Epic Mickey is an endearing tribute to Mickey, the Disney Parks, and the Disney Company as a whole. As a big-time “Disney Adult”, I absolutely adored the creative imaginings of the “twisted” Disney Parks attractions, lands, and even songs. If you are a Disney fan, you must play and complete this game, because it’s such a tremendous love-letter to the artistic output of the company.
If you’re not so much of a Disney fan, but are a platforming game fan, the game itself does have a lot of charm as well. Epic Mickey surprised me with its gameplay competence and scope. I was expecting a very bare-bones, short game, but there’s a lot here! There are a lot of levels and quests and things to find and collect. There’s not a huge amount of challenge to be found here, Celeste this is not (that’s a good thing, for my weak gamer nature), though there was one boss sequence with the Mad Doctor that really frustrated me and seemed a lot harder than the rest of the game. Honestly if there’s any game that this reminds me of, it is Psychonauts. Seriously! There is a diversity of levels that really has that same sort of, “The next area could really be anything!” feeling.
While it was a lot better than I expected, I did have some constructive criticism that I felt like should be mentioned. This is, of course, a Wii game, and has the “flick to attack” thing that many Wii games have. I don’t really care for this — I know that it works 99 times out of 100, but it always feels like it does fail when I absolutely needed the attack to work the most.
I also don’t really like the “hybrid” targeting method that the Paint and Thinner mechanic uses. You use the Wii pointer to target things to shoot with paint or thinner, which is fine, because the Wii pointer works pretty good. But the problem is that the source of the paint is the character of Mickey Mouse, so if he’s in the wrong spot, you won’t be able to hit what you’re targeting. I would have preferred if they invented some conceit to allow the paint to just shoot out of the screen, like a light-gun shooter game, instead of requiring you to also coordinate the character position in order to shoot the paint.
The third thing I didn’t care for was the heavy amount of repetition in the game. There are 2-dimensional platforming stages that connect the larger 3D areas, and any time you travel between these areas, you have to traverse these 2D transition stages. This gets boring! Especially because there are a whole bunch of these 2D stages with different themes (they’re all based on old Mickey Mouse cartoons, it’s kinda great, otherwise, like Cuphead before Cuphead), but there are only a couple areas that the story has you repeatedly travel back and forth between. So you wind up seeing some of these segments only once, and others, you see, back and forth, maybe 10 or more times. They should have paced this better, because it made me resent the end of the game where they make you re-tread some of the 3D areas, too. I was “primed” to be annoyed by the repetition by their repetition of the transition stages.
I know these sound like some big complaints, but they’re really more like those annoyances that just kinda stick in your craw because the rest of the experience was so enjoyable and decidedly good. I’m really glad that there is a sequel, because I grew to love Oswald the Lucky Rabbit, and I think it’s so awesome that this game was the thing that brought him back into the Walt Disney Entertainment fold.