Studio director Paul Weaver talks us through the E3 experience and overall design of Epic Mickey 2: The Power of Two:
"The first game was... we had to do an awful lot there was so many innovations there that we felt we almost got there in a lot of areas, but when we looked at Disney Epic Mickey 2: The Power of Two - how are we going to pls that how are we going to get it right this time, just perfect. There's a few areas I can talk about that. The first one is the concept of persistence. The easiest example would be for people travelling back and forth to Main Street in the game, you would come back and forth that level maybe six or seven times through the course of the adventure. But if you were to thin out a shop for instance, when you came back to the level that had reset. It lost kind of an impact in the gameplay, because "wait a minute, I remember leaving it in a certain way and now it's magically come back. This time the entire game is persistent and remembers all of your choices - so that's a way more powerful concept right there. If for instance you could see some treasure behind some painted supports - to get the treasure easily you could thin out the supports and get the money, but what if you bring the roof down? If you do that, it's permanent."
"I think it's important that we don't judge people in this game, so the choice is yours, there will be a consequence for it, but there's always a telegraph to let the player know "hey, you know, if you're going to do this - this is going to happen"
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