Interviews

Disney Epic Mickey

Producer Raul Ramirez talks about the magic of Mickey

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And ultimately those actions do have consequences so if you decide to do one thing over another it will affect the way you play the game and the way the game plays for you.

You can unlock different items depending on which route you take. Does that mean that players have to take a route and won't be able to collect every last collectible? Will they be able to go back and pick up every last bit?

From my understanding, yes. We are allowing for multiple play-throughs so once you get through you are able to get through the game again if you missed out on a certain option or you did not see a secret room.

You will be allowed to come with what you've already found and given access to collect everything in the game as well.

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You've said Epic Mickey is genre-less; it combines everything from third-person roaming, to RPG to 2D platformer. In terms of games that are already out there, what would you say are the influences here?

It's a good question. I haven't actually considered that one. What I know from the studio, when development first started, Warren Spector was trying to reference classic great games such as Mario, Zelda, Metroid. So to us those were the inspirations for Disney Epic Mickey.

Not necessarily to fall into one of those particular categories but sort of take a little bit from each one, especially what made those games incredibly great and roll them all into the experience that is Disney Epic Mickey.

And in terms of the platform levels do you feel that they stand up to things like Mario?

I think it does a really good job, it does stand up to those.

There are some levels that require a little bit more skill, having to use Mickey Mouses spin move while using double jump to get to the harder to reach areas as well as simply providing platforms to transverse up and down in between the worlds.

The classic cartoons are what we're trying to reference and the classic platformers as well. It's just providing different kind of play-styles for the player that enjoys that kind of thing.

We're not trying to be like this or be like that. We are our own [developer].

The whole Disney thing is thought of as for children but really it spans all ages, who've you aimed this game at?

This game is ultimately aimed at everybody and when we say everyone we don't mean the 'E for Everyone' we mean every person who enjoys Mickey Mouse, every person who enjoys Disney, every person who loves these different kinds of play-styles within the game. We are reaching out to them.

One person may be attracted to the platforming levels, one person might be attracted to all the Disney references in the game, one person may be enjoying the action-adventure.

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Overall we try to provide an experience that is genre-less so that you can get into the story and play it multiple different ways and enjoy the way that you play.

What kind of benefits do you think the Wii has brought to this?

The major benefit I feel is the use of the Wii-mote, it just has that feeling of being able to control your environment through the use of paint and thinner.

So early in the development cycle to go with the Nintendo Wii in order to provide the interactive feeling of engaging the world and story around you.

Have there been any restrictions with the Wii? Things that you've wanted to do that haven't been possible?

I personally can't attest to that given that I'm on the producer side, I know as with all game development you will come across certain issues with the hardware you're working for.

However we do have such a great experienced staff at Junction Point that we were able to, as we feel, push the Wii to it's capability and ultimate limit and provide a beautiful story for the player to jump into.

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