Tag Archives: Epic Mickey

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.

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.

Disney Epic Mickey: The Power of Illusion for the 3DS is a videogame I now want

Okay, I’m all in.

To start, I found Disney Epic Mickey on the Nintendo Wii to be severely flawed, with horrible camera jank, empty houses that made me angry, and a really slow pace. Charm and atmosphere was there, but that’s it. Which is a shame, as I love Mickey Mouse and animation of golden times and all things Disney–I mean, for our honeymoon, Tara and I geeked out in Disney World for a week, and it was sublime. There’s just something so charming about Disney’s universe, and we’ve had a couple of good games based off Ser Walt’s creations in the past, namely Castle of Illusion Starring Mickey Mouse and Kingdom Hearts.

And so, while wearing trepidation-laden armor, I am excited to see how Epic Mickey 2: The Power of Two turns out, what with its focus on co-op and music, but the real reason to be overjoyed that Junction Point Studios is giving it another go is that there will be a retail release for the 3DS…and it’s totally different.

Made by DreamRift, the fine beings behind 2011’s underrated Monster Tale, Disney Epic Mickey: Power of Illusion is a 2D platformer that harkens back to the previously mentioned Castle of Illusion. In fact, some are straight up calling it a sequel. Nothing’s been formally announced, but the Internet has provided a number of game details and a single screenshot scan, and from all that…I’m in. It sounds amazing, and might very well be the third 3DS game I buy in 2012 (the first was Super Mario 3D Land, and the second will be Animal Crossing 3DS). Here’s a couple of bullet points supposedly from the newest issue of Nintendo Power:

  • Use stylus to tap item icons
  • “Paint” (trace) those items into existence to create cliffs, cannons, and floating platforms
  • Use thinner to erase objects
  • Scrolling parallax backgrounds
  • Every level in the game is based on an animated Disney adventure, which includes Sleeping Beauty to Tangled
  • Every character that Mickey saves will take up residence in the fortress that Mickey uses as his home base
  • The witch from Snow White is the main villain
  • Scrooge McDuck, Minnie, and Oswald also make appearances

Did you see the bullet point I highlighted in red font? Check again. I did so because that basically confirms that Disney Epic Mickey: Power of Illusion is part Suikoden. Oh em gee. Give me a base, let me recruit people, and I will play that game, no matter what it ultimately is. I can’t wait to see how the fortress evolves with each cartoony pal that Mickey brings back. People are guessing Fall 2012 for a release date, and I’ll be keeping my eyes peeled for more delicious-looking screenshots.

30 Days of Gaming, #13 – A game you’ve played more than five times

This is kind of a weirdly phrased topic. I mean, it seems like it wants to ask about a game you’ve beaten more than five times because honestly, I’m pretty sure I’ve played every videogame ever more than five times–as have you–save for Epic Mickey (cue sound effect). If that’s the case, I had a number of choices for today’s 30 Days of Gaming meme topic, most of them coming from the great house of the Super Nintendo Entertainment System: The Legend of Zelda: A Link to the Past, Super Mario World, Donkey Kong Country, and Suikoden to name a few.

However, I’m going with Super Metroid, a game I can’t pinpoint on the number of times I’ve completed, but it’s one that I return to consistently every few years and love revisiting. I’m so proud to still have this cartridge in my SNES collection; thank the stars above and below that I didn’t trade it in with all those other games I now regret living without.

Super Metroid thrives on exploration and discovery; without it, Samus would just be some ho-hum bounty hunter that hopped up and down platforms, shot enemies to pieces, and took down crazily unique bosses. Those aspects of Super Metroid are great and certainly nothing to sneeze at, but its everything else around them, the unknown padding if you will, that makes this truly a game worth coming back to again and again. It’s landing on Zebes in the rain and heading to the right to discover that, no, really, you need to be heading to the left. It’s making your way through Crateria, which, as a young boy, I always misread as Cafeteria, and getting chills from the dreary, silent mood thickening in the air above. It’s getting even more freaked out when Samus first arrives at the Wrecked Ship to drips and statue-still enemies. It’s that final boss fight, and the frantic rush thereafter; it’s going back to where it all started.

Every time I play through Super Metroid, I discover something new. Last time, it was reaching new areas with the Shinespark technique that I had previously thought were unreachable. Another time it was sinking through some quicksand to…not die, but end up in a hidden room. Long before that it was learning all the secret, chargeable special attacks. I can’t even imagine what other hidden goodies remain for my next romp through, but I’ll be sure to x-ray scan every wall possible and bomb whatever gets in the way.

Truth be told, I’d love a new version to pop up on the Nintendo 3DS, and considering there’s a 3D upgrade to a title like Excitebike…well, my dream isn’t too far-fetched. Until then, I’m just gonna roll up into a ball and wait.

Epic Mickey, epically forgotten

I received Epic Mickey for Christmas, and since then I’ve played it twice. Two times, people. One…two. That kind of says it all, but this is Grinding Down after all, and I always like to say more than is probably necessary.

Epic Mickey is a sad game. It’s sad for many reasons; sad that it can’t be what it wants to be, sad that its controls don’t work like we’re told how they’ll work, sad that its camera is disgruntled and ready to quit at any moment, sad that its best aspect has nothing to do with gameplay. Just sad, sad, sad. And for a Disney product, that’s astounding. Certainly, this would have been much more stellar with all the in-game levels removed, the controller denied access, and released as a straight-to-DVD bargain bin flick. It’s a great story. It would make a great family film.

And here’s a summary of the story: Epic Mickey is set in a world crafted by the wizard Yen Sid (pssssst, that’s DISNEY backwards) which houses all of Walt Disney’s forgotten characters.  Our titular hero Mickey Mouse accidentally spills paint thinner on a page containing the world and is dragged inside. Here, he’ll discover the Phantom Blot has been manipulating the world in very evil ways. Using paint and paint thinner, it’s up to Mickey to set things right (or maybe not at all). Also, Oswald the Lucky Rabbit, Walt Disney’s first ever cartoon hero, who hates the Mouse with unbridled passion, is out for revenge. See, it’s good stuff. It has layers, and it’s a real treat to see many of the forgotten characters actually dealing with their depression and anger. And poor Mickey is just kind of thrown into the mess of it all. Storyboard-style art really helps bring to life the characters and world, and I wish someone else would come over to my apartment, play the game to unlock all the movies, and then go away so I could just watch them one after the other. Yes, that is my wish.

The story is not Epic Mickey‘s problem. In fact, it’s its only sparkle of light. I’ve never been excited over using the Nintendo Wii for anything other than Wii Sports as the WiiMote and Nunchuk are prime examples of masochism. Pure hate against the consumer. They are the worst controllers in the galaxy, and playing anything with them is a minigame on its own. Using the WiiMote to aim the paint/thinner weapon is pointless because even if you do aim it right, the game doesn’t shoot the paint/thinner where you are aiming at. It always falls short. So that’s fun to work with. The controllers also don’t make general platforming easy, especially with that camera that Epic Mickey game designer Warren Spector won’t even admit is more horrid than Goofy doing disco. And good platforming is kind of key for a…platformer. I mean, when I say that I can’t get any further in the game, I mean that in the sense that I physically can’t get Mickey to where he needs to be because the jumping and climbing and clinging controls are broken and he keeps falling to his death. Looks like Mickey is doomed to the same fate as Smee and Oswald, abandoned, stuck in limbo, forever forgotten.

Alas, Epic Mickey is not the second coming of Mickey Mania.

Over at The First Hour, Nate answered with “doubtful” to if he’d continue playing Epic Mickey, and I have to echo his sentiments though I might give it one more try. An epic shame in the end.