Disney Epic Mickey: Rebrushed

Embark on a magical journey in Disney Epic Mickey: Rebrushed! Shape your adventure with the stroke of a brush and transform Wasteland as Mickey Mouse in this beautifully recreated 3D platformer.

Disney Epic Mickey: Rebrushed is a 3d platformer, action-adventure and remake game developed by Purple Lamp and published by THQ Nordic.
Released on September 24th 2024 is available only on Windows in 15 languages: English, French, Italian, German, Spanish - Spain, Portuguese - Brazil, Traditional Chinese, Simplified Chinese, Japanese, Dutch, Norwegian, Swedish, Spanish - Latin America, Polish and Korean.

It has received 911 reviews of which 863 were positive and 48 were negative resulting in a rating of 8.9 out of 10. šŸ˜Ž

The game is currently priced at 59.99ā‚¬ on Steam.


The Steam community has classified Disney Epic Mickey: Rebrushed into these genres:

Media & Screenshots

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Requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • Requires a 64-bit processor and operating system
  • OS: Windows 10
  • Processor: AMD FX - 4300 / Intel Core i3 - 4130
  • Memory: 8 GB RAM
  • Graphics: GeForce GTX 960 / Radeon R9 380
  • DirectX: Version 11
  • Storage: 28 GB available space

Reviews

Explore reviews from Steam users sharing their experiences and what they love about the game.

Nov. 2024
It's a great remake of the original, though it fails to capture the "depressed" look of the original Wii game, and the new graphics make a very a grim game look a lot less grim. Gameplay-wise its just better than the original. Play it!
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Oct. 2024
Not just new graphics. new areas, new mechanics. Would have loved to play in the same file after completing the game (I know, this is also not possible in the original) Peak remaster, now please remake The Power of two and make Epic Mickey 3. Also add sex.
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Oct. 2024
A fantastic remake of Warren Spector's Licensed Mouse Classic. It has a lot of fun little details and introduces player freedom and choice and consequence to young players so that they might grow up expecting more reactivity and complexity from their games. By no means it has the depths of Spectors other works but it's pretty reactive for a kid's licensed game. More enjoyable than ever with updated controls, fantastic optimization and perfect Steam Deck Support. Only complaint is they didnt add voice-acting beyond the opening movie.
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Sept. 2024
First and foremost, THQN is being THQN here, charging $60 for the game despite its release being very close to several flagship games, including some lower-priced titles like Frostpunk 2 or Lollipop Chainsaw (priced at $40). They do this with their collectorā€™s editions as well, and most end up as dead stock despite being marketed as limited in quantity. And yet, they will keep doing this. I have no clue why but it's their characteristic. While I cannot justify the price tag, long story short, Epic Mickey is a very good game. A bit annoying at times, but still a journey that is somewhat fulfilling and worth exploring. You can expect about 15 hours of playtime if you want to complete almost everything. Itā€™s one of the best remasters Iā€™ve playedā€”competent and seemingly very true to the core. Epic Mickey: Rebrushed comes from Purple Lamp , the artisans behind SpongeBob SquarePants: Battle for Bikini Bottom Rehydrated and The Cosmic Shake. The original Epic Mickey was crafted by the now-defunct Junction Point Studios to be a classic flagship game for Wii. I will always respect Warren Spector ā€”not just for his work in creating one of my favorite genres, immersive sims, but also for his involvement in one of the all-time greats: Deus Ex. Of course, at the time, many were surprised to see Warren getting involved with Epic Mickey until he would eventually reveal that it was a dream of his. Who can judge him, everyone loves cartoons, right? Warren's vision is definitely present in this game. You mess around, and you find outā€”almost like an ImSim. I love it, I really do. Of course, I wasn't expecting it to reach the complexity of Warren's previous works, but I was pleasantly surprised by the level manipulation mechanics. You have a brush that can thin the worldā€™s layers or repaint what is alreay thinned. Doing this changes the environment and adds complexity to the levels, allowing you to discover collectibles and new ways to traverse. However, while there are multiple optionsā€”thus fulfilling part of Warren's visionā€”the levels never quite evolve in complexity. By complexity, I mean utilizing your abilities to skip portions of a level (similar to how Preyā€™s goo gun lets you do) or creating unique vantage points. While Epic Mickey offers some choices, they arenā€™t as expansive. You can select between a certain array of options, sure. There are ā€˜Thinā€™ and ā€˜Paintā€™ paths (a sort of quasi-morality system), which you unlock by completing quests in various ways (though you can also fail them if you don't finish before progressing to the next area). Painting (befriending) or thinning (defeating) enemies has a slight effect, but the truth is, combat isnā€™t challenging. You can spam paint all over the place and befriend almost everyone, except for the Beetleworx types of enemies, which canā€™t be befriended. Thinning them out of existence is an easy task so not being able to befriend them is not quite a feat. The lack of meaningful impact from your approach to combat is ultimately disappointing. And while you can manipulate certain parts of the levels, the limitation that only specific areas can be thinned or painted makes things painfully obvious. If I had played this as a kid, I might have gotten lost a few times. It's not overly cryptic, but there are moments when backtracking or finding ā€˜objectsā€™ to complete quests is required. Now, though, itā€™s just a matter of running into them as I spread paint everywhere like a mad man. A prominent con is that the levels reset to their initial state after you exit them (the objectives you have completed of course do stay but the paint will be gone) and it's kept like that in this remaster too. Speaking of quests, itā€™s great that this game includes plenty of side quests, though most are ā€˜fetch me this, fetch me thatā€™ tasks. Even the main quests often involve some form of hidden object hunting. This gives the game a bit of an early 2000s sandbox collectathon feel. I donā€™t have a serious problem with this, as some of my favorite platformers (A Hat in Time, Spyro, Banjo-Kazooie) do it as well. However, the collectibles donā€™t feel as rewarding, nor are they crucial to collect. There's barely any fear of missing out. You'd be opening up bunch of chests and buying some 'unlockables' from the shop but they don't even count towards any achievement. Though the extra stuff does include some cool artworks etc. Some side quests reward you with health or paint upgrades, or they provide a ā€˜sparkā€™ needed to repair projectors and progress to the next level. So, I rarely felt like I was wasting my time by completing side quests. The 2D levels ooze charisma. You need to traverse through these in order to progress to the next 3D level. While it's a creative idea, these levels are very short and lack challenge. There are far too many of them, and you may have to revisit some locations multiple times. E-Tickets (the in-game currency) always respawn in these levels, allowing you to grind hence making the best out of your time, but playing them back to back only highlights how limited their scope is, which further trivializes their importance, even though they differ thematically. I found out that you skip the stretch films i.e. 2D levels by paying 10 E-Tickets to gremlins, it's a trivial price if you want to save time but I don't see the necessity of this game design . The 3D levels are often open areas (though not particularly large), with questlines usually chaining 3 to 4 similarly themed levels. Most having quests exclusive to each level (either acquired through the main hub or through in-level). Personally, I would have preferred larger areas for each theme and fewer (but longer) 2D levels, possibly featuring boss fights at the end. But thatā€™s just me. The bosses are fun, but they lack meaningful gameplay elementsā€”you can thin or paint them, but this doesnā€™t really create any emergent gameplay during the fight. The game also includes multiple hub areas, with one arguably serving as the main one. The camera, from what Iā€™ve read, was a major issue in the original game. It seems completely fixed now, and the game runs smoothly on Unreal Engine. I encountered one animation bug where I got stuck, but I was able to break free. The soundtrack is good and dynamic, shifting from light to dark as you progress through the levels. It's very artsy and colorful game, contributing to the magical world of Disney. The cutscenes are well-done and look astonishing in particular. And now you can photo mode all of these. The story is serviceable for what Epic Mickey sets out to be, surprisingly an emotional one though the lack of voice acting is a bit disappointing, as it could have added a lot to the gameā€™s overall charm and the tone. All in all, Epic Mickey Rebrushed deserves a chance. Not an all-time great platformer (inevitably looking at Sunshine) by any means but it's a fun, memorable and intelligent one. Trivia: I believe Warren labels this as a sim-lite. Of course being the one who coined the term and also being the director of the game it's hard to argue against such claim. While there is not really a consensus on the term of ImSim, it could have been relatively harder to market this game as one but Warren is most definitely set this game out to combine the said genre with a platform in a mainstream IP and some of these are rooted in his words back in time. I personally feel a sandbox collectathon is also a great term to use colloquially because there are lots of shared aspects and the lovers of that genre will know what to expect. ā˜…ā˜…ā˜…Ā½ā˜†ā˜† [url=https://steamcommunity.com/groups/theDeusExFox/curation] Please take a moment to check out my curator for more in-depth reviews
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Sept. 2024
Alright, this game was my replay once a year game and to say I was worried for the production would be an understatement, but they somehow managed to 1. Upgrade the visuals to the point that it reminds me of how I saw the game when I was younger without compromising the level's visual profile 2. Add new mechanics (the dash and ground pound for example) and make them feel like they were always in the game like they could've been in the original if the Wii remote had more buttons. Annnnnnd 3 Make the game's combat flow in a way the Wii couldn't handle, like the combat in the original was good but the fact the the paint and thinner dropped frames when used, making combat last so much longer than it should've, therefore it's actually easier and balanced in a way it always should've been. Overall this game is a genuine upgrade in every single way the devs should be very proud of what they remade. I will say if you have a steam deck wait until the some hotfixes come out because some major stability issues come around early game. AND DISNEY FOR THE LOVE OF GOD PLEASE MAKE A THIRD GAME. I HAVE WAITED 12 YEARS. TAKE MY MONEY.
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Last Updates

Steam data 30 November 2024 00:44
SteamSpy data 22 January 2025 17:17
Steam price 22 January 2025 20:50
Steam reviews 21 January 2025 09:45
Disney Epic Mickey: Rebrushed
8.9
863
48
Online players
40
Developer
Purple Lamp
Publisher
THQ Nordic
Release 24 Sep 2024
Platforms