No, the camera is not completely blameless. This is not trying to claim that at all.
The point is that I found I had problems that had nothing to do with the camera. Quite often I would get the manual camera just where I wanted, or even the fixed camera would be at an optimal spot to where I want to go, and I would still miss a jump.
This is because the camera often isn't the problem. The problem in those cases is the same problem all 3D perspective games have: the lack of depth perception. Super Mario Galaxy was praised for having a near perfect camera. Those people have it only half right. The camera was done well combined with the levels being made to fit the camera.
Note how in Galaxy that quite often ledges were spaced apart to match Mario's jumping distance. And then the camera was almost always placed to make it easy to tell the optimum jumping point. Plus the camera was placed in a way you could always see Mario's shadow (something that is omnipresent in platformers, as it's the only way to tell if the hero is over a platform without depth perception), and the levels almost always used bright colors to make his shadow easy to spot. I found my sister and I have the most problems when you can't see his shadow.
Heck, even games light on platforming can have this. How many times in some action games, especially those with the camera on level with the player character, have you missed an attack due to not being able to judge the distance? This is why I hate the "Don't miss with attacks" missions in Kingdom Hearts 358/2 Days, as it's easy as hell to miss, even without the way some of the keyblades work.
But back to Epic Mickey, its problem is that the levels were not optimized for platforming even more than the camera. If they were optimized, then the levels would be designed to take advantage of the spots when the camera fixes in a position. The colors wouldn't have been so muted to make it easier to spot where to jump.*
Hopefully the sequel would take these into account, or even reduce the platforming, the way the Kingdom Hearts games did after the first one, so it can focus on perfecting the brush gameplay.
Now this might seem like I'm arguing semantics, but if the other problems are there, and further games only fix the camera, it won't be enough.
Also, some might argue the 3DS can solve the depth perception problem. I'll just have to play some platforming games on it first.
* Yes, the color choice was for both mood and to differentiate what could be affected by the brush, but they didn't have to be that muted.
A flashy-first game is awesome when it comes out. A great-first game is awesome forever.
Plus, just for the hell of it: Kelly Brook at the 2008 BAFTAs









