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qubit: 2014-09-10 05:05:16 pm
qubit: 2014-07-11 07:25:32 am
qubit: 2014-07-10 05:40:55 pm
qubit: 2014-06-15 05:19:31 pm
qubit: 2014-05-25 10:24:52 am
qubit: 2014-05-13 02:19:58 pm
qubit: 2014-05-08 02:48:46 pm
aka theenglishman
Current best time:



I am now the proud owner of Disney Epic Mickey 2, the Polish PC version!  Hooray!

As is to be expected from a PC port that essentially got strongarmed out the door by disgruntled localizers, the port is good, but unexceptional.  I believe this is based on the PAL console version, which would make sense considering this port's origins.  As a result, there are a few notable gameplay and graphics changes:

Graphics/Performance:
- DRM-wise, the game uses SecuROM, as is standard for Disney Interactive.  Occasionally it had some issues reading the disc on startup, but nothing too heinous.  I've made a backup ISO just in case something happens to my copy.
- by default, the game runs in a borderless window locked at 720p.  However, when running in full screen or windowed mode, there are 19 different resolution options ranging from 640x480 to 2560x1440.
- even at the lowest graphic setting, the game looks great.  Remember, kids: if your texture quality sucks, you can still make your game pretty with the right art style!
- Despite being based on the PAL version, there's no evidence to suggest the game is running at a 50Hz speed, although Mickey's jump appears to be longer than it was before.  With all the graphics settings cranked down, the game only runs at 30 frames per second even with v-sync disabled; however, this may be because my computer is terrible rather than a fault of the port.
- The graphics options are nothing to write home about.  There are checkboxes to turn v-sync and AA on or off, as well as toggle options for Dynamic Shadow Quality and Grounding Shadow Quality (off/low/medium/high for each).

Gameplay:
- the loading times are less than 2-3 seconds per map.  This alone can save minutes off the 360 version.
- As some reviewers on the Polish online stores pointed out, CO-OP DOES NOT WORK.  The game supports both keyboard/mouse and gamepad, and you can switch between them as Mickey, but you are not allowed to use both at the same time for different players.  Therefore some co-op tricks that were useful in the first few minutes on Xbox 360 are no longer possible on this version.  Because of this, the max% category will still be run on the Xbox 360 version, as there are a few challenges (aka in-game cheevos that count as collectibles)tied to co-op.  any% (and possibly perfectionist% if I decide to make that a category) will be on PC.
- The keyboard works great.  The mouse is a bit weird but usable; when you're within the binding box for aiming, there's no mouse acceleration, but moving the mouse outside of it will move the camera at a fixed rate.  Strange, but I'll get to used it after I put in a few more hours.  The game also supports an Xbox 360 gamepad if I really have to go back to that.
- Unfortunately, the game still maps Jump and Interact to the same button.  However, when you are next to an interactable object, the game will ALWAYS prioritize Interact over Jump, meaning that the most irritating part of running the Xbox 360 version is gone!  On the down side, this means sphere jumping is no longer possible, but hey, I've gotta count my blessings.
- when getting the "Are you sure?" prompt to exit a map, you are able to immediately confirm yes or no, saving a bunch of time over the 360 version.
- all the slowdown that plagued the Xbox 360 and especially the Wii U version is gone.
- Oswald's AI appears to be tweaked.  It's still terrible, but it appears to have triggers put in place to make sure Oswald is in the right place at the right time for whenever Mickey is performing story events.


Overall, I'm disappointed, but only because I've literally been waiting to get this version since the original game came out two years ago.  Even if they'd made the absolute perfect port it wouldn't have lived up to my expectations.  Still, this port is far from bad, and I'm going to start running any% on this version.  I'll be doing a story marathon of the PC version on my Twitch stream on the week of Monday, May 4th, so come check it out!
Thread title:  
aka theenglishman
For those interested, here's a screengrab of the game at max settings:

Heavy Metal Powered
Can't wait to see gameplay from this version!

Please save the broadcast, I will definitely check it out.
Edit history:
qubit: 2014-05-02 12:16:49 pm
aka theenglishman
So I had a bit of a poke around in the .ini for this game, and...well...let's just say there's some pretty interesting stuff in there.

It also confirmed one of my earlier suspicions, that the framerate is hard-locked at 30.  In fact it even has separate values for LockedFrameRate and LockedFrameRatePAL, despite being a region-free PC game.  If you try to change the framerate 60, then...well...



They really don't want you playing at 60 fps, do they?  My guess is that Blitz Games were forced to lock the game at 30 because Junction Point didn't bother making 60fps versions of their character animations, given that none of the console versions run at 60.

There were also a couple of pretty hilarious variables in the .ini (my favourite is definitely WiiWristStrapShow=false) and there's also some really interesting stuff.

Here's a pastebin of the default Config.ini if you're interested.
aka theenglishman
Hmm, I've been noticing occasionally that the game will crash to desktop during the cutscene after you enter Mean Street North for the first time.  I'm not exactly sure what causes it though.
Heavy Metal Powered
Moon-physics!

That .ini looks interesting, it exposes way too much data, which is always good Tongue Have you tried enabling various items containing the word Debug? It might give you a big help in understanding how certain things work, or it might just be annoying text spam. Worth a try.

I really like how the PC version looks so far, I hope you get that crash figured out.
aka theenglishman
Another rather interesting value is ETicketToHealthRatio=7.  Is that a hint to the RNG?
Heavy Metal Powered
Quote from qubit:
Another rather interesting value is ETicketToHealthRatio=7.  Is that a hint to the RNG?

Sounds more like the number/scaler of e-tickets you need to collect to get a refill of 1 health.
Edit history:
qubit: 2014-05-03 01:31:29 pm
aka theenglishman
The loading times and lag reduction alone are making a huge difference.  My best split on the intro for instance, a sloppy run with mistimed press-to-skip-cutscene prompt, was a 2:56, when the split on my 360 PB was 3:01 with a good time on failed attempts being 2:58 or 2:59.  An ideal time on the intro might be in the 2:50 range.

For a total run, if I can get that crash problem solved, 1:20 might just be doable.  Yes, 1:20!
aka theenglishman
A bad test run from start to Blotworx Dragon on PC, with new tricks but many mistakes and multiple deaths: 29 minutes flat
My PB on Xbox 360 up to that point, with an old route put played very well: 31:30
Edit history:
qubit: 2014-05-06 03:33:19 pm
aka theenglishman
That's two runs in a row now I've lost to crashes during in-game cutscenes.  I still can't figure out what happened.  This second crash was in a different cutscene even, during the conversation with Petetronic in Club 13.
aka theenglishman
Finally a good run on PC: 1:27:48!  I'll post it in here once it's uploaded to YouTube.
aka theenglishman
Here we go:

Heavy Metal Powered
Nice run. What did you do to the game to make it look like the Xbox version half of the time?
aka theenglishman
The PC port supports both gamepad and keyboard+mouse, and I've mapped out which map is more optimal with which control scheme.  Occasionally I use both at the same time.
Heavy Metal Powered
Alright.
aka theenglishman
I found a new trick for the second half of the Floatyard, which will allow us to skip having to fight the Bettleworx and shut down the replicator before going up to detonate the fireworks.  I'll record it later this evening when I have the time.
aka theenglishman
Heavy Metal Powered
Nice one. Why didn't I think of that?
Edit history:
qubit: 2014-05-13 02:21:10 pm
aka theenglishman
Quote from Warepire:
Why didn't I think of that?


Yeah, I wish I'd thought of that earlier too.  It seems so obvious in hindsight.

Also, I PBd again by twelve-ish seconds.  Have a look at the OP.
aka theenglishman
New strategy for the Mad Doctor's mech:



It's still random, but not as random as it used to be.  It also means I can't use Guardians on the final enemies in Autotopia.
aka theenglishman
I just had a run die because the game softlocked on the loading screen.

...

................
aka theenglishman
NEWS FLASH: the final boss is now a joke.  Film at 11.

Heavy Metal Powered
Very nice tactic, it doesn't feel like a boss fight anymore.
aka theenglishman
I had another decent run ruined by the Shockers in the train tunnels.  I might try another later today.