Tag Archive for console gaming

The Perils of Kickstarter: Gaming Edition

Kickstarter is not the most reliable funding source for video games. About 43% of these projects reach their fundraising goals, which makes them the 4th least successful category on the site. It’s a higher rate than pitching to a big video game company, to be sure, but not exactly a guarantee by any stretch of the imagination.

Yet, Kickstarter themselves declared 2012 The Year of the Game. Of the 11 projects to break the $1million threshold this year, 8 were directly connected to gaming; 7 of those were actually games. I can be glib and point out that Amanda Palmer’s Kickstarter album Theatre is Evil includes a cover of Lana Del Ray’s “Video Games” as a bonus track to supporters, which would make it 9/11.

Another video game project crossed met their goal recently, but not without starting a wave of controversy. Obsidian started a campaign for an RPG called Project Eternity. They hit all the right buttons and got the fans on their side. The pitch is really good and the game could turn out great.

Then Obsidian CEO Feargus Urquhart wrote a comment on his own Kickstarter project:

We were actually contacted by some publishers over the last few months that wanted to use us to do a Kickstarter. I said to them “So, you want us to do a Kickstarter for, using our name, we then get the Kickstarter money to make the game, you then publish the game, but we then don’t get to keep the brand we make and we only get a portion of the profits” They said, “Yes”.

I’ll give you a moment to unroll your eyes and pick your jaws off your tables.

Video game publishers contacted indie game creators to get them to Kickstart a game they wouldn’t invest in themselves. Then, the publishers wanted to release it themselves and give the indie game creators who did all the work a percentage of the profits.

That might be one of the more evil business pitches I’ve heard in a long time. Leave the game developer to take all the risk, then buy them out and take all the rewards for yourself (minus a percentage). That’s ballsy to say the least. At least Obsidian was smart enough to realize this was a bad deal.

Thanks to Urquhart, Kickstarter supporters know that some of these gaming projects might be too good to be true. I feel like I have a pretty good idea of the kind of project I want to support through that site. I’m looking for independent projects from artists and content creators who otherwise wouldn’t be able to do them.

How do you hear this story and not question if the indie game creator is being backed by a publisher dangling a bad contract in front of them? You don’t unless they slip up.

For example, EA announced that they’re going to support Kickstarter projects. Technically, all they’re doing is waving 90 days of fees for indie developers who release their game on EA’s download system. If my math doesn’t fail me, that means they’ll start paying fees three months into a release that EA is collecting a cut of for every sale. Who knows what else EA has in store for indie developers using Kickstarter if enough agree to this risky proposition? What other companies are offering deals or scouting revenue sources that exploit Kickstarter projects?

There is never a guarantee that a Kickstarter project will be funded, let alone completed. Now we have more reason to assign “Caveat Emptor” as the new slogan for the crowdsourcing site.

Thoughts? I think the big publisher offer is sleazy and can only hope people smart enough to develop a game are smart enough to read between the lines on an opportunity like that. Share your thoughts below.

Conker 64: A Tale of Two Conkers

I remember when Conker’s Bad Fur Day came out on the Nintendo 64. The cute little squirrel from Diddy Kong Racing got his own little adventure/platformer in the style of Super Mario 64. He just had an attitude adjustment and got dropped off in a dark gross-out world that received rave reviews and an M rating.

You get a good sense of the game in the prologue.

You know you’re in for something twisted when you mount the star of your previous smash hit on the wall. Poor Banjo. Rare clearly wanted to do something dark and different with the platformer and the new Conker character wasn’t so established that he couldn’t take a darker turn.

But that wasn’t how the game was originally designed. New footage has emerged of the first thirty minutes of the original Conker 64. The adorable squirrel was set to star in a candy-coated adventure called Twelve Tales. He even had a little green sparrow as a sidekick and collected rainbow balloons for bonuses. Some of the same gameplay elements are there (the scarecrows were the training character in Bad Fur Day and the level design is similar), but the tone is so different as to be totally unrecognizable.

My best guess is that somewhat at Rare was worried about releasing so many cute platformers for the N64. They had other more mature titles come out at the same time–Jet Force Gemini and Perfect Dark were well-received shooters–but their platformers were taking on a certain sameness. Banjo Kazooie was cute. Most of their Gameboy Color games were cute. Even Donkey Kong Country tipped its hand toward silliness with the newest additions to the Kong family. Reskinning/rewriting Conker 64 meant releasing another tight platformer that would stand out from the crowd.

The risk paid off with good sales and even a port for the XBox with all new features. Plans for a sequel, however, were dropped. Who knows if Conker could show up again in the future? His one big title was quite innovative in its animation and gameplay mechanics at the time. Rare, now owned by Microsoft, is only developing games for the Kinect. Could a return visit from Conker happen for the interactive console?

Reality Reflecting Criticism: Tropes vs Women in Video Games

Meet Anita Sarkeesian. She runs the media criticism site Feminist Frequency. One of her focuses is on the use of tropes in media. Essentially, she breaks down how certain character types repeat over a broad range of media.

Here’s a sample. In this video, she analyzes the use of Katniss Everdeen in The Hunger Games through the lens of realistic responses to violence and trauma. Her analysis is even-handed and backed up by evidence every step of the way. She defines her focus and presents her arguments in a clear and logical way.

Sarkeesian decided to launch a Kickstarter project to examine five tropes used again and again in video games. She does not use loaded language or judge the repetition as overtly negative or positive because she hasn’t completed her research. True, she says that the tropes are “harmful.” That’s when she also mentions that there are games that hit on these tropes in more positive ways.

The goal was to raise $6000 to cover the costs associated with playing hundreds of video games for five videos. Presumably, these include acquiring the games, capturing images and playback, research expenses, and the actual labor that goes into putting a video series together. It’s a small amount for a video game project. Plus, that’s a genre that has really taken off on Kickstarter recently.

The project has been so successful that Sarkeesian is going to produce 12 videos: another six videos on tropes and one video on common defenses of sexism in gaming. She’s even writing a classroom curriculum to accompany the videos. What a great and positive use of resources for education, right?

Not so fast. Anita Sarkeesian has gone from pop culture critic to an example of how women are portrayed in media. Apparently, some male gamers have decided that Sarkeesian is a bad person for even suggesting that there might be female stereotypes in games.

That’s the kind way of saying what they’re doing. The reality is disturbing. A group of 4Chan users–though I doubt they’re the only ones doing it–are trying to get her Kickstarter project taken down for various TOS violations. They’re flagging her YouTube videos as hate speech because, to them, feminist means someone who hates men. They edited her Wikipedia page so much that it got locked. They flooded her comment sections with hate speech, telling her to lie back and take it, go back to the kitchen to get them a sandwich, or shave off her hair and stop wearing makeup if being a feminist matters to her.

It doesn’t matter that Sarkeesian hasn’t said any of the things they accuse her of saying. They’re trying to redefine the argument as “video games aren’t designed for women” or “men are portrayed poorly, too, so this project is invalid.” They’re actively campaigning against her success for a number of reasons that have nothing to do with her project. It’s clear that most of the participants in this effort did not watch her Kickstarter video or read her project proposal. They’re setting up straw men while demonstrating the continued need for this kind of research at all.

tropesvswomeninvideogamesblog Reality Reflecting Criticism: Tropes vs Women in Video Games

Maybe the outrage proves how much we need an analysis of harmful tropes in video games

To Sarkeesian’s great credit, she has not removed the comments. They are, if nothing else, evidence of the harm that stereotypes and tropes can bring through pop culture. The arguments they’re making are arguments that are constantly fed through the channels of pop culture.

Cartman says most of these things on South Park and he’s quoted verbatim in many of the comments. You can find references pulled from Peter Griffin, Stan Smith, and a host of other TV and movie characters. In the context of their shows, this behavior is funny because the writers realize how absurd the comments are. In the real world, it’s disturbing because these people actually believe what they’re saying.

Anita Sarkeesian’s project is funded so long as the Kickstarter stays up. As of this posting, she raised over $92,000 for the Tropes vs. Women in Video Games project. I look forward to seeing her finished videos and can only hope that these objectors actually take the time to listen to her actual arguments. I’m not holding my breath.

What do you think? Any games you think Sarkeesian should look into for the project? I think Haunting Ground provides an interesting angle for Damsel in Distress. Fiona is the active investigator in the game, but she is incapable of defending herself against any attack unless her big strong dog is by her side. One game mechanic is actually running away and hiding to decrease the risk posed by a hulking male menace.

And what about this whole “they’re only trolling” defense I’ve seen pop up? Does that mitigate the outrageous nature of the attacks at all? Sound off below. Love to hear from you.

Swipe! The Casual Mechanic Revolution

With the growing prevalence of smartphones and tablets, it seems more and more people are learning to enjoy video games. Who knew that all it took was sliding your finger across a screen for people to get gaming?

The strange part of embracing this mechanic is realizing how repetitive gaming commands are. If you use a controller, there are only a finite number of buttons and combinations. All that changes is what you’re controlling on the screen.

swipesamegame Swipe! The Casual Mechanic Revolution

Fruit Ninja and Zombie Slash are the same game and I own both. Send help.

With the casual games, you don’t get that luxury. Fruit Ninja just throws up different combinations of fruits and unlockable backgrounds. Zombie Swipe is the exact same game with minimal ragdoll physics thrown in to replace unyielding fruit. There are countless others that anyone can pick up and play. It opens up gaming to a wider audience–there’s almost always a free version and a paid version, so everyone can access it–while showing how the joy of gaming comes in the whole experience rather than the mechanics.

Enter the Wii U. The Wii pushed itself as a casual gaming console for better or worse. The motion controller made it so anyone could play with minimal button pushing. The Wii U goes further, adding a touch control tablet into the middle of a console gaming experience.

E3 is showing off the benefits and limits of the approach right now. Nintendo has developed mini games where you can swipe your finger across the screen to throw ninja stars or swing a Wiimote over the screen to hit a golf ball. As intuitive as the approach is for a casual gamer, can the Wii U actually hold the interest of a more experienced gamer? When the novelty wears off, it will come down to the quality of the content.

If the developers get on board, this invasion of the casual touchscreen mechanics could be a great addition to the world of console gaming. If it’s just treated like the freeware version of a Zynga game, however, it will quickly gather dust on shelves all around the world.

What do you think? I love the idea of gaming becoming ubiquitous in society so long as the iPad “play for two minutes and put it down” gamer is not the only targeted consumer. There’s a wide enough market to target all sorts of gamers. How about you? Sound off below.

Watch: ZombiU Trailer

Nintendo must be doing something right this time around to get real developers working on real games for the Wii U. Not that the Wii was a GameCube by any stretch of the imagination. It’s just the simplified control scheme for the motion control console posed certain challenges for developers. The result was a whole lot of shovelware and watered down ports of other properties.

Not this time around. The Wii U, with its HD graphics and honest to goodness dual control sticks, is attracting real games for launch. One of these is a new zombie game from Ubisoft called ZombiU.

Yes, the trailer isn’t actual gameplay footage. I don’t care at this point. It’s beautiful. The HD graphics pop and the conceit–a moving photograph of the zombie apocalypse as it starts in London–is good. It’s certainly elevated by the dirge-like punk interpretation of “God Save the Queen.”

The trailer is NSFW due to massive blood and brain matter loss.

The tagline at the end of the video makes me think we might get a new zombie gaming experience. “How Long Will You Survive?” Could this be some kind of open-ended exploration/survival game rather than a narrative game with hope of resolution? That’s exciting.

What do you think? Is Nintendo going to win over any “hardcore” gamers with this kind of launch title? Sound off below.

The Art of Video Games: Giveaway

Over the weekend, I visited Washington, D.C. with my brother. We did most of the usual tourist things: memorials, museums, tons of photographs. After a bad experience with some nasty staff at the National Gallery of Art, we decided to stick with the Smithsonian museums. It was a good call.

The Smithsonian American Art Museum is running a beautiful exhibit called The Art of Video Games through 30 September. The conceit is a simple one. The history of video games is a history of interactive art.

theartofvideogamesprogramming The Art of Video Games: Giveaway

The Art of Video Games is filled with quotations from game developers

From the moment you enter the exhibition, you know you’re in for something different. A large sign on the right encourages you to use flash photography. Anyone who donates $10 or more is featured on an ever-updating credits scroll to the left of the entrance. The entryway itself is a large projection of video game action from all the different gaming systems.

The first room of the exhibit sets the tone for interactivity. A video screen shows live video of three randomly selected people playing video games. The rest of the room is covered in all sorts of fan art. Some is by the game creators. Others are by commissioned artists. Still others are reference drawings and scribbles in notebooks from long before the creation of the game. Inspirational quotes about the video game creation process flank the room over large screens with rotating clips of interviews about gaming.

The second room is one of the best arguments I’ve ever seen for video games as art. The random live video comes from a collection of gaming platforms from all different systems. One station features Pac-Man; another, Super Mario Bros.. Turn around and you’ll see Flower. The gameplay is projected onto curved dividing wall, segregating each console from the others.

theartofvideogamespodium The Art of Video Games: Giveaway

The podiums control the feel of The Art of Video Games

In front of each glowing blue station is a bright red podium. The controller is mounted as close as possible to the top to impair movements. If you want to play, you’ll be standing as still as you can. Instructions are printed on the top of the podium if you’re not sure what to do. Each time you go up, you get about three minutes of gameplay before the system resets.

theartofvideogamessurrogate The Art of Video Games: Giveaway

First you notice the game, then you notice the player

As brief as the time is, each player on the exhibit floor drew a large crowd. People would arch around the player, unintentionally completing a circle with the arch of the game display. Whispers filled the room with gameplay memories. One man remembered his struggles with the first person puzzles of Myst. A woman cheered on a particularly strong run at Pac-Man under her breath, “Get the dot…get that cherry…hurry after the ghosts.” Many people started nodding their heads with approval when one gamer took the shortcut to level four in Super Mario Bros.

These people were all having such a visceral reaction to other people playing video games without any motion at all. The limited movement of the player at the podium allowed everyone else to view that player as a surrogate. We were all playing along with the participants even if we didn’t get to control the character on the big screen.

theartofvideogamesplay The Art of Video Games: Giveaway

The player at the podium becomes part of the art of video games

The final room was a detailed history of all the major video game console releases. Each station featured the actual console and four short videos describing the development and impact of major game releases. The glass-encased stations were presented in chronological order, broken up by generation. Again, the guests were reacting to their video game memories. I got to relive my joy at the opening credits sequence of Sonic Adventure for the Dreamcast while an actual game developer described the impact of that cut scene on the historical narrative of gaming.

The Art of Video Games is an exhibit that simultaneously honors the entire genre of entertainment and validates it as an art form. How is a room full of people reacting to the visual impact of The Secret of Monkey Island any different from a room full of people reacting to a video installation or sculpture in the same gallery? I don’t think it is.

In honor of the fantastic gallery display, I will be giving away a The Art of Video Games prize pack next Monday. This includes a copy of the book The Art of Video Games: From Pac-Man to Mass Effect by Chris Melissinos (the curator of the exhibit) and a commemorative magnet from the exhibit in Washington, D.C.

theartofvideogamesgiveaway The Art of Video Games: Giveaway

Prize Pack for The Art of Video Games Giveaway

Here’s what you do to enter. Comment on this post with your favorite video game memory. Make sure you use a valid e-mail address so I can contact you for your shipping information. On Monday, 21 May at 12PM EST, I will use a randomizer to select which entry wins the prize pack. It’s as simply as that.

Comments are moderated to eliminate spambots and abusive behavior. Keep it clean and the entry goes through.

Video Game Review: Twisted Metal (PS3)

The Twisted Metal series has always served one purpose in the video game universe: fast-paced car combat. Sure, there is an ever growing cast of demented characters and ironic twist endings that wish they had the clout of The Twilight Zone, but the draw is the fighting. The series has staked out a brand in being the violent car game and nothing will change that.

Does the new Twisted Metal for PS3 meet that standard? Yes. Once you get used to the control quirks, it’s easy to turn on a dime and gun down your opponents in interactive death arenas. You unlock vehicles, weapons, and racers quickly.

There is a problem with how the controls are taught. The online demo immediately showed you how everything from jumping to reverse driving worked. In the game itself, this is skipped over unless you catch a random loading screen that says what to press to use an item or do a driving trick. The controls make sense when you learn them, but they aren’t presented in game like they could easily be.

twistedmetalps3 Video Game Review: Twisted Metal (PS3)

Even the font stays true to the tradition of Twisted Metal.

As always, each vehicle has its own unique advantages that allow for every imaginable style to be playable. Will you race through the stage to stockpile weapons and avoid conflict? Track each opponent down one by one as the big aggressor? Use precision attacks to snipe out anyone who crosses your path? Or, as this version adds in, soar above the competition in a helicopter and track the action without getting into the fray? The choice is yours and, for once, the balance between speed, armor, and specialty powers feels fair.

Twisted Metal does have a problem with repetition in the story mode. At one point, story mode was the real focus of the series. There has always been multiplayer combat. The original completion goal was to go through many levels of combat with each combatant, learning their story and watching them face the reality of their short-sighted winning wish at the hands of game maker Calypso.

In this latest edition, the story is a progression through a few of the more memorable characters. This avoids some of the “and now do it again with him” pitfalls of the original structure. Unfortunately, for all the effort put into striking cut scenes and character development, the stages quickly repeat themselves with minor alterations. Instead of gunning down one tractor trailer that hatches extra opponents, you gun down two. Instead of fighting in electric pens in a city, you fight in electric pens in a theme park. There is no relationship between the drivers, no major hindrance or challenge thrown up, that makes the diversity in the stages go beyond window dressing. Co-op is a nice addition, but it does nothing to alter the basic problems of the story mode.

I can only assume that most people interested in a Twisted Metal game in 2012 are more concerned with online play. The PS3 is more than ready to handle the task. You connect quickly, set your options, and get right to fighting over and over in various modes. You can fight against random opponents, online friends, or even with friends sitting next to you on the couch and the Internet.

Twisted Metal succeeds in providing a stylish makeover to a longstanding franchise for multiplayer games. It falls short in providing a satisfactory single person story mode. However, as the focus of the series has always been (and will always be) combat, it only makes sense that the online multiplayer was given the most attention. It shows. Fans will be satisfied and casual players might find some value in a rental.

Thoughts? Love to hear them.

Video Game Review: Heavy Rain (PS3)

A serial killer who preys on young boys in public spaces is still at large. The police have made no progress in their investigation and now another child has gone missing. Can anyone uncover the infamous Origami Killer and save the child from a watery grave?

heavyrainposter Video Game Review: Heavy Rain (PS3)

The mark of the Origami Killer in Heavy Rain

Despite being released almost two years ago, Heavy Rain is still one of the definitive titles for the PS3. It has been re-released twice, first as a Director’s Cut and then as a PS3 Greatest Hits title. There is a great reason for its unique position in video game culture: it’s just that good.

Heavy Rain is an interactive noir-styled thriller with four different playable characters. You play as Ethan Mars (the father of the missing boy), Scott Shelby (a private detective investigating the Origami Killer), Norman Jader (a high tech FBI agent), and Madison Paige (a woman pulled into the case by chance). Each character is faced with a different set of circumstances that offer new challenges with each perspective shift.

The controls are what make Heavy Rain so strong. This is not the first reactive video game ever made. This “respond to onscreen commands” style has been used in other games. However, I cannot think of another game where–walking aside–that is the entirety of the control scheme. To do anything–even drink a glass of orange juice or open a door–you have to follow a series of command prompts on the screen.

The result is a game that feels wholly interactive. You become the characters and struggle as they struggle. Sure, spending two minutes of in game time to make scrambled eggs might seem absurd on paper, but you really do become obsessed with getting everything right. If you don’t, the more challenging tasks involving six or more buttons pressed in perfect sequence with motion controls might not go so well later on.

Heavy Rain’s story is the perfect venue for this control system. What better place to require precision than the high stakes search for a precision serial killer? Much like the Origami Killer cannot afford to slip up in his morbid game of drowning children in rain water, the four would-be investigators cannot afford to bumble their way through a wide investigation. What you do early in the game with these characters can have dire consequences for later stages.

heavyrainagentjader Video Game Review: Heavy Rain (PS3)

Agent Jader fights against time in Heavy Rain

Let’s look at Agent Norman Jader as an example. Jader is addicted to a drug called triptocaine. The first time he mentions needing the drug, it looks like he will pass out and die without it. He has the choice of stumbling into the bathroom to regain his composure or taking a tiny dose of it. In a cruel twist, you do not know this is an illicit substance when the game begins. How you handle this first encounter with triptocaine will impact Jader’s behavior and ability to function throughout the game. Do you give in just this once to take the edge off or stand strong and let him go into withdrawals in the hope of getting it out of his system?

Heavy Rain is filled with these seemingly minor decisions. What difference could it make if Ethan Mars doesn’t work at home on the day of his older son’s birthday? Who cares if Detective Shelby intervenes in a domestic dispute? How could calling a hospital to send help for a stranger alter the course of Madison Paige’s life? Some of these choices make minor differences in the gameplay, while others change the timeline of the game so you can’t possibly win.

Heavy Rain is not about winning or losing. It’s about the experience. Chances are you will not get four out of four ideal endings your first time through. There are just so many variables that can make or break the case that don’t seem all that important.

heavyrainmadison Video Game Review: Heavy Rain (PS3)

How far will Madison Paige go to find the Origami Killer in Heavy Rain?

The draw of Heavy Rain is the style of gameplay. You can always do better. You can always choose another way to handle a conversation or another series of actions to take. Once you know the gist of the story, the variations become the draw. You can choose to speed through characters you don’t like in favor of fully exhausting the more engaging interactions. You can play around with purposely failing key objectives to see if you can still resolve the story or not. The replay value is high because of the level of depth in the gameplay. I doubt that you could play the game the same way twice even if you tried.

Heavy Rain is a must have title for the PS3. The violence and mature content are secondary to the engaging gameplay and taut thriller storyline. Once you get going on a run-through, it’s hard to pull yourself away. It’s simply an engaging experience that clicks as soon as the controller is in your hands.

Thoughts? Love to hear them.

Video Game Review: Kirby’s Return to Dream Land (Wii)

Kirby’s Return to Dream Land is the first time in a long time that a Kirby game feels like the classic Game Boy games. You jump, float, swallow, transform, and fight your way through detailed side-scrolling environments. The latest Kirby sequel wisely forgoes the control gimmicks that made Kirby’s Epic Yarn on the Nintendo Wii feel haphazard.

It’s very telling that the best platformers on the Nintendo Wii make minimal use of the motion controls that became the calling card of the system. Like New Super Mario Bros. and Metroid Other M, Kirby’s Return to Dream Land uses the Wiimote sideways. Essentially, it uses typical NES controls. There’s a reason why gamers were satisfied for so long with two buttons and a D-pad: it’s all you need for side-scrolling games.

kirbysreturntodreamlandwii 300x169 Video Game Review: Kirbys Return to Dream Land (Wii)

Kirby the swordsman in Return to Dream Land.

Kirby’s Return to Dream Land plays like Hal Laboratory wanted to introduce Kirby to a new audience. It’s very easy. Kirby gets a unique ability from most of the enemies on the screen, from a supercharged sword to a magical staff. The variety of weaponry almost makes up for how it’s just too easy to force your way past enemies. The only time strategy comes into play is deciding whether to jump over one enemy to get to another.

Thankfully, Kirby’s Return to Dream Land is not long enough to overstay its welcome. The replay value comes from the excellent multiplayer mode. Up to four players can play at the same time using a combination of Kirbys, King Dedede, Waddle Dee, and Metaknight to get through the levels. Only Kirby can swallow enemies, but each additional character has its own strengths and weaknesses. Metaknight is good for fighting and King Dedede is good for destroying large obstacles. The characters can also climb on top of each other to get through trickier platforming areas and they share a pool of extra lives.

The game tilts its hand too often to the advantage of the player. You are fed information as to what power-up you need most in each level. It will either appear as an option to swallow at the end of the previous level or appear as an easy to grab boxed power-up at the start of a level. The appropriate power-up is also the only option before a boss stage. If you have that, you can spam your attack and kill the boss in seconds. Otherwise, you’ll just have to go through one or two cycles of attacks with Kirby’s regular abilities.

You’ll get the most mileage out of the game by inviting friends over for the multiplayer mode. It will only take a few hours to beat the whole game with help and everyone will have a job to play. You can trade off characters, create your own rules of who can do what, and add some much needed challenge through your own limitations. The controls are tight and easy enough that anyone, regardless of experience, can hop in for a few stages.

Kirby’s Return to Dream Land is an enjoyable platformer, but is probably best enjoyed as a rental. There’s just not enough game here to keep going back on your own and there are other multiplayer games that can better hold your friends’ interest in the long run. Only the die-hard Kirby/old-school platformer fans should feel the need to invest in their own copy.

Thoughts? Love to hear them.

Video Game Review: Epic Mickey (Wii)

Epic Mickey is the closest Disney has come in well over ten years to matching the quality of action platforming they mastered on the Sega Genesis and Super Nintendo consoles. There was a time where a new Disney game was an event. Their side-scrolling platforms starring Mickey and Donald through original worlds completely removed from the Disney oeuvre were fun, challenging, and well-made. Then they lost their footing. The games were either targeted at only the youngest gamers or poorly-produced money grabs based off of a new franchise.

With Epic Mickey, the action takes place in a looking glass version of Disneyland. The rides are all there; they’re just broke down, faded, and in desperate need of repair. You play as Mickey, forcibly dragged into this alternate reality after accidentally unleashing an evil ink monster bent on destroying everything Disney. You solve puzzles and fight with a paint brush that can shoot two substances. With the wiimote, you control paint to rebuild broken paths and convert the ink monsters to good. With the nunchuck, you control paint thinner to tear walls apart and erase the ink monsters.

The good/evil dynamic between creation/elimination is the game’s biggest strength.