But no child is going to want to put up with the frustrating controls and sky high difficulty, no matter how much their parents reminisce about playing it back in their day.īut perhaps Castle Of Illusion’s biggest mistake is that after 23 years it’s managed to come out just five days after the vastly superior Rayman Legends. Which seems a terrible waste of licence, if nothing else, because visually and conceptually this is a far better game than any of the Epic Mickey titles – including 3DS homage Power Of Illusion. Which obviously makes sense on one level but it ensures the game has little ability to entertain anyone that wasn’t a fan the first time around. Except when you realise they’re not errors: the graphics have been updated but the gameplay has been purposefully left just as it was in 1990. The collision detection is unpleasantly random too, resulting in a game where progress is often due to luck rather than skill.įor a game that looks so good, and has clearly been constructed with such care, it’s hard to understand how it could make so many basic errors. Mickey feels weightless and imprecise to control, which is exactly what you don’t want in a 2D platformer that’s as spitefully hard as this. There’s far too much inertia in Mickey’s movements as it is but there’s also a weird control lag that sometimes seems like you can wander off to make a cup of tea between the point at which you press a button and actually have its effect register on screen. Perhaps the most impressive effort though is creating a Super Mario 64 style hub in 3D, which also looks great and really does go above and beyond for a game that struggles to justify the effort.Īlthough the level design is often clever the problem with Castle Of Illusion is the controls and jumping mechanics. The Cake Land level in particular is enough to have you salivating in hunger, and the bright colours and cheerful demeanour are a welcome break from modern gaming’s dourer colour palettes. ![]() This game is almost sort of fun for me, but it's not.Obviously the original was all 2D sprites, but although the remake retains the 2D gameplay the polygonal visuals allow the camera to swoop and shift both for dramatic effect and to completely change the nature of some sequences: as Mickey is chased by boulders or dives between the innards of a giant clock. ![]() I have nothing against short games, they just need to be really fun. the rest of the game is fine enough but those two flaws annoy me a lot when they appear across the short span of the entire game. It also doesn't let me play in actual fullscreen for some reason, I dunno why, the game is in a cropped 720p resolution on a 1080p monitor. I also just don't vibe with some of the general level design in it, you sometimes just can't see enemy attacks coming (because either they hide the enemies, the enemy movement isn't obvious or because they're just not visible on the screen until it's too late) if you try and rush your way through the game and keep a fast pace going. ![]() And the game's barely 1 and a half hours long. That's not how you make a fun boss fight at all, please, whoever did the bosses in this game, never do one like that again. The biggest thing that's really annoying are how every bossfight takes forever by going through all their attacks, and only then they get tired out and you can hit them once. I know the development studio shut down, so there's almost no reason to give feedback nowadays but some of the game design in this game that irks me.
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