Showing posts with label Disney Interactive. Show all posts
Showing posts with label Disney Interactive. Show all posts
Sunday, 20 March 2016
Disney Enchanted Tales and Magic Kingdoms
Ashley and I recently downloaded two new games from Disney Interactive: Disney Enchanted Tales and Disney Magic Kingdoms. Both follow the pattern of many app games, in which one places buildings and decorations on a playing field in response to missions that get you more tokens with which to buy and place more buildings. For those without patience, they offer special tokens for real money that finish these missions more quickly and allow you to buy special buildings. Not all such games are made equal, so how do these measure up?
Both are enjoyable enough, though Magic Kingdoms offers you more to do at a time. It has become a running joke between us that Enchanted Tales is a game you play for 30 seconds at a time, once every half hour. By the time you collect tokens and set your characters on their various tasks, you've frittered away maybe a minute at most, and you can go do other things. Magic Kingdoms has a short enough turnover that you can play for a little longer before setting one character or another building on an optional four hour mission, slipping on your shoes and coat, and going to work. Of course, you could play Enchanted Tales for longer if you wanted to pay to do so, but who wants to do that?
In Magic Kingdoms, the slightly newer of the two, you have been tasked with cleansing a generic Disney park of an evil curse put on it by Maleficent and replacing the different rides, so you can attract guests, and harvest them for "Happiness" which in turn allows you to lift more of the curse. As you go along, more characters, areas, and rides are unlocked.
Unfortunately, Magic Kingdoms doesn't deliver on the implications of the original D23 announcement, which was that it was essentially a Disney-branded form of Roller Coaster Tycoon. Armchair Imagineers might salivate at the idea of building their own Magic Kingdom exactly the way they want it, with all the rides they want. Magic Kingdoms doesn't allow that. Because of the nature of this type of game, you're stuck building what they tell you to build and doing what they tell you to do, with your only real input being where you place things. I've already had to place my first Pixar attraction, which has already disproved the advertising jargon. No Disney park of my dreams would have a Pixar ride in it.
Magic Kingdoms aesthetics are fine for the most part, if a bit too cutesy in some places. It's a chunkier, more plastic looking, "Little People" version of a Disney park. It actually seems to most closely resemble the concept art for Shanghai Disneyland's tacky "Mickey Avenue." The rides are an amalgam of attractions from different parks, with a few generic classics (Space Mountain) and some specific references (Alice's Curious Labyrinth, the Disneyland Paris It's a Small World facade, Mickey's Fun Wheel). I just wish these aesthetics were applied to a game more like Roller Coaster Tycoon, with more flexibility and creativity.
Even though Enchanted Tales can only be played for 30 seconds at a time, it is a much cuter game with a more robust aesthetic. The premise is that after the "Happily Ever After," a little girl's quilted bedspread comes alive with magic, on which these fairy tales continue to unfold never-ending. The game allows you to choose from two stories, Beauty and the Beast and Frozen.
Being who we are, we of course chose Beauty and the Beast. Missions give you tokens with which to buy buildings and decor for Belle's village and the Beast's castle, which are stitched into the quilt. The characters are rendered in a charming, cartoony style, while the buildings and decor have a very cute quilted look. A close inspection of the trees and sheep show that they are sewn together like living dolls. It's an absolutely darling concept. The missions are filled with little jokes and references that make them equally adorable. For example, you can make Gaston "stomp around wearing boots" or make the bookseller "match wits with Gaston" in a chess game.
Between the two games, we've found Enchanted Tales to be the more engaging thanks to these sorts of references and the more ingenious aesthetic. Magic Kingdoms is also being judged against what one thought it was going to be versus what it actually ended up being, which is a hard stick to be measured by. We had no preconceptions coming into Enchanted Tales, to its benefit. Our interest in Magic Kingdoms is already waning, but we'll probably still keep playing both until we reach that point in all such games where you've done everything and gotten everything that you don't need to pay for and there's nothing left to do but tap on a bunch of buildings to collect tokens that you can't spend anyways.
Saturday, 24 October 2015
Disney Dream Treats
Disney Dream Treats is a new pay-to-play mobile game from Disney Interactive in which players take a culinary tour of Disney's theme parks. Similar to many puzzle games available for Apple and Android products, this game has players connecting lines of identical snacks. Unlike other puzzle games, this one has the Disney brand and Disney assets behind it. For Disney fans, it makes it a lot more fun when you're in the Plaza Inn, scooping up Dole Whips for Mickey Mouse, and the Fantasmic fanfare plays when you beat the level.
The download itself is free, but they find ways they hope to extort real money. When the game is first downloaded, you are given five hearts that are required to play the levels. You can keep playing for as long as you have hearts. But every time you lose a level by not finishing it in the allotted number of moves, you lose a heart. Once all the hearts are gone, a window pops up offering to let you buy more with in-game tokens that can be purchased with real cash. Since hearts regenerate over time, all running out of them really accomplishes is giving you an excuse to stop playing for a while.
Where they really try to separate the coin from your wallet are the power-ups that become increasingly necessary as levels become increasingly difficult. Different power-ups scramble the board, clear away lines, and so forth. After an initial gift of a few, they become a monetary commodity. Unfortunately, there does not appear to be any set algorithm for each successive level becoming more difficult. They throw an increasing number of obstacles in your way (snacks that have to be "unwrapped" before they can be cleared, snacks that have to be "unwrapped" twice, snacks that have to be "unboxed" before they can be "unwrapped" twice, snacks that have to be "unboxed" twice before they can be "unwrapped" twice), with a random assortment of snacks, with a limited number of moves per level. If you are of the disposition to not throw away money on pay-to-play games, this has the potential of getting frustrating.
Another way to spend money is by buying outfits for your avatar. The game allows you to snap a photo of yourself and your friends to use as faces on the avatars you're feeding with all these snacks. Different hats, t-shirts, and so on can be purchased with in-game tokens.
The use of Disney's assets is the both the greatest benefit and greatest weakness of Disney Dream Treats. On the one hand, it is really fun to be visiting the Plaza Inn in Disneyland USA, the Akershus Royal Banquet Hall at Walt Disney World, and Buzz Lightyear's Pizza Planet in Disneyland Paris to clear away Dole Whips and churros. On the other hand, those are the only places you go, and only identifiable Disney treats you clear.
Levels only alternate between those three aforementioned restaurants, which serve as visual backdrops for the puzzle. It would have been better to rotate between different restaurants in those three resorts, maybe even increasing in stature as the player rises in levels (e.g.: from, say, Jolly Holiday Bakery to Pinocchio's Village Haus to Plaza Inn to Rancho del Zocalo to Cafe Orleans to Blue Bayou in Disneyland, or at least have Toad Hall, Cafe Hyperion, Casey's Corner, Silver Spur Steakhouse, Auberge de Cendrillon, and Walt's - An American Restaurant in Disneyland Paris). The lack of variety is compensated for having different characters host each level: Mickey and Friends for the Plaza Inn, Princesses for Askershus, and Toy Story characters for Pizza Planet.
Most of the snacks are generic things: purple cupcakes, green Key Lime pies, red Mickey donuts, etc. Only Dole Whips and churros stand out as real Disney snacks (unless I missed something because the last thing I would go out of my way to eat at Disneyland is pie or cupcakes). It might have been nice, in a visually rich game that doesn't have to rely on colours, to include turkey legs, Mickey ice cream bars, candy apples, beignets, Mickey waffles, mint juleps, and other distinctly Disney treats.
Despite those missed opportunities, Disney Dream Treats is still a fun little time waster to tide one over between trips to the theme parks. There are enough visual and auditory cues to stir fond feelings. If it is compatible with your device, download it before its shelf-life wears off.
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