So the thing about the bad ending is that its not bad in the traditional sense. In both versions Mickey completes his mission, saves toon land, and returns home. The difference is in how Mickey chose to achieve his goals. Did he help others and work to create a better world, or did he neglect those in need and cause more damage than good? Regardless of what he did, the end goal was achieved. But how he achieved it reflects Mickeys character. And, in that sense, it helps people really look at how they live their lives. Are you neglecting those around you to reach your goals, or are you helping those in need? In a sense it sends a more powerful message than if the bad ending resulted in the destruction of toon land.
Aka, did he stay his current course, having learned since the original incident and grown as a person, or does he revert to the very person that caused the whole ordeal? It's an interesting dilemma, and shows the two different eras of the mouses mindsets perfectly. Kinda wish they amounted to more than a cutscene, like a skin for a repeat playthrough, and perhaps one for completing it?
I don’t agree. I think especially in this instance it would be more impactful if Oswald showed resentment toward Mickey depending on the choices, cause remember that it’s his world that you’re essentially choosing whether or not to put the effort in restoring or damaging. So it comes off as out of character for him to decide to do the same hand thing as in the good ending after you basically put his only home into further disarray. Hell, go even further, maybe make it to where Ortensia doesn’t get restored. Cause here’s the big problem, this game is trying to be SOMA but it ultimately fails because A) Mickey isn’t a protagonist with a capacity for a dark tendencies so any evil choice he makes immediately feels out of character for him and B) SOMA’s choices may seem pointless on the surface level but they all have share a similar theme on challenging the idea of what it means to be alive. Epic Mickey has no theme, it’s just a half baked system where they didn’t give a second thought to anyone who picked thinner and just assumed everyone would go with all the good paint options, hence why it has more effort in those cutscenes. And before you go all, “but the bad choice isn’t supposed to be satisfying,” then why even include it? Just for a shallow as shit message of creating is cool guys, but erasing is not? It actually annoys me how little they cared about anything remotely intriguing cause you could easily have set up a game where it is necessary to choose the thinner option because some things just can’t be reasoned with or sometimes paint doesn’t always equal good. Show us that balance is more important than just blindly indulging in unchecked creativity, like how the intro of the game showed. Like how some games actually consider it ok to kill someone because the alternative is that they might be left to suffer or in more extreme cases turn into a much larger problem.
@@ColorlessRonin it would not have been as impactful because you would have expected that reaction, that outcome. After all, you would have to have been aware of what you were doing. Knowing your own actions were ruining Toonland. And you, as the player, would not have cared. Because you knowingly was doing it. So why would it be impactful at all if you were fully aware of what you was doing? Rather, in the games ending you really aren't that aware of your actions, or lack there of. You're playing through the game normally. You don't really ponder the bigger implications of the choices you have made until you finally see them for yourself at the end of the game. It's only then that you're confronted by the actions you have chosen. And it leaves a far bigger impact because you weren't as aware of them until that moment.
@@Patbacknitro2 the only choice in this game where unexpected consequences are even remotely a factor is with Pete-Tronic, cause killing him turns him into a virus thing. So your whole case about predictable outcomes doesn’t even work in the context of both this game and your own argument. Not to mention that the idea of somehow not being aware of your choices until the end of the game is beyond bullshit because if I’m playing the game and it’s offering me a choice I’m not turning my brain off and suddenly becoming unaware of my actions. Even this game doesn’t agree with your argument because it deliberately shows you (except with Pete-tronic) what your immediate choice resulted in (ignoring small Pete’s request results in him throwing minions at you, killing Captain Hook-Bot destroys his ship and leaves his crew miserable, allowing the Gremlin to kill the phone prevents Mean Street and Ostown communicating, etc). I was like 10 when this game came out and I was more than aware of this idea that all choices have consequences. Also there are ways of making me care about people even if I’m playing with the “bad route” in mind. Infamous 2, Telltale Batman (season 2 specifically), even Undertale figured this out ages ago. And again, this only further exposes Epic Mickey’s laziness in terms of communicating consequence since, again, SOMA did the exact thing you’re wanting to emulate with Epic Mickey to where the choices may seem pointless on the surface level but the point is not to decide but rather debate. And this is ultimately the reason why I cannot stand this game, it is so one dimensional and stiff and limiting. The consequences don’t even match up all the time, cause why would restoring Captain Hook-bot be the “good” choice, we’re shown that Pete Pan is losing the fight against him in the final cutscene. If it at least had alternate endings or cutscenes, it would have more satisfaction. And no, there is no subversion like you imply, it is simply a case of the developers being lazy and assuming you’d only play the route they intended.
@@ColorlessRonin you entirely missed the point of what I said. If the ending was made your way, there wouldn't be any impact because your idea of how it should've been done would be fair too predictable. As you said, you don't just turn off your brain when making these choices. You'd be aware of them, and as such you'd know the outcomes. Instead the game gives us an ending that can resonate with anyone. An ending not only great in context of the game, but one that can apply to the own players lives. Especially because it's entirely customizable. There doesn't have to be a fully good or bad ending, because you can mix up the choices you make. It's a very natural ending, and because of that it's far more powerful in it's message.
I really like the fact that when one of the broom-enemy guys is painted, they give Mickey a wave-salute type of thing. It’s just really nice for some reason.
It feels like the Clocktower got some upgrades to him if you got his good ending, he got a new fresh code of paint on him compared to the one in the bad
Paint = Hero Thinner = Scrapper Originally, they must have two differents endings. One of them is the Hero path when Mickey is going to save the world and everyone would be happy to see him. But now it's changed for the Paint ending. And the second one is the Scrapper path when Mickey is a f*cking bastard who's only think of himself to quit this world and won't hesitate to scrap everything who stand in his way, even innocents. And of course, every innocent peoples would be scared of him. But now, it's changed for the Thinner ending. Just like Undertale, Mickey could be the good & the bad guy and that could be interesting. But uh... That's not the case, unfortunately. ^^' Too bad, a mean, violent and evil Mickey would have been interesting to play.
the two endings of the game are completely the same, and I thought something would change lol. disappointing. so it doesn't make any difference in using the paint and remover in the end... at least in the remake they could change that
if you look at the bad ending fully some of the people look mad, the clock tower is still broken, daisy, Donald, and goofy still had no bodys, and many other changes
I just finished the game with a good ending but forgot about Horace, seeing him close up shop made me feel guilty, for some reason it’s like you develop a relationship with the character and then you didn’t help with the last side mission
Yep, he saved the world and yet his closest friends are doomed to spend eternity as heads in jars. Mickey’s kind of a jerk. Did Oswald not even go back to let them out?
i know how to redeem the bosses & get the robot parts, but what side missions do you have to complete to get the good ending for big bad pete & horace? (just curious)
alguien me puede decir si en este remaster del juego hay que terminarlo 3 veces, porque para conseguir todos los coleccionables en el original teníamos que hacerlo ayudando y pintando, otra vez ayudando a veces y destruyendo en otras y por último destruyendo, matando y no ayudando era la única forma de conseguir todos los coleccionables sin importar en qué orden de desiciones lo hacías!!!!!
So the thing about the bad ending is that its not bad in the traditional sense. In both versions Mickey completes his mission, saves toon land, and returns home. The difference is in how Mickey chose to achieve his goals. Did he help others and work to create a better world, or did he neglect those in need and cause more damage than good? Regardless of what he did, the end goal was achieved. But how he achieved it reflects Mickeys character. And, in that sense, it helps people really look at how they live their lives. Are you neglecting those around you to reach your goals, or are you helping those in need? In a sense it sends a more powerful message than if the bad ending resulted in the destruction of toon land.
Aka, did he stay his current course, having learned since the original incident and grown as a person, or does he revert to the very person that caused the whole ordeal? It's an interesting dilemma, and shows the two different eras of the mouses mindsets perfectly. Kinda wish they amounted to more than a cutscene, like a skin for a repeat playthrough, and perhaps one for completing it?
I don’t agree.
I think especially in this instance it would be more impactful if Oswald showed resentment toward Mickey depending on the choices, cause remember that it’s his world that you’re essentially choosing whether or not to put the effort in restoring or damaging. So it comes off as out of character for him to decide to do the same hand thing as in the good ending after you basically put his only home into further disarray. Hell, go even further, maybe make it to where Ortensia doesn’t get restored. Cause here’s the big problem, this game is trying to be SOMA but it ultimately fails because A) Mickey isn’t a protagonist with a capacity for a dark tendencies so any evil choice he makes immediately feels out of character for him and B) SOMA’s choices may seem pointless on the surface level but they all have share a similar theme on challenging the idea of what it means to be alive. Epic Mickey has no theme, it’s just a half baked system where they didn’t give a second thought to anyone who picked thinner and just assumed everyone would go with all the good paint options, hence why it has more effort in those cutscenes. And before you go all, “but the bad choice isn’t supposed to be satisfying,” then why even include it?
Just for a shallow as shit message of creating is cool guys, but erasing is not?
It actually annoys me how little they cared about anything remotely intriguing cause you could easily have set up a game where it is necessary to choose the thinner option because some things just can’t be reasoned with or sometimes paint doesn’t always equal good. Show us that balance is more important than just blindly indulging in unchecked creativity, like how the intro of the game showed. Like how some games actually consider it ok to kill someone because the alternative is that they might be left to suffer or in more extreme cases turn into a much larger problem.
@@ColorlessRonin it would not have been as impactful because you would have expected that reaction, that outcome. After all, you would have to have been aware of what you were doing. Knowing your own actions were ruining Toonland. And you, as the player, would not have cared. Because you knowingly was doing it. So why would it be impactful at all if you were fully aware of what you was doing? Rather, in the games ending you really aren't that aware of your actions, or lack there of. You're playing through the game normally. You don't really ponder the bigger implications of the choices you have made until you finally see them for yourself at the end of the game. It's only then that you're confronted by the actions you have chosen. And it leaves a far bigger impact because you weren't as aware of them until that moment.
@@Patbacknitro2 the only choice in this game where unexpected consequences are even remotely a factor is with Pete-Tronic, cause killing him turns him into a virus thing. So your whole case about predictable outcomes doesn’t even work in the context of both this game and your own argument.
Not to mention that the idea of somehow not being aware of your choices until the end of the game is beyond bullshit because if I’m playing the game and it’s offering me a choice I’m not turning my brain off and suddenly becoming unaware of my actions. Even this game doesn’t agree with your argument because it deliberately shows you (except with Pete-tronic) what your immediate choice resulted in (ignoring small Pete’s request results in him throwing minions at you, killing Captain Hook-Bot destroys his ship and leaves his crew miserable, allowing the Gremlin to kill the phone prevents Mean Street and Ostown communicating, etc). I was like 10 when this game came out and I was more than aware of this idea that all choices have consequences.
Also there are ways of making me care about people even if I’m playing with the “bad route” in mind. Infamous 2, Telltale Batman (season 2 specifically), even Undertale figured this out ages ago. And again, this only further exposes Epic Mickey’s laziness in terms of communicating consequence since, again, SOMA did the exact thing you’re wanting to emulate with Epic Mickey to where the choices may seem pointless on the surface level but the point is not to decide but rather debate. And this is ultimately the reason why I cannot stand this game, it is so one dimensional and stiff and limiting. The consequences don’t even match up all the time, cause why would restoring Captain Hook-bot be the “good” choice, we’re shown that Pete Pan is losing the fight against him in the final cutscene. If it at least had alternate endings or cutscenes, it would have more satisfaction. And no, there is no subversion like you imply, it is simply a case of the developers being lazy and assuming you’d only play the route they intended.
@@ColorlessRonin you entirely missed the point of what I said. If the ending was made your way, there wouldn't be any impact because your idea of how it should've been done would be fair too predictable. As you said, you don't just turn off your brain when making these choices. You'd be aware of them, and as such you'd know the outcomes. Instead the game gives us an ending that can resonate with anyone. An ending not only great in context of the game, but one that can apply to the own players lives. Especially because it's entirely customizable. There doesn't have to be a fully good or bad ending, because you can mix up the choices you make. It's a very natural ending, and because of that it's far more powerful in it's message.
I really like the fact that when one of the broom-enemy guys is painted, they give Mickey a wave-salute type of thing. It’s just really nice for some reason.
It feels like the Clocktower got some upgrades to him if you got his good ending, he got a new fresh code of paint on him compared to the one in the bad
Spoiler block
Don't know why i put it here, but incase someone puts a whole esay on why one ending is better
That's kinda bad that the ending don't really change unlike the EM 2 where you can choose to save or kill mad doctor.
Idk what people are complaining about, good ending the bad characters are redeemed and the bad one Micky fixed nothing
Paint = Hero
Thinner = Scrapper
Originally, they must have two differents endings.
One of them is the Hero path when Mickey is going to save the world and everyone would be happy to see him. But now it's changed for the Paint ending.
And the second one is the Scrapper path when Mickey is a f*cking bastard who's only think of himself to quit this world and won't hesitate to scrap everything who stand in his way, even innocents.
And of course, every innocent peoples would be scared of him.
But now, it's changed for the Thinner ending.
Just like Undertale, Mickey could be the good & the bad guy and that could be interesting.
But uh... That's not the case, unfortunately. ^^'
Too bad, a mean, violent and evil Mickey would have been interesting to play.
Epic Mickey came Before Undertale so Mickey did it first I'm afraid
How the hell did Purple Lamp manage to keep in the endings’ error of every gremlin using Gus’ model - but with different colours?
Honestly? Probably intentional, for the joke?
the two endings of the game are completely the same, and I thought something would change lol. disappointing. so it doesn't make any difference in using the paint and remover in the end... at least in the remake they could change that
it does sorta make a difference I was about to think that but if you look at the bad ending everything came back but some stuff wasn't the same
if you look at the bad ending fully some of the people look mad, the clock tower is still broken, daisy, Donald, and goofy still had no bodys, and many other changes
you could say everything turned back to normal...but at what cost?
sorry if I didn't make them all in one reply I just didn't have the time to😅
Yeah I was a little disappointed they did change the endings but I guess they just wanted to stay true to the original.
9:39 RIP clock tower
"Aaaaaahhhhh.....Tell Me More."
I just finished the game with a good ending but forgot about Horace, seeing him close up shop made me feel guilty, for some reason it’s like you develop a relationship with the character and then you didn’t help with the last side mission
Good Ending: If you choose a Paint Path.
Bad Ending: If you choose a Thinner Path.
I still think they should've added Madame Leona and the smaller Blot boss to the ending.
Yep, he saved the world and yet his closest friends are doomed to spend eternity as heads in jars. Mickey’s kind of a jerk. Did Oswald not even go back to let them out?
Please do a video on all concept art locations.
Video will be up in 4 Hours.
Aw man, did they really not bring back that Teaser thing from the OG?
(Yknow, the one where Mickey realizes he still has a bit of blot absorved)
No they did, it is an after credits scene just like the original.
i don't think the bad ending is quite that bad i think was the great ending
i know how to redeem the bosses & get the robot parts, but what side missions do you have to complete to get the good ending for big bad pete & horace? (just curious)
It’s a large world after all
I'm doing 100% paint path anyone else?
What's the difference?
The worlds are left in a bad state in the bad ending.
I like the Good Ending.
alguien me puede decir si en este remaster del juego hay que terminarlo 3 veces, porque para conseguir todos los coleccionables en el original teníamos que hacerlo ayudando y pintando, otra vez ayudando a veces y destruyendo en otras y por último destruyendo, matando y no ayudando
era la única forma de conseguir todos los coleccionables sin importar en qué orden de desiciones lo hacías!!!!!
I always go for good end
Good End: 😎👍👌
Bad End: 🖕🖕
Good ending is better!
Wheres the music though
Had to remove it due to copyright
@@UTAGaming a alright
It’s a lies
SAME DUH
oh diffrent
Third
FIRST
Yeah, first to have a wiener on it's mouth
@@phoenix12409 BRUDDA EHHHH
SECOND
What the HECK man you’re first not second