Thursday, September 26, 2013

Entry 129: "Epic Mickey 2" Pt. 1




I am sure Disney can get their name in that title a few more times.
Dear Internet,

                It is time to tackle "Epic Mickey 2" after having finished the first one.  Unlike the original which was only developed for the Wii after having both a PS3 and Xbox 360 version being scrapped, the sequel was released for all major consoles.  Since the initial release of version on the Wii, Wii U, PS3, and Xbox 360, "Epic Mickey 2" has since been released on the Playstation Vita and just ported for the PC this month.  In fact, by sheer coincidence today is the day that "Epic Mickey 2" is being released exclusively on Nintendo consoles in Japan.  The version that I am playing for this review is one for the Wii U.  This means that I will have to address the gamepad control being used in the game at one point or another.

                The game follows pretty much right where the first game left off.  The denizens of the Wasteland have found peace through the eradication of the Shadow Blot.  Everything seems on the up and up until an earthquake rocks their peaceful lives.  During the confusion, the Mad Doctor appears and claims that he has turned over a new leaf.  He claims, through the power of song, that he wants to redeem himself for his misdeeds and wishes to help solve the riddle as to why earthquakes are occurring.  Oswald the Lucky Rabbit believes the Mad Doctor to be genuine while Gus the gremlin and Ortensia the cat do not believe his words.  Gus and Ortensia call for help to Mickey in hopes that he can come back to the Wasteland and aid the forgotten cartoons.  Mickey hears them and figures out a way to return to the Wasteland to help.  Together with Oswald at his side, the mouse sets off on an adventure to prevent the Wasteland from crumbling apart again.

                The game's world is vastly different from that of the original.  It is not because the game has only new locations.  Mean Street makes a reappearance, even if it is split into two parts.  The world was made from scratch.  The locations that repeat only resembles their earlier appearance in key similarities like location to one another or visual identifiers like shop signs.  What is most notable about how different the world is stems from the game's art direction.  In the first game, the tone was very dark and filled with doom.  I sometimes had difficulty navigating around because the game used so many dark colors and I had difficulty distinguishing where the ground stopped and the pit began.  In the sequel, there are colors galore.  I can easily distinguish one object from another.  But the differences go deeper than a palette swap or a higher screen resolution.

                "Epic Mickey 2" still retains a number of the disturbing elements from the first game, but it handles it differently from the first game.  The first game had the mountains of Disney and Mickey merchandise garbage towering away with rivers of thinner running through them.  The sequel does the same while using a broader array of colors to prevent it from delving too deeply into resembling a nightmare.  There are disembodied toy heads, but they retain their paint as if they were manufactured yesterday.  The effect is that the game is holding back some of the dismal themes in the first game.  This is not a bad thing, per say.  If you look hard enough, you can still see certain elements of the terrain that will make your skin crawl.  The game is thus more kid-friendly, but it makes up in other ways.
Still creepy, just now with more color.

                I am happy to see that the game has reworked inter-leveling traveling.  The 2D levels based on old cartoons are still there.  However, the player can take one of two different routes through each 2D level.  This means that the player can end up completely missing a collectable if they take the wrong route.  With how often the game will probably make the player re-travel through these levels, it makes for a more enjoyable experience since there are multiple ways of traveling.  On top of that are new 2D levels not based on old cartoons.  These are underground, highly explorable levels with many nooks and crannies filled with hidden collectables for the player to find.  Of course, the player can just made a dash straight through them, but they would end up missing a lot of helpful equipment and unique puzzles.  

                Another notable change is that the game is completely filled with voice acting.  Every character talks in this game.  On one hand, it feels refreshing because it allows the story to be better expressed.  On the other hand, even the side characters get voiced.  This would not be a problem if it were not for two specific things.  First, it makes going through menial dialog a chore, especially when you realize that the character has nothing useful to share.  Thankfully, the player can skip to the next line without having to wait for the first line to finish.  Second, the voice acting can be grating.  The actors that handle the main characters are skilled veterans.  The game uses the same actors that Disney employs for any of their most notable characters.  The side characters however feel like they are being handled by any collection of average Joe's from the street.  Some of the dialog is painfully slow and stretched out.  It is obvious that they are reading from a script or worse yet reading it for the first time.  Then there are the Gremlins, who all seem to have a collection of overly exaggerated foreign accents with no explanation as to why they are talking like that.  Some of these Gremlins are making their second appearance in this game, but they were never shown to have these foreign verbal mannerisms before.  These accents feel forced and unnecessary.  If it is done for comedic effect, it failed to make me laugh.

                I will start tomorrow speaking about the gameplay.

Yours in digital,
BeepBoop

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