assume this will come out right around the same time part one of eight-seven for Peter Jackson’s The Hobbit drops. I mean, if I had the mind of a businessman, that’s how I’d plan for it. Symmetry and brand recognition, right? Yeah, that’s it. Over the weekend, Tara and I finished up collecting every noodle and nail in LEGO Harry Potter, Years 5-7, which was exhausting, and so we’ll take a break from the LEGO games until this one comes out. Still not sure how to accept the addition of voices in the newer titles…

THE POOL OF UNCERTAINTY MIGHT STILL CONTAIN SOME OF THESE GAMES FOR 2012 OR MAYBE NOT…

Fantasy Life
System: Nintendo 3DS
Release date: ???

A few weeks ago, new screenshots–mostly in Japanese, mind you–were released for the long-awaited Fantasy Life, and I was excited. This would be the game that could stave off my Animal Crossing withdrawal. Coupled with these screenshots was the promise of a release date shortly thereafter, but that time has come to pass, and not a new word has surfaced since then. That’s…extremely disheartening. C’mon. Let me get this for Christmas.

Bravely Default: Flying Fairy
System: Nintendo 3DS
Release date: ???

A unique battle system, the ability to change jobs, character designs from the character designer behind Final Fantasy: The 4 Heroes, and absolutely stunning graphics. Seriously, this game looks gorgeous, and that’s a word usually saved for things like supermodels and Thanksgiving feasts. Other than that, little else is known, but I’m keeping my eyeballs peeled for this nonetheless.

Oh boy. Also: ugh. There’s more titles here than I previously thought I wanted. Thank goodness a few got delayed to 2013, such as Luigi’s Mansion 2 and BioShock Infinite, because I am going to make a serious attempt to balance gaming time with drawing a lot of comics time, as the latter is actually an important adventure I want to see to the end. There’s not many gaps here; seems like a game comes out every week once the leaves start changing, and my wallet is in for a hurting.

What’s on your to-buy list for the remainder of 2012? Are we getting any of the same games? JINX!