Disney Epic Mickey Preview

Retaking the Mickey.

Here's a fact you almost certainly didn't know about Warren Spector: he is exactly the right height to stand upright on the top floor of an old Routemaster double-decker bus. The curving roof brushes the top of his tidy crop of grey hair and frames the compact games designer, creator of Deus Ex, perfectly.

"I'm an old dog. I don't do new tricks," he says.

Really, Warren? You could have fooled us. When you're famous for dark, sophisticated and violent adventures, taking on the challenge of reinvigorating the world's most recognisable cartoon character - and what must be one of the most valuable intellectual properties in existence - in an all-ages videogame seems like the definition of a new trick. Not to mention a difficult one to pull off.

But what Spector means is that he only makes one kind of game, and just because of the radically different style, format and commercial pressures surrounding his first work since leaving Ion Storm in 2004, you shouldn't assume that Wii exclusive Disney Epic Mickey is going to be any different. It will be a genre hybrid - "Is it a platformer or an adventure game or an RPG? Well... yes," he says. It will offer multiple play-styles, multiple solutions to problems, a character and a world that change according to your decisions and actions. But it will also have a contained, level-based, linear thrust. When it releases late next year, Epic Mickey will be - surprisingly, but also inevitably - a Warren Spector game through and through.

'Disney Epic Mickey' Screenshot 1

Spector on Wii exclusivity: "I'm enjoying working on a platform where gameplay is it, it's all there is."

That isn't how it began life, however. Spector is happy to give credit to the think-tank of Disney interns who hit upon the poignant ideas at the heart of the game. It was they who determined that to make Mickey relevant again, you had to take him back to his earliest cartoons, the reasons anybody loved the character in the first place. It was also they who picked the emotional counterpoint for the game's story of revival and redemption: Walt Disney's first creation and Mickey's "elder brother", the forgotten Oswald the Lucky Rabbit. Created while Disney was working for Universal in the twenties, it took a mercy mission (and presumably a large cheque) from Disney CEO Bob Iger to secure the rights to use Oswald in the game.

Oswald lives in the Cartoon Wasteland, a surreal world where neglected or never-used cartoon concepts languish, waiting to be remembered and loved again. The rabbit is bitter, resentful, wondering why his father Walt rejected him and why he languishes as a historical footnote while the Mouse went on to become the biggest star in the world. He's also lonely, and has made twisted animatronic versions of Mickey's family - Donald, Pluto et al - to keep him company.

Mickey is plucked out of bed one day by an animated stream of black gloop - possibly something to do with the principal villain of the piece, the Phantom Blot, an insignificant antagonist of yesteryear who seems to have taken on a horrifying new form - and dumped in the Wasteland. The Wasteland has been devastated, broken up, twisted and rendered partially inert by events that, Spector hints darkly, are Mickey's fault. The hapless mouse needs to regain Oswald's trust, heal the Wasteland and find a way out - not just because it's the right thing to do, but to save himself from oblivion and, worse, irrelevance.

'Disney Epic Mickey' Screenshot 2

Spector equates using thinner to erase parts of the world to chopping down grass in a Zelda game: it can reveal both good and bad stuff.

On a corporate, Disney level, this might be the most remarkable thing about Epic Mickey. It's tantamount to an admission by the entertainment giant that its most famous creation, as recognisable as he is, had become next to meaningless. "He's kind of frozen in place," says Spector. "He's a statue. He's an image, an icon. He's not a character any more."

Epic Mickey's remedy to this is twofold. The first part is to return him to his roots, in the distinctly thirties style in which he's drawn, and in the primal focus on animation by the team at Spector's studio Junction Point. "There's been a conscious effort to make him more human, more grounded... I wanted to remind him that he's a cartoon character," says the designer. He shows videos of Mickey's in-game model composited onto classic cartoons, aping the elastic, expressive, somehow graceful stretching and scampering of the original drawings with amazing faithfulness. It's there in the in-game footage we see, too, and is already easily the best cartoon animation in any non-Nintendo game of recent years.

The second part of Mickey's rebirth is more daring - and it's where Spector's personal philosophy of game design comes in. Essentially, Junction Point aims to let the player decide what character to imprint on the icon, the empty vessel that is Mickey Mouse. You decide who he's going to be.

This won't go as far as a moral dichotomy; "I don't want to make Mickey evil," Spector says, and at the end of the day the Wasteland is going to get saved, and Oswald is going to be redeemed. It's a question of who's on his side, whether he's the "lone hero or the beloved saviour".

The two directions you can take Mickey in - mischievous "scrapper" or virtuous "hero" - have their basis in his two main interactions with the game world via the paintbrush he carries with him. He can use paint and thinner to create or erase, restore or damage respectively; you do this by using the Wii remote to point where you want throw or apply them. The twisted, inert part of the Wasteland can't be affected, but everything else - made as it is out of ink and paint - can: platforms can be conjured out of thin air, obstacles removed, objects reshaped.

The element of choice doesn't stop there, because paint and thinner are both limited resources - you won't just have to choose which to use, but when to use it. And the consequences of your choice might be deeper than you think. For example, erasing a bookcase to get at what's behind it doesn't just remove the physical object from your world, it removes the information in the books.

Mickey evolves according to your preferred interactions; using more thinner increases his personal, destructive powers, and gives him a meaner demeanour, more dynamic animations. So does choosing to trade the scattered parts of the robot Donald Duck with a collector, rather than opting to rebuild him. Spector is a little more vague on the benefits of choosing a constructive path, but it seems to revolve around helping others - for example, the floating "gremlins" created by Disney and Roald Dahl in the forties for a film that never saw the light of day - to gain their help in return.

It will be possible, but hard, to change your path from scrapper to hero and back. Spector says he has experimented in the past with setting choices in stone, or alternatively giving the player complete freedom to change their style, and "neither really works".

'Disney Epic Mickey' Screenshot 3

In what we've seen, characters talk in text and garbled toonspeak, and Mickey himself doesn't utter a word. Zelda again...

There will always be multiple ways to solve any problem in Epic Mickey, with Spector going as far as to assert that you'll be able to get round all the game's bosses without fighting them, if you can simply figure out what they want. Nor will it always be a simple choice between paint and thinner, as other tools, or "sketches", come into play. Draw a television and it will distract any being in the game world; draw a watch, and it turns the world sepia and slows down time. These sketches, Spector says, are exploration tools in the Zelda mould, but can also create interesting emergent behaviours when used together.

We're taken through a demonstration showing multiple routes to a single level - its fractured, colourful 3D exploration strongly reminiscent of Super Mario Galaxy, if not quite as pretty or as head-spinning. (There will also be traditional 2D platforming levels, each taking direct inspiration from a specific, classic Mickey cartoon.) At one point, Mickey has to negotiate a large spinning fan, and we're shown three of a possible five solutions to this problem - he can use the watch to slow it down and step through, simply erase it, or free a gremlin elsewhere in the level who will help him to stop it.

It's Mickey's broad range of interactions with the rest of the game's cast, right down to its simplest enemies, that are the most exciting and unusual aspect of this exciting and unusual platformer. Dealing with other beings in ways that go beyond simple, physical slapstick is unusual in a cartoon game - in fact, it's unusual outside sandbox RPGs - but even the silly Spatters, blob-like minions of the Phantom Blot, can be distracted or befriended as well as erased.

'Disney Epic Mickey' Screenshot 4

Storytelling is done in a stylised 2D storyboard look, emphasising that this is a world composed of forgotten concept art.

Mickey will also encounter his old foes Black Pete ("a running gag and a formidable foe"), the Mad Doctor from the cartoon of the same name, and Oswald's children - a horde of baby bunnies who love Mickey "a little too much", mobbing him, slowing him down, directing him into danger and causing chaos when they meet the Spatters. Then there are the Beetleworx, sinister manifestations of the Wasteland's twisted, inert side, who are immune to both paint and thinner. How you deal with them remains a mystery - Spector will only say that it's "a different kind of challenge".

In motion, Epic Mickey looks lively and solid, a polished example of a licensed cartoon adventure - but not a whole lot more. Its aesthetic isn't as stark as the leaked concept art might have suggested, and its flexibility and depth aren't immediately apparent beneath the busy, colourful action.

But seeing the breadth of choice, the player's freedom of action demonstrated - and hearing Spector talk about it - does mark Epic Mickey out as a trailblazer. It's not that these things have never been attempted before in videogames, but they've never been attempted in a game like this, or with a character like this. That Disney is letting Spector take the all-ages platform game in this direction is remarkable enough. That it's letting him (and the player) have their way with its precious mascot is more remarkable still. That it's chosen videogames - in as interactive a form as they currently come - as the arena for Mickey Mouse's rebirth is the most thrilling risk of all.

The Walt Disney Company is an old dog too. Warren Spector might not be learning new tricks, but he's certainly teaching them.

Disney Epic Mickey is due out exclusively for Wii in autumn 2010.

Comments (32) Latest comment 2 years ago

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  • MENTAL1ST Verified Senior Software Engineer, Picsel UK Ltd. #1 2 years ago

    "the primal focus on animation by the team at Spector's studio Junction Point."

    Well, maybe there's hope for its looks, yet.

    Edit: Come on, I think "maybe it'll look better in motion" is a perfectly reasonable sentiment.
    Edited by 2 at 30/10/09 @ 14:02
  • khaz #2 2 years ago

    I'm getting the same tingles that the Castle and World of Illusion games gave me. And its Warren Spector.

    Pleasebegoodpleasebegoodpleasebegoodpleasebegoodpleasebegood

    /goes to play castle of illusion again
  • sargulesh #3 2 years ago

    This game is being written and designed by Warren Spector.

    ^Please read and think about this sentence before you comment on this article.
  • Britesparc Verified Creative, ITV #4 2 years ago

    I love popular fiction stories that have connections to the real world - here, Disney are coyly referencing their own history as a company and Mickey's history as a mascot through the game's story. I'm a sucker for that kind of meta-fiction.

    This looks amazing, especially with Spector at the helm.
  • secombe #5 2 years ago

    ^Please read and think about this sentence before you comment on this article.

    Eh? I'm with the 99.9% of gamers who couldn't give a darn who wrote and designed whatever I'm playing. As long as it's good, I'm in.
  • Boomerang #6 2 years ago

    As a gamer, Warren Spector is as close to royalty as it gets. Anything he touches will undoubtably be good. I'm not crazy about Mickey Mouse, but this could be very special indeed.
  • sargulesh #7 2 years ago

    @secombe, it's a question of pedigree innit.

    Deus Ex (2000), Ion Storm Austin, among other things.
    Edited by 2 at 30/10/09 @ 12:31
  • thesombrerokid #8 2 years ago

    officially the only reason i haven't sold my wii.
  • chukcyQ #9 2 years ago

    Deus Ex 2 and Thief 3 were pretty bad, thus now he's working on... Mickey the Mouse?
  • ant72 #10 2 years ago

    Maybe Mickey gets his ear cut off?...
  • swissorc #11 2 years ago

    Every time I read a preview of this game it becomes more and more diluted from it's twisted rumoured roots. But aside from this when is it coming out ? Autumn 2010. All I have to say is a micky mouse game regardless of whom produces it or super mario galaxy 2 hmmmmm not a hard choice really.
  • varsas #12 2 years ago

    Excellent preview. Let's hope that the gameplay does live up to expectations!
  • thesombrerokid #13 2 years ago

    @chukcyQ
    warren spector didn't work on thief 3
  • Vice.Destroyer #14 2 years ago

    I know it is heresy, but I always get Warren Spector and Phil Spector confused.
  • Boomerang #15 2 years ago

    Easy - one is a reverential and highly-regarded games designer and the other is a wall-of-sound creating, fuzzy-headed murderer.

    Can't wait for Phil's next game...
  • Evolution #16 2 years ago

    @chukcyQ

    and Harvey Smith was the lead designer for Deus Ex 2.
  • PearOfAnguish #17 2 years ago

    And Deus Ex 2 wasn't bad, far from it. It may have failed to live up to the original but it's still an excellent game in its own right.
  • loopy #18 2 years ago

    @chukcyQ

    Thief 3 was actually ok in my opinion, not nearly as bad as Deus Ex 2 turned out to be in relation to it's predecessors.
  • Paulie_P #19 2 years ago

    A friend of mine the other day said he was disappointed the graphics, he complained he was looking forward to a real dark game with edgy graphics but because this is on the Wii, they went out with the cartoon route. I asked him what did he expect from a Mickey Mouse game.
  • Azazel #20 2 years ago

    Deadly Shadows is a good game. Any fule kno.
  • thesombrerokid #21 2 years ago

    for the record both games were mainly under the reign of Harvey Smith, both were excellent, neither, just like every other game since, were as good as deus ex. The End! lolz imo
  • MENTAL1ST Verified Senior Software Engineer, Picsel UK Ltd. #22 2 years ago

    I asked him what did he expect from a Mickey Mouse game.

    this?
  • MORZTAN #23 2 years ago

    After 20 years of gaming, this will be my first encouter with Warren Spector. The animations looks fantastic, but the artstyle in the screenshots doesn't look very good.

    I will judge him by the outcome of this game alone :)
  • dr_faulk #24 2 years ago

    A very big "Hmmmmmm" indeed.
  • Shinetop #25 2 years ago

    Screenshots still look dissapointing. Maybe it'll look better when it's moving. And Spector's ideas about the whole metafiction thing are definitely intriguing.

    Still crushed that it looks nothing like the concept art, but there's still hope for the game itself.
  • Senate #26 2 years ago

    It looks , with its garish colour scheme, like other games ive seen before. Many platform games these days employ the same palette. This is where it disappoints. This is not the same game as the concepts suggested it would be.
  • messiahtj #27 2 years ago

    For fuck sake come on guys!! Nobody can really tell if the game will be bad or good, but that screenshots looks nothing like the artstyle we saw before. The artstyle looked so dark, so awesome, so bizarre, so brilliant and this screenshots looks.....mmmh...so Wii...
    Edited by 2 at 30/10/09 @ 17:20
  • oerhoert #28 2 years ago

    <em>"warren spector didn't work on thief 3"</em>

    Yes he did. He was studio director at the time at Ion Storm Austin, very much involved with the design of the title.
  • bad09 #29 2 years ago

    I need video footage to bring me in and I'm not gonna cream my pants just because one bloke is involved, hell Sami Raimi helmed Spiderman 1 and 2 then made 3! Still Spector was involved with Deus Ex and Crusader...

    In a way I'm hoping this is rubbish though. After seeing Mario and the new Capcom fighter if this is any good that new Wii is cert!

    / curses letting Mrs sell it in the first place, starts saving....
    Edited by 1 at 31/10/09 @ 09:51
  • WillTheSecond #30 2 years ago

    Apparently the lighting engine hasn't been applied to this at all yet. So the final version should look at lot more stylised and polished (I did think it looked a bit bland compared to the concept art - but there is a year before release).

    Gameplay sounds awesome. Unusual for a third party Wii game.
  • zakrocz #31 2 years ago

    These screenshots remind me of a Rayman game, and look a far cry from the original concept art which looked amazing. Just what the world needs; another cutesy 3D platformer.
  • BabyJesus #32 2 years ago

    I want this for the 360 :(