Teenage Mutant Ninja Turtles: Cowabunga Collection Sells 1 Million Copies

Teenage Mutant Ninja Turtles: The Cowabunga Collection has sold more than 1 million copies, Konami announced today, an impressive feat in light of it being a retro collection comprised of older games from the 8 and 16-bit era.

Konami revealed the news in a cheeky infographic that also that revealed that six million pizzas were eaten and 350 million foot soldiers defeated.

“We’re thrilled and a little shell-shocked at this morning’s fantastic news!” Digital Eclipse said in a tweet. “Thank you to Konami and Nickelodeon for the opportunity to make [Cowabunga Collection], but most of all, thank you the intensely loyal TMNT fans who loudly supported this project!”

The Cowabunga Collection’s strong sales can be chalked up to the considerable excitement in the run-up to its release last year, which was owed in large part to the lack of availability for many of its core games.

The collection consists of 13 games from the NES, SNES, Sega Genesis, Game Boy, and arcade, with many of them featuring online play.

Our review was positive on the collection as a whole, but criticized its online play. “The entire TMNT: The Cowabunga Collection has clearly been crafted by a team that loves the TMNT – not just the games, but the shows and comics as well.”

However, “It’s truly unfortunate that the online component makes it so hard to find a match, and when you do get into a game it’s often woefully laggy. The input delay could also be improved.”

Digital Eclipse has since added new features and other enhancements while fixing numerous issues, including multiple enhancements for online play.

Teenage Mutant Ninja Turtles: The Cowabunga Collection is currently available on Switch, PS4, PS5, PC, and Xbox.

Kat Bailey is a Senior News Editor at IGN as well as co-host of Nintendo Voice Chat. Have a tip? Send her a DM at @the_katbot.

Resident Evil 4 Remake Sales Top 4 Million Units

Resident Evil 4 remake has now sold over 4 million copies worldwide, Capcom announced today. This comes after Capcom previously revealed last month that the game sold over 3 million copies within its first two days of release.

“In addition to Resident Evil 4 garnering interest and attention from the release of the Chainsaw Demo prior to launch, sales of the title grew steadily following a highly positive reception from customers, driving worldwide sales over 4 million units,” Capcom said in a statement.

Capom continued: “Capcom will continue to focus on growing sales of the title, including with the release of The Mercenaries free additional downloadable content on April 7.”

The Mercenaries mode has players fighting infected enemies in a wave-based assault fashion. These challenges are timed-based ones and so players will need to defeat as many enemies as they can before the clock runs out.

The mode releases today, April 7, and includes four playable characters: Leon, Luis, Krauser, and Hunk. Resident Evil 4 is available on PC, PS4, PS5, and Xbox Series X|S. It was already available in some areas as of yesterday, with some fans quickly identifying what seemed like pay-to-win microtransactions.

In IGN’s Resident Evil 4 remake review, we said: “The Resident Evil 4 remake is the series’ most relentlessly exciting adventure rebuilt, refined, and realized to the full extent of its enormous potential.”

George Yang is a freelance writer for IGN. He’s been writing about the industry since 2019 and has worked with other publications such as Insider, Kotaku, NPR, and Variety.

When not writing about video games, George is playing video games. What a surprise! You can follow him on Twitter @Yinyangfooey

Star Wars Finally Looks to Old Republic as James Mangold Confirms Movie About ‘Dawn of the Force’

Star Wars: The Old Republic is one of the most beloved eras in the extended universe, but it has been left largely untouched by Disney’s movies and television shows. That may be about to change, though, if a timeline shown during Star Wars Celebration is anything to go by.

Shortly before announcing several new Star Wars movies, LucasFilm studio head Kathleen Kennedy took the stage to share her vision for what Star Wars will look like in theaters. That means “broadening the timeline,” Kennedy says, as an image appeared highlighting seven major eras. They include:

The Old Republic: The era first depicted in BioWare’s Knights of the Old Republic series. It remains a fan-favorite era, but it has been rarely acknowledged by Disney until now.

The High Republic: The golden age period that has been the focus of many of the books. The first show set in the High Republic will be Star Wars Acolyte, which was fully revealed during Celebration.

Fall of the Jedi: This would be the Prequel era.

Rise of the Empire: This is the era depicted in Star Wars Andor and Obi-Wan Kenobi, covering the period between Revenge of the Sith and A New Hope.

The Age of Rebellion: This is the period covered by the original Star Wars trilogy.

The New Republic: The era following Return of the Jedi, which is currently being covered by The Mandalorian.

Rise of the First Order: The sequel trilogy period starting with The Force Awakens.

Kennedy went on to announce several new movies, including one led by Dave Filoni that will be set roughly during the New Republic era, and a Sharmeen Obaid-Chinoy starring Daisy Ridley. Then there’s the movie by Logan and Indiana Jones and the Dial of Destiny director James Mangold, a “Biblical epic” that will tell a story about “the dawning of the Force” set before The Old Republic.

Disney’s explicit nod toward the The Old Republic and promises to “broaden the timeline” would seem to indicate that more projects set in the era are on the way. The fans are certainly excited.

Fan appreciation for the Old Republic era extends back to KOTOR, which was first released back in 2003 for Xbox. Coming during a period in which the prequels were widely disliked, it was seen as a glimmer of light for disaffected Star Wars fans. A sequel would soon follow, then an MMORPG, the latter of which still continues to enjoy a solid following to this day. A remake is also currently in development, though it has experienced dramatic development troubles.

Despite that, Disney has mostly shied away from the KOTOR era, preferring instead to focus on more familiar ground such as the Galactic Civil War. Despite that, the Old Republic has remained broadly popular with Star Wars fans, who have held out hope that Disney might one day explore this era in a live-action setting.

Now, those hopes are starting to be realized. Here’s hoping we’ll see Darth Revan on the big screen soon enough. In the meantime, check out everything that was announced during Star Wars Celebration.

Kat Bailey is a Senior News Editor at IGN as well as co-host of Nintendo Voice Chat. Have a tip? Send her a DM at @the_katbot.

IGN UK Podcast 691: The Mario Movie vs Tetris: Which is Better?

In a week full of Nintendo-related films, Cardy, Dale, and Mat are here to help you decide which is more worthy of your time between The Super Mario Bros. Movie and Tetris. Before that, though, excitement is in the air following our latest look at the Barbie movie, plus there’s Resident Evil 4 chat again, but for a special reason this time. Dale had the pleasure of chatting to Leon Kennedy himself Nick Apostolides about what it was like to play the protagonist in a remake of his favourite game.

You can check Nick out here: Instagram: @nick_apos / https://www.instagram.com/nick_apos/
Twitter: @Nik_apostolides / https://twitter.com/Nik_apostolides

Twitch: @Nickapostolides / https://www.twitch.tv/nickapostolides

Got a game for us to play, or just want to tell us the weirdest thing you’ve eaten for breakfast? Drop us an email: ign_ukfeedback@ign.com.

IGN UK Podcast 691: The Mario Movie vs Tetris: Which is Better?

Resident Evil 4 Mercenaries Is Available in Some Areas, But It’s Missing Two Major Characters

Planned for release tomorrow, April 7, some players in Korea are reporting that they’re able to access the remake of Resident Evil 4’s Mercenary Mode early. Unfortunately, some are also saying that the mode is missing key content at the moment.

A staple of the Resident Evil games, Mercenary Mode is an arcade-style horde mode where players fight against waves of infected to compete for high scores. The original Resident Evil 4 allowed players to unlock Mercenary Mode upon completion of its campaign, but the remake has taken a different strategy, as Capcom announced the mode would be making its debut tomorrow, April 7, instead.

Players have noted that the version available to those in the previously mentioned regions is missing Ada Wong and Albert Wesker as playable characters, both of whom were in previous versions of the mode and were datamined as being in the remake as well. This has led some to speculate that perhaps Capcom intends to offer the characters as paid downloadable content in the future.

This would seem to confirm reports of microtransactions entering the mode, which players have begun spotting on online stores in the form of “upgrade tickets” that would grant players faster progress with their Mercenary Mode runs.

The item description for these Upgrade Tickets reads: “here’s your ticket to the gun show! Specifically a ticket to be redeemed at the Merchant’s shop. With this, you’ll have access to a weapon’s exclusive upgrade at any time, regardless of the weapon’s level. Not only that, but once unlocked, the upgrade itself is free of charge!”

As a single-player game mode, this “pay-to-win” model might prove less contraversial than those deployed in competitive multiplayer games, but the omission of two key characters is likely to be a disappointment to some.

While you wait for Mercenaries to arrive in your region, be sure to check out our review of the Resident Evil 4 Remake and six big scenes that got cut from the original game.

Travis Northup is a freelance writer at IGN.

Jack Black Praises HBO’s The Last of Us, Wants Red Dead Redemption Movie

On the heels of the blockbuster release of The Super Mario Bros. Movie, Jack Black is singing his praises for video game adaptations. So much so that he has praised The Last of Us on HBO Max.

In an interview with BBC yesterday, Black, who voices Bowser, that he’s a fan of multimedia adaptations of video games so long as they’re treated right. He praised HBO’s The Last of Us for how faithful it is to the hit PlayStation game.

“The Last of Us was fantastic,” he said. “And what’s crazy is how loyal it is to the original source material. It’s basically all from the game with just a couple of tweaks. It’s going to win all the awards. They used the video game almost like a storyboard and I was like. ‘Whoa, this looks just the same.'”

Black also commented on how, with video game adaptations of movies and TV shows gaining traction, studios will look to adapt more games for years to come. “It will be very interesting to see what happens to the entertainment industry over the next 20 to 30 years but I think we will be seeing more and more storytelling from the gaming universe,” he said.

Red Dead Redemption next?

One video game adaptation the character actor wants to see on the big screen is Red Dead Redemption from Rockstar Games, because he believes “that [has] just as good or [an] even better story than The Last of Us.”

Black’s comments speak to how video game films and TV shows have been gaining popularity in the last few years, starting with Detective Pikachu and Sonic the Hedgehog. Both of these were considered to have broken the “video game movie curse,” a phenomenon in which past video game adaptations were critically panned, including the 1993 live-action Super Mario Bros. film, The Prince of Persia, Assassin’s Creed, and even Ratchet and Clank.

The popularity of video game adaptations now is such that Netflix series Cyberpunk: Edgerunners and Arcane: League of Legends were nominated for Best Adaptation at The Game Awards 2022, with the latter show taking that honor home on top of being the first streaming series to win an Emmy for Best Outstanding Animated Program. Today, more games are being adapted to screens big and small, including God of War, Ghost of Tsushima, Death Stranding, and Borderlands.

The Super Mario Bros. Movie is in theaters now. For more on Illumination’s first video game outing, read our review.

Cristina Alexander is a freelance writer at IGN.

Guilty Gear Creator Reflects Back on Two Years of Strive

Guilty Gear series creator, Daisuke Ishiwatari, is a legend in the world of Fighting Games. He’s designed some of the most memorable fighting game characters ever, written some of the best fighting game music of all time, and has been active in the scene since the late 90s. Which was why at the Arc World Tour Finals, when presented with the opportunity to pick his brain in an interview, I leapt at the opportunity.

IGN: It’s been almost two years since the release of Guilty Gear Strive. Reflecting back, what is something that you’re especially proud of with the game? And on the flip side of that, what’s something that you kind of wish that you could have done differently or maybe better?

Ishiwatari-san: I could say a lot of things on both ends with regards to things that I am proud of. While it’s not necessarily part of the game, it’s more on the production side of things, I’m rather proud of being able to gather together so many talented members to put this whole project together.

IGN: And then is there anything that you think you would like to have done differently or anything on that side of it?

Ishiwatari-san: So how do I put it? Amongst different I guess you would say, competitive games, fighting games in particular have a high bar of entry. It’s really hard for new people to join in on that. So if there’s something that I wish I could do better next time, it’s to make that a lot easier. Make it easier and simpler for people to be able to just join in the game and really start to enjoy fighting games.

IGN: Previous Arcsys fighting games have had multiple iterations of a base game, like with Xrd you had Rev and Rev 2. Is this something that you see happening for Strive, or do season passes and free updates kind of fill that role?

Ishiwatari-san: While there probably isn’t going to be a physical upgrade like how we did with Rev and Rev 2, using kind of season pass and upgrading what’s in the game season by season seems to be the way that we want to go.

IGN: You’ve added a ton of things to Strive over the last two years from the digital figure mode, the combo maker and recently to cross play. Do you feel like Strive is feature complete at this point, or are there still new features outside the ones that affect the core gameplay that you’re still looking to add or change?

Ishiwatari-san: It’s not so much a question of are we finished, it’s more a question of do we have the resources to put into these ideas? Of course there’s a lot of things that we want to put in, a lot of things that we want to change and add in for the players and their satisfaction. But that’s something to kind of decide as development progresses.

IGN: You’ve been making games for a long time at this point. Do you think it’s gotten easier or harder to make a fighting game in 2023 versus how it was in the late 90’s?

Ishiwatari-san: So it’s rather a difficult question, but if you want to compare it, how you make things now is: You have specialized teams, specialized people working on individual parts of putting the game together. And in that sense it is easier to make the game. But back when you first started making games, it’s very much like how the indie scene is today where you have a small team, everybody collaborating, putting together all they can, all the skills and resources to make something happen. And while that may be more difficult in general, for me it’s much more easier, a much preferred way of putting games together

IGN: What’s your feeling on the state of fighting games in 2023? It feels like it’s a very exciting time with a new Street Fighter, a new Mortal Kombat, and potentially a new Tekken all coming out this year. What’s your current thoughts on the state of fighting games in 2023?

Ishiwatari-san: A little difficult to put [into words], but basically instead of looking at it more like what is the state of fighting games, I look at it kind of like… fighting games, are a difficult medium to jump into, a difficult platform to just jump into. And so I look to a lot of games like Splatoon where people can just pick it up, go, have fun. And while that’s a focus of mine, something else I’ve really wanted to consider is from a sales standpoint is how do you go from here? Do you evolve what the game is, what the platform is, take it to another level? Or do you continue to push the standards of what already is? And so those are my thoughts on it. It is that it’s a consideration of either evolving the medium, continuing on the medium, while also considering of course making it easier for new people to step into the genre.

Do you evolve what the game is? What the platform is? Take it to another level? Or do you continue to push the standards of what already is?

IGN: Where do you see the biggest opportunity for growth within the fighting game genre? Is it the onboarding? Is it teaching new people how to play? Or are there other areas you think that fighting games can still evolve?

Ishiwatari-san: If you think about, for example, chess. Chess is a strategy game, and the way strategy games have kind of evolved is nowadays you have things like RTSs and similar computer games that have these same basic principles of strategy. But because those games exist doesn’t mean that chess and the people who play chess no longer do that. It’s still something that people enjoy, something that people still continue to do, even at a competitive level.

So that ends up becoming something that all developers kind of think and worry about. Do you keep making the same type of thing that everybody knows and loves? Do you take it to the next level? And what impact will that have on getting players in, keeping the genre going, that sort of thing. So it’s actually something all developers, not just Arc System Works, but all developers are considering at the moment.

IGN: And then finally, I wanted to ask you about the new character Bedman?, a character that was previously in Guilty Xrd. How is the character different in Strive and what were some of the challenges involved with taking that character, who is so complicated, into a new fighting game system in Strive?

Ishiwatari-san: I guess from a design standpoint of transferring the character into Strive, yeah in Xrd there was Bedman who was on their bed, but since the character perished in that story it’s just the bed remaining. And what I wanted to do was kind of take a little bit of inspiration from Annabelle and say the kind of fractured feeling of Bedman is still remaining inside the bed itself. So from a design standpoint, that’s the basic backbone of the character.

At this point, producer Ken Miyauchi stepped in to answer the rest of the question.

Miyauchi-san: So let me take that question. So the design of Bedman, I would say it’s not as complex as the Xrd Bedman, but he does have quite a few unique movement actions. So he’s not the kind of easy character you can just pick up and play. Compared with the previous character, Sin, he does have a lot of advanced techniques and a very unique move that the other character doesn’t have. So in terms of difficulty, he is a little difficult character to pick up.

Bedman?, the latest character in Guilty Gear Strive is available now as the third of four planned characters for season 2. Thanks to Ishiwatari-san and Miyauchi-san for their time.

Mitchell Saltzman is an editorial producer at IGN. You can find him on twitter @JurassicRabbit

EA Sports FC’s New Logo is Here, And It’s Very Pointy

With FIFA now firmly in the rearview mirror, Electronic Arts has revealed the logo for EA Sports FC, which it hopes will be able to continue the series’ incredible run of success dating back to the ’90s

At the first blush, the logo is extremely, well, pointy, with a surfeit of sharp angles more reminiscent of a racing brand than a soccer game. Here’s what EA had to say about the new logo:

The new brand takes its design inspiration directly from the beautiful game and a dominant shape in football culture that represents the sport in multiple dimensions, triangles. From passing techniques to set plays, the shape has also been woven into the DNA of EA SPORTS football experiences for decades; from the isometric angles of our very first 8-bit experiences and the triangular polygons that make up every pixel of our most modern games, as well the iconic player indicator symbol that appears above every athlete in every match.

If you want a fuller breakdown of the new logo’s design, as well as a picture of it on a flag, you can find a lengthy explanation right here.

The beginning of a new era

The new logo comes just about a year after the original news that EA’s multi-decade partnership with FIFA was coming to an end and that the series was being rebranded. EA CEO Andrew Wilson was unusually candid about the breakup, saying that the only value that FIFA brought to the series was “four letters on the front of the box.” FIFA, for its part, has promised to put out its own game.

Despite the name change, EA Sports FC will retain the partnerships that have been its calling card, striking a deal with the Premier League worth some £488 million — a contract said to be worth more than double the value of the original deal.

Little else is known about EA Sports FC, though it’s unlikely to be significantly changed from previous games, which have long since perfected the franchise’s moneymaking formula. EA has said that fans can expect a full reveal in July.

As for the final release, EA Sports FC should be out on PC and major consoles sometime in September.

Kat Bailey is a Senior News Editor at IGN as well as co-host of Nintendo Voice Chat. Have a tip? Send her a DM at @the_katbot.

Not Every Journey Is the Same: Why Remakes and Remasters are Great for Gamers

Hey Unlocked listeners and readers, Stella Chung here again today to talk about how great games are! Specifically, I want to talk about how great remakes are in this current game market. I recently started playing Resident Evil 4 for the first time, thanks to the remake, and I posted about it on Twitter and got a callous reply about why I missed playing one of the greatest games of all time and what other games I didn’t play.

Growing up, we were extremely frugal. We immigrated to the States when I was a baby and we were very poor so we didn’t have a lot of disposable income to enjoy games. When we did stabilize financially I wasn’t allowed to play games since my parents really wanted me to focus on other “productive” extracurricular activities.

I was 20 years old, living on my own in college when I finally got my first console: the Xbox One. Even with a console, then getting a PC, I still couldn’t really afford a lot of the bigger games since I was working and going to college. When I took a break from school to full-time stream, I was able to get more games since it directly applied to my job.

But even so, I found myself wanting to keep up with modern games, not just go back to games I had missed. I wanted to keep up with the games that were coming out, talk to my friends about them, and play them on stream to share with others. I also just didn’t have the means to play older games I had missed since they were locked to consoles I didn’t own.

But so many remakes came out that I was able to snag and play to make up for missing the original game and I loved being able to enjoy it in a modern update. A lot of remakes really just restore the original game to look and feel like how we think we remember it to be. For example, I swear Banjo Kazooie looked exactly like how the remake did on my friend’s N64 as it does now on the Xbox with its remaster. But that’s how memory works and we want to remember the game being the best version it was when we were growing up and just in love with our favorite titles.

So being able to see the difference in the remakes of these games is pretty great to fuel nostalgia while also bringing up the experience to modern standards. I’m pretty sure if I had to deal with the old Resident Evil camera angles I would lose my mind now, so I’m very glad for the remakes. It just restores that memory while bringing it up to speed to current-day controls.

Also, I was able to experience DOOM by playing the 2016 release and realize how much I loved the world building and pure violence of that demon-filled universe through the modern remake. This spiked my interest to then look into the original DOOM classics and try them out on Steam. Then there’s the beautiful collection of Halo games that I would have never touched if it was not for the remastered bundle that I’m playing through now with my best friend from childhood.

I really want to talk about this, and I know I’ve discussed this on Unlocked but not to the extent I want to now. Because I wasn’t allowed to game when I was living with my parents, I really missed out on the prime gaming years. There’s a Korean word for it that perfectly describes how I feel about it but it doesn’t have a direct translation to English. 아쉽다 (ah-shib-da). The best translation for it that I could explain is feeling regret, as if it’s a shame, and just a general feeling of mourning all in one.

I am grateful that I am now working in a job where I can enjoy games and fuel my inner child but I look back on the years I was in high school, listening to my best friends talk about the latest Assassin’s Creed game and the developments in the Halo storyline while feeling left out and like I was missing something great. I remember my friends pulling their hoods over their heads pretending to be Ezio and not knowing what that was about. I basically got the gist of the stories by listening to them rant about the games they were playing.

I missed the golden years of Master Chief’s adventures and badassery and lived vicariously through my friends who played the series and told me about the latest developments. I would have fleeting moments to play for myself when I would go over to their houses to hang out and get a small taste of what they experienced and I felt slightly more included.

My best friend and I have since then grown and live very busy lives but he and I set aside some time to play the Halo: Master Chief Collection all the way from the first game. As soon as I booted it up I felt this feeling of wholeness as I saw this screen I remembered seeing on my friend’s consoles when I’d visit. When my best friend and I started playing from the start, he was able to share his favorite moments with me, finally, after all those years and play like it was the first time for him through me.

When we got to Halo 2 and entered the chapter where you play as The Arbiter, the bad guy, I was shocked and exclaimed at how cool this was and how I loved it. My friend burst out saying, “Yes! I was waiting for your reaction! That’s exactly what I said and this is so cool seeing you experience this for the first time.” It felt incredible since even modern games don’t tend to pull this move and, this part will sound cheesy but, I felt like my inner child was healing.

But even so, I found myself wanting to keep up with modern games, not just go back to games I had missed.

I know there are some video game enjoyers who claim something will never be as good as the original but as someone who missed them the first time around, I am grateful for remakes and remasters. I genuinely feel they are a great addition to current games being released. They allow gamers like me who just weren’t able to access them, to go back and enjoy them in a better, updated state.

If I could go and grab older consoles I missed and play the games I wasn’t able to growing up, I definitely would. But remakes and remasters make it easier so I don’t have to. And I know I’m not the only one who’s in a similar situation. Games are awesome and we should be able to enjoy them how we want and I am so grateful that remasters and remakes exist for the sake of letting players who enjoyed them in the past enjoy them again, and for new players to enjoy them for the first time.

It’s a great way to unify gamers and let us all discuss the same game and share stories on our experiences with them, whether it was from the original or the remake.

If you could have any game be remastered or remade, what would you pick? For me, if DICE could make a proper Mirror’s Edge remake of the original, I’d be absolutely set.

Disney Illusion Island Preview – Our First Hands-On

As a new parent, one of the things that I’m most looking forward to is being able to play games together with my son. This is just one of the reasons why Disney Illusion Island caught my attention right away as a game that looked like a blast to play with my family. A four player cooperative 2D platformer from Dlala Studios, developers of the recent Battletoads revival, Illusion Island seeks to combine the joy of traversal in a seamless, massive world with that signature Disney magic. After spending about 20 minutes with it, I found myself sufficiently charmed and left with the feeling that Dlala seems like its on the right track.

The setup for the adventure this time around is Mickey, Minnie, Donald, and Goofy all traveling to the titular Illusion Island under the impression that they’ve been invited by one another to a picnic. It turns out, the picnic was a lie, and those invites actually came from the Toku, a group of creatures in desperate need of heroes to save them. And so, with a little bit of cajoling (some needing more than others), Mickey and the gang agree to help the Toku by collecting three magical tomes scattered across the island.

It is impossible to ignore the influence that Metroidvanias have had on the design of Illusion Island’s world.

And to be clear, the island is massive. Dlala CEO AJ Grand-Scrutton doesn’t like to use the term “Metroidvania” as a genre descriptor for Illusion Island, but it is impossible to ignore the influence that those games have had on the design of its world.

In his own words: “Look, it’d be silly of us to kind of pretend that there is not Metroidvania inspiring the structure of the game. It’s a big seamless world. You get to gates you can’t get past until you get an ability. In a lot of ways that’s Metroidvania 101,” said Grand-Scrutton. He continued, “I think the difference with ours is that we’re focused on the platforming aspect. This isn’t a combat game. This is a game about all the challenges you come across being resolved by a movement and abilities as opposed to fights. So I think that structurally we’re very inspired by Metroidvania, but I think our biggest influences are platformers – modern ones, and the ones we grew up with.”

Fortunately, that platforming feels really good. It’s super smooth, there’s just the right amount of floatiness to your jumps, and there’s a really great flow from the level design that allowed me to just go from place to place without even really thinking about it. Despite the large open-ended map, I felt naturally drawn by the design to where I needed to go.

Of course one of the most notable aspects of Illusion Island – and as I said at the beginning, the thing that drew me towards it – is the fact that the entire campaign is playable in four-player co-op. Grand-Scrutton said that they decided to make each character control the same because if you make one character faster, or one character jump farther, what naturally happens is that somebody feels like they’re getting left behind.

So they made it so that, fundamentally, every character plays the same, but each feels different thanks to each of their animation styles. “We use kind of a toy analogy in which we said that okay, if we view Minnie as a paper airplane, we view Goofy as a slinky, Donald as a slingshot, and Mickey as a bouncy ball. Then we animate it around that,” said Grand-Scrutton. “So it’s very strange because the reality is they’re all the same, but they all feel really different when you play as each of them. So it’s a really fun challenge to overcome.”

I only had the opportunity to play as Minnie, so I didn’t get to experience the feeling of the other characters myself, but one of the things that I really enjoyed was when I got the ability to use wall jumps. There was a fun cutscene where every character was granted their own item that represented the ability. Mickey got a pencil, Minnie got climbing gear, Goofy a fork, and Donald… a plunger. Seeing Donald’s reaction to his gift was a joy, and I imagine it’s going to be a recurring gag throughout the game that I very much look forward to seeing more of. It’s a joyous comedic tone that echoes the animated shows and movies we know these characters from so well. This is further reinforced by the art style which evokes that classic morning cartoon feel, but with a modern sheen.

My time with Illusion Island was brief, so I can’t really comment on many of the deeper mechanics beyond just jumps, double jumps, and wall jumps. I definitely got the impression that the game felt pretty easy, but that’s based on 20 minutes of play from literally the beginning of the game. I asked Grand-Strutton and Lead Designer Grant Allen what the target audience was that they were aiming for, and they told me that while it’s a family game, that doesn’t mean it’s a kid’s game.

“So the way we view it is: Us as platform fans who grew up as platform fans and are still platform fans can play this. It’s enjoyable and Grant and I can play it together and feel challenged. But then if I want to play it with my nieces and nephews, we’ve provided features such as being able to set both my nephews to have infinite health, and I can play with two hearts and still get the challenge. But I don’t have to worry about them suddenly fighting and beating me up because they keep dying all the time.”

As with any massive exploration-centric 2D platformer, discovery plays a huge role in Illusion Island, and you can expect to find plenty of collectibles in the form of Glimt – basically like coins that can be spent on a variety of unlocks – special cards called Tokuns, and much more.

I’d also be remiss not to mention the soundtrack, which nails the ambient soundtrack that you’d hear while walking around Disneyland. It’s absolutely delightful. And delightful is a good word to sum up my experience with Disney Illusion Island so far. If Dlala can evolve the mechanics in satisfying ways over the course of the adventure, Illusion Island has all the makings of a wonderful return for Mickey Mouse and friends to the world of 2D platforming.

Mitchell Saltzman is an editorial producer at IGN. You can find him on twitter @JurassicRabbit