Tuesday, September 24, 2013

Entry 127: "Epic Mickey" Pt. 2




I do not get why they needed to smack "Disney" so prominent onto the title screens.


Dear Internet,

                I spent the majority of yesterday talking about the story and art direction of "Epic Mickey."  It would do well to talk about the gameplay lest I forget the most important thing about what distinguishes the video game from other media.  

                "Epic Mickey" at its core is a platformer.  You control Mickey from a third person perspective, running around, bopping enemies on the head, and leaping over gaps.  The game is as close to the definition of a platformer that a game can get.  On top of all that, there are collectables, fetch quests, and many levels hidden corners with nooks and crannies.  Everything is there to make a by the book platformer.  But every platformer must have at least one gimmick to make it stand out from the many other games I the genre.  Merely having Mickey Mouse as the protagonist may have been enough at one point, but thankfully, this game tries to do something unique.  Beyond an all purpose spin-kick, Mickey has a magic brush that dispenses paint thinner and paint.  It is this one mechanic that a majority of the game's challenges and puzzles are solved.  There are also disposable sketches, but the game definitely stresses the paint/thinner mechanic.

                The game is made up of two different types of materials.  There is the permanent material that is not affected by the paint/thinner, and then there is the "toon" material.  The toon material is noticeably more saturated and colorful when compared to the non-toon material.  Using the paint and thinner, Mickey can make the toon material materialize or disappear.  When thinner is used, the object becomes nearly invisible short of a ghostly white shadow.  The object then cannot be interacted with unless the paint is used to bring it back.  This created a number of possible abilities which can be built upon.  See an enemy coming near you?  Make the bridge it is standing on disappear, causing the creature to fall into the river of turpentine.  Need a platform to just up to the next level?  Materialize the hidden ledge to get yourself up.  This mechanic also creates a lot of hidden locations because of the beginning state of each level.

                When the player enters each location, some objects are materialized and some are not.  The player can go ahead and make everything possible disappear to determine if there are any hidden crevices, but this will come as a backlash.  It will make the non-toon objects as the only things remaining.  Besides making the landscape devoid of any color or life, the residents will look unfavorably upon Mickey, since all he will be doing is making their already decaying world ruin quicker.  If the player decides to make all the invisible toon objects appear, then they will seal off possible routes that can be traversed.  There exists a certain balance that has to be done to traverse the landscape efficiently.  Although, the player will find themselves drifting either towards the paint or the thinner.  This has got more to do with the choices that the player has to make to push forward the story.

                The player is often given the choice as how to solve each location's puzzles.  Sometimes they are tasked with turning on a series of switches that would cause a mechanism to begin moving.  Alternatively, they can explore the level until they find a hidden character that is trapped.  Freeing the character will allow that character to fix the problem directly.  This is a choice mad by the player that is sometimes unconsciously.  You can happen upon the trapped character without knowing he is there or that he will solve your problem for you.  Opposite of that are the times when the player is given a choice between two known ways of reaching the goal.  Take for example the detective side-quests.  The player can either follow the toon footprints, filling them in to prove that they lead directly to the suspect, proving the character's guilt, or the player can pay off the thief using collected tickets.  This objective can be reached through different means which had different levels of difficulty.  Trying to paint all the footprints can be frustrating because of their small size.  Paying off the thief can be easy sometimes, depending on the amount of tickets the character wants.  The correct moral choice then comes into play.  This is made even more prominent in a side-quest where the player had to help a man find a gift for a woman that he wanted to impress.  The player could either get an ice-cream cone or a bouquet of flowers.  Either choice would get the man to do what the character wanted eventually, but only one item would be enjoyed by the woman.  The flowers is much more difficult to obtain because the player has to travel much farther to get it and has to then find the hidden flowers before delivering it back to the man.  The ice-cream can be bought, but the woman will scorn the man.  The player then has to buy the object that they were trying to get from the man.  
I am a sucker for a happy ending.

                "Epic Mickey" has often got many either/or ways of solving the puzzles and challenges.  The game usually refrains from straightforwardly referring to them as good and bad choices, but the player can infer such things on their own.  Defeating bosses usually requires only one specific method as compared to using both the paint and thinner in conjunction.  This is because after defeating a boss, the player is rewarded with an upgrade to the capacity of wither their paint supply or their thinner supply depending on which was used to defeat the boss.  The game goes one step further in distinguishing the differences between using either paint or thinner.  The choice of manner in defeating a boss determines if the boss is destroyed or made friendly, as with the lower minions.  This may have longer lasting effects upon the game, but I will have to address this when I finish the game.  For the most part, I cannot tell if my actions have had long reaching effects.  Other than a few lines of dialog taking note of my actions, I cannot see my actions taking a noticeable effect.

                I should probably close on a bad note, lest you think that I find no faults so far.  One annoyance is that when the player revisits an area like the central hub of Mean Street, the game does not remember what the player had materialized or made invisible though the use of paint or thinner.  This is a big letdown for me because I had carefully materialized everything that I could because I wanted the town to become alive and vivid of color.  Seeing that all of that effort was just going to be forgotten and resettled completely altered how I was exploring the game.  Then there are the inter-level corridors.  In between levels, the player has to go through a straightforward 2D mini-level that is in the style of some old iconic cartoon shorts.  There is hidden in each mini-level a roll of film to collect.  It acts as a nice break from the vast size of the main worlds, but these smaller worlds wear out their welcome very quickly.  Even after having collected the hidden film reel, the player cannot fast-travel between worlds.  It makes these repeated 2D levels annoying and tedious, only creating filler time since after the third time the player has mastered the minute and a half corridor.  They begin to make traveling between levels a chore, which may be the point considering that some of the quests' difficulties are directly tied to how much time it would take to make the right choice rather than the easy one.
The less exposure the player has to each inter-level, the better it resounds in the mind.

Yours in digital,
BeepBoop

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