Disney Interactive Brings in More Outside Talent for Disney Infinity 3.0
These days, I toy with thoughts of what Double Fine could develop with a Disney Infinity playset. Would it have the charm of Psychonauts with the tactical design of Massive Chalice? I wouldn’t be surprised if John Blackburn and John Vignocchi, Disney Interactive’s two most visible executives, have considered such a partnership. What could happen if Platinum Games became the franchise’s first Japanese supporting developer? To feel the “fingerprints” of Vanquish in a brilliant action-driven playset wouldn’t be outlandish, especially after pondering Disney Interactive’s development partner choices for Infinity 3.0.
There’s a sense of humility in how the developer/publisher improved upon the original Disney Infinity. Even with the addition of Marvel heroes and villains in 2.0 and Star Wars in 3.0, Disney Interactive knew it couldn’t coast on character recognition and popularity alone. In an industry filled with genre-experienced studios, collaborations were bound to happen. Two notable developers involved are Ninja Theory and Sumo Digital.
It’s an educated guess that the average game consumer doesn’t follow studios, at least to the degree that it would be marketable to put a large Ninja Theory logo on Disney Infinity packaging. Personally, I would be more inclined to choose a playset or figure set if I knew Ninja Theory was the primary studio in charge of those products. Again, using a studio name as a selling point would be impractical since these developers do not work alone. Much like the myriad Ubisoft studios credited on a single Assassin’s Creed game, one development house takes point on a given Infinity playset while the others are in support roles.
If you’re the type who consumes everything Ninja Theory puts their hands on, I recommend starting with the 2.0 playsets with Loki, Green Goblin and Princess Jasmine. These were the guinea pigs that the studio played with in order to learn how Disney Infinity’s design systems worked. They’re also the studio leading the development of the Star Wars: Twilight of the Republic playset, based on Episodes I through III. When it comes to Star Wars movies best suited to the studio behind DmC: Devil May Cry, the trilogy with Darth Maul is the obvious fit. Ninja Theory knows how to take advantage of a controller’s 12+ buttons; what better challenge is there than to figure out how to add depth to a series that only uses one button for attack? That’s when the studio adds input variations like pause combos and new moves by holding down the attack button. And that’s not even taking into account Force powers.
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