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Epic Mickey - more screens and art, game was originally for 360/PS3, no MotionPlus support, and more

by rawmeatcowboy
28 October 2009
GN Version 3.1

screenshot_24742.jpg

More screens here

More screens/art here

Spector on working with Wii, and Nintendo’s quality…

“I think a lot of people missed the boat with Wii. I think a lot of people are enamoured with going ‘ooooh look shaders’. They like the idea of doing in real time what Pixar does with pre-rendered CGI. I guess it’s kind of natural that everyone always goes for the flashiest, glitziest, biggest hard drive sort of thing. But for me, I don’t know - I just look at Mario and Zelda and go to my friends: ‘where are the best games?’ Being able to focus on gameplay over flashy graphics is kinda nice - almost like the good old days of development. I mean that in an entirely positive way.”

Spector on the game originally being for PS3/360…

“The reality is that we started Wii development in 2008, but before that we were a PC, PS3, and 360 title. It’s burned in my brain - Graham Hopper [Disney Interactive boss] pulled me into my office one day and said ‘What does it take to deliver on the goals we have for this product? And I said, well, you need enough time and enough money to be competitive. And it’d be awfully nice if we could focus on one platform. At that time we were talking about a Wii port and I was begging people - no, we can’t just port to the Wii, it’s not going to work. It needs to be its own game. A lot of the design ideas just won’t work on the Wii, we need to give the Wii its dues. Graham looked at me and said ‘What do you think about a Wii exclusive?’ And I went ‘Holy cow - yeah!’”

Spector on reinventing Mickey…

“This is a labour of love for me. I’ve always been a Disney fan and I love Mickey - I love the character. It’s pretty obvious to anybody that looks at the character today in broad strokes what we need to do to bring him back to the top of the cartoon heap.”

Spector on MotionPlus…

“We played with it and I think that it would be a great fit for our core mechanic, but the best I can say is that in the future we’d love to do more with it.”

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