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E3 2010: Epic Mickey

We check out what it's like to waggle your painting rod with Mickey.


Epic Mickey
Credit: Disney

There's a lot of pomp, circumstance, and mystery surrounding Epic Mickey. Previously, we just know it as an ambitious third-person action game involving painting, choice, and the lost history of Disney animation. But it's also being made by a guy whose resume focuses more on first-person RPG (with a dash of shooter) experiences. What the hell kind of platforming game is he going to make?

Well, as it turns out, he's making a pretty standard platformer. I don't mean that in a demeaning, "after all the hullaballoo, he's making Just Another Platformer." I just mean that from my brief play experience, it so far plays like what would happen if Warren Spector made a third-person platformer -- that there are solid mechanics that you'd expect from the genre, but now there's a bit more decision making and choice in the matter.

What I get to play is a sort of quest/hub area, replete with shops and NPCs giving me things to do. It's where Smee, from Peter Pan tells me of the recent troubles he and his merry band of pirates (sans Captain Hook; I'm not sure whether he comes up later, or is no longer around, or maybe he's a boss character or some-such): their hideout has been taken over by Blotlings (a sort of "evil inked" versions of Disney personas) who've constructed a massive machine that converts pirates into blotlings.

But that's getting ahead of myself. Initially, the pirate ship is missing a few key components, and it's up to Mickey to retrieve them, by doing various favors. One pirate who possesses the steering wheel simply wants an item from the top of a nearby tree -- all it takes is some simply platforming to retrieve it. Another fellow is madly in love with Clarabelle the cow, and seeks advice about what to buy for her.

What's a bit interesting is that even in these little quests, there's an element of choice. Disney doesn't consider Mickey's choices to be ones of good or evil -- instead, they're considered "heroic" versus "mischievous." The heroic deed is to find the item or offer a rose as a gift to Clarabelle; the mischievous deed is to bypass getting the item and simply pay with cash money, or to offer something that Clarabelle dislikes -- thus causing the in-love pirate to get depressed and give you the item anyhow.

The heroic-versus-mischievous dynamic becomes a bit more prominent when, once the ship is assembled, you actually go to the Blot-possessed hideout. There, you have two choices when dealing with the massive machine: either use paint to deactivate it and help turn the converted pirates back into their normal selves, or use thinner to overflow the machine -- which will shut it down, but also prevent the pirates from being "un-blotted."

Running around the island fortress and dealing with the blots gives some pretty elementary examples of Epic Mickey gameplay. Depending on which button you use while waving the Wii Remote around, you'll be using either paint to create objects, or thinner to erase them. Paint is useful in making platforms where there weren't any before, or for stunning enemies or even having them temporarily help you by fighting their former pals. Thinner is used to taking away obstacles in your path -- or for outright elimination of foes.

Besides using Paint and Thinner to manipulate platforming elements and foes, Mickey can also use "sketches," which are your basic one-time use items. The only sketch on display for this demo is the television, which serves as a great distraction. Plop a television down, and you can either walk away from all the enemies who are busy watching it, or you can take them out (it's worth noting that the distraction mechanic effectively makes televisions a tool for stealth-centric players).

There's still a lot to see. Spector refuses to discuss what actually happens when Mickey becomes either a Hero or a Scrapper (the formal term for being overly mischievous). We haven't seen any worlds besides this isolated pirate town and occupied lair. We haven't even seen any boss encounters -- even those will have choices and non-violent resolutions (Spector comments that, "everybody has a want, and if you fulfill that want, you might not need to fight them"). Though, even with my brief (about 10 minutes) playthrough, it's safe to say that Epic Mickey looks like a pretty solid platformer (which is nice, coming from a team that hasn't really made platformers before) with some intriguing hooks that I want to see more of later.

 

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