Tag Archives: Walt Disney

Disney Magical World 2 and the grand return of so many stickers

disney-magical-world-2-gd-early-impressions

According to my records, I’ve played Disney Magical World 2 for a little more than half the amount I dumped into the first game, which has the honor of being one of my most-played games on the Nintendo 3DS, bumping elbows with other critical darlings like Animal Crossing: New Leaf and…Netflix. I’m not even near a 50% completion rate. That first game was a super addictive life simulation thing with more than two handfuls of quests to constantly be working on that came out right at the time I needed it to most, and the sequel is all of that again plus more. I got it and Pokémon Moon shortly around the same time last year, and I haven’t touched the latter for more than a couple of hours in November. Sorry, my cute l’il Rowlet baby, I promise to be back shortly.

Once more, you the player, using either a custom character or the Mii that is on your Nintendo 3DS, arrive in Castleton and are magically the only person able to help everyone with their multitude of problems. These include reuniting a musical band of sea critters in The Little Mermaid‘s realm, ensuring Pooh has enough hunny for a picnic, helping those seven dwarfs clean up in preparation for Snow White’s arrival, and so on. There’s a bunch of new, big name worlds to explore–alas, still not an inch for The Incredibles–and each realm is ripe with materials to collect, characters to interact with for special items or side requests, and larger story missions that take you to dungeon-like locales to fight off ghosts using your magic wand. A couple worlds, like Lilo & Stitch and Snow White and the Seven Dwarfs, feature mini-games too though they aren’t worth spending a lot of hours on.

The main goal hasn’t changed beyond collecting Happy Stickers. Sure, you can grow your café, earn lots of money, tend to a garden, and find new recipes for food, furniture, and clothing, but it continues to be all about them stickers, which are earned by completing specific tasks, such as catching so many fish or clearing a specific number of episodes. Ultimately, these dictate unlockable content or areas and what quests you can take on so it behooves you collect them as you go so you can have more to see and do. Everything feeds into one another, so, no matter what, you are always making progress, which is a thing I love. At the beginning of the game, you’ll see areas locked behind a high number of stickers and think getting there will be impossible, but all it takes is time and dedication. By the end, there’s so much to juggle that you’ll think back at the lengthy opening and how little you could do then and chuckle.

Here’s what was taken away in Disney Magical World 2, much to my dismay: collectible pieces of art every day, whether animation frames or original movie posters, from characters all over in Castleton. Instead, you gather puzzle pieces, and once you acquire a full set and the respective border, you can visit the themed land in the Dream Realm, which mostly exists for silly pictures, but also gaining a bunch of “like” points in one big gulp. “Like” points buy stat buffs, special recipes, and missing puzzle pieces through random chance. I’m not a huge fan of this trade-off. Art is cooler. Also, the dungeons are much more linear with claustrophobic challenge rooms instead of open, almost maze-like corridors to run down and discover enemies or items. When you throw a good party at the cafe, you can now do a song and dance with your guests, which, again, seems to only exist for picture taking. The real reason you throw a big party is to get those characters to permanently show up on a daily basis in Castleton.

So, spoiler territory here–and yeah, I consider this spoilery because if it was something I had known about beforehand it would have definitely lessened the woah factor for me when it happened–but credits roll in Disney Magical World 2 immediately after you earn all 100 stickers and return to the castle square. However, just after that, you are presented with another bunch of quests to keep working towards: pro stickers. These consist of more of the same (build X many pieces of furniture, wear X number of Ace Ensembles), but there are a few others that do demand some time and effort to unlock. Each of these stickers comes with a special item too when you earn it, such as new themed wands and Easter clothing/furniture. I figured the game was mostly over, but nope.

Speaking of Easter, that’s the next time the game will switch over in terms of look and events, starting on April 1. So far, it changed for Halloween and Christmas. I was hoping for at least something for either Valentine’s Day or the month of leprechauns, but alas, no. I wonder if Rabbit from Winnie the Pooh‘s realm will play a prominent role during this upcoming time. Either way, even with the new pro stickers to go after, I won’t be playing this as much until the seasons alter and offer some new outfits/items to enjoy. I really have to get back to Pokémon Moon and then there’s the upcoming remake of Dragon Quest VIII: Journey of the Cursed King.

The Incredibles wants you to cross the line and suffer the consequences

the incredibles ps2 final thoughts violet's crossing

After all my years of gaming, I can only recall a few specific moments vividly by name or the tears that I cried as they truly frustrated me, the man with all the patience in the universe. Allow me to name them. That boss fight against Moldorm in The Legend of Zelda: A Link to the Past, especially when it could knock you off the level itself, forcing you to retrace your steps. The entire realm of Aquis from Primal, which is all about swimming, but not about good swimming controls. Lastly, there’s that wall jumping section in Super Metroid, which, to this day, is a mechanic I still don’t have down pat. Well, we can now add “Violet’s Crossing” from The Incredibles on the PlayStation 2 to this curmudgeonly list.

I’m actually going to talk a bit about the entire second half of The Incredibles, but I feel like “Violet’s Crossing” is such a special case of fail that it needs its own paragraph or two. Allow me.

For a level that many YouTubers seem to get through in about nine minutes, this one took me forty-one minutes and change; also, I stopped counting how many times I died after twenty or so, especially since you can kill Violet within seconds of gaining control. It’s a stealth mission and the only time you are in control of Violet by herself. For those familiar with the movie, her power is turning invisible, but the game limits this to only a few seconds. Four or three, tops. Your goal here is to reach the end of the level without being caught, as she is killed instantly when spotted, taken down by a single laser beam bullet. Guards are on high alert and can hear her sneaking by if too close or if she brushes against some foliage.

I like stealth, but I guess I should say that I technically like good stealth, and I’m thinking about Metal Gear Solid, Deus Ex: Human Revolution, and Mark of the Ninja mostly. “Violet’s Crossing” is a terrible stealth level, seemingly created by developers that have never played a stealth videogame in their collective lives. There’s no map, the guards have no vision cones or indication of where they are looking, and you have very limited control of the camera–I wonder if I’ll say the same thing when I revisit Metal Gear Solid 3: Snake Eater. Throw in a super short period for using her invisibility power, as well as one-shot kills, and this turns into a frustrating spout of patience, of creeping inch by inch forward, hoping to hit a checkpoint and not have to repeat everything over and over. By the end of it, I felt like an AGDQ speedrunner, following a specific path and doing certain button presses, knowing they’d work because I had memorized how the guards moved and where one had to go to avoid them. However, instead of waiting what felt like an eternity for Violet’s Incredi-power meter to fill back up with invisibility juice, I spammed another secret passcode.

The level immediately after this is probably the most fun I had with The Incredibles, as Dash and Violet team up to pilot a bubble shield ball thing and mess around with physics. Basically, you get to bounce around in a bubble, taking out enemy soldiers, turrets, and machinery, while occasionally hitting some sweet jumps. After this, it is back to the same ol’ same ol’, with Mr. Incredible fighting that very same tank mini-boss he fought a few levels back multiple times in a row. It’s maddening, especially since the only way to stay alive and not lose progress and have to do all this repetitive busywork over again is to spam health cheat codes. But get this–The Incredibles is so ridiculous that it doesn’t even have a full health or invincibility cheat code. All you can do is keep typing in UUDDLRLRBAS for 25% health refill….25%. Which depletes quickly when battling a fire-spewing tank. I mean, c’mon, the Konami code used to grant you 30 lives in Contra and dress Qwark up in a tutu in Ratchet & Clank: Up Your Arsenal.

Ironically, the final final fight against the Omnidroid is not too difficult and kind of fun, so long as you keep an eye on everyone else’s health meters. Plus, after you beat it, you can continue running around the area, throwing rocks and leaping into burning trash bins, as the credits roll. For some reason, it reminded me of a Tony Hawk level. Or maybe my brain was so relieved to be done with this draining process in poor controls and faulty design choices that I was already beginning to think about what to play next. Please note that I did not actually go play Tony Hawk next (more on that in another post).

Oh, and somewhere about halfway through the game, I unlocked “Battle Arena” in the menu option. No, it’s not a local multiplayer slagfest. In it, you play as Mr. Incredible or Elastigirl, placed an arena to face round after round of enemies, culminating in a final tank battle, everyone’s favorite from the main campaign. Why would anyone do this? Well, to earn more bonus items, also known as uninteresting concept art. Here’s the kicker: you get one bonus item at the end of each round, so if you want all twenty of them you’ll need to beat Battle Arena as both superhero spouses. No thanks.

I’m sure it is obvious now from this post and the previous one that I have not had a good time with The Incredibles. A part of me is deeply curious if anything got better in the sequel The Incredibles: Rise of the Underminer, but maybe I should just retire my superhero cape at the ripe age of thirty-one. Also: no capes.