Disney Infinity 3.0 and the Star Wars: Twilight of the Republic Playset change that. The problem was that they simply weren't very good, suffering from dull combat, repetitive missions and stories that failed to engage grown-ups like myself. Engaging gameplay in a galaxy far, far awayįrom game one, Disney Infinity's biggest problem was the relative lack of depth in its Playsets - the franchise-specific game pieces that typically provide four to six hours of play as a story-driven experience. All the same elements are here - the disparate Playsets that offer franchise-exclusive story-based adventures, the open-world sandbox mode that lets you create your own adventures and the adorable, collectible figures - but they all seem to have evolved in ways that add up to a more cohesive whole.
That's not to say that the first games in the series were bad, but compared to Disney Infinity 3.0, they felt a little incomplete.
With Disney Infinity 3.0, the company finally got it right. It's the game's selling point, but also its greatest weakness: The last two versions of the game relied on its brand-power to make up for how mediocre they were as actual video games. It's the licensed game to end all licensed games, a toys-to-life platformer with all the star power of Spider-Man, Frozen, Tron, Star Wars and a dozen other Disney franchises. Nothing relies on the power of Disney's brand quite like Disney Infinity.