Click here for the introduction!
90. Super Castlevania IV (SNES)
Something I love in many video games, and especially
platformers, is a great sense of progression. A good sense of moving from point
A to B with purpose is something that most, if not all, of my favorite
platformers accomplish well. There’s something so confident about the way Super Castlevania IV is executed that
makes it the pinnacle of the classic 2D Castlevanias for me. After the eerie
title screen and absorbing introduction cinematic, we see the classic shot of
Simon Belmont cracking his whip before Dracula’s castle and then our journey
begins. Simon must journey through forests, caves, and riverbeds before
reaching the castle proper and I love this build-up as well as the presence of
a world map between each stage that charts the player’s progress and lets them
know where they are in relation to each level. This is something that previous
classic-vanias did as well, but Castlevania
IV also refines the mechanics and balances the difficulty, the visuals are
dripping with grimy detail, and the soundtrack is one of the series’ most hauntingly
atmospheric. The final moments against Dracula and the following credits
sequence is simply one of the most satisfying finales to any video game I’ve
played and the whole quest is always an extremely fulfilling undertaking.
89. Castlevania: Harmony of Dissonance (Game Boy Advance)
I have specific memories of playing Harmony of Dissonance at night when the
weather was just the perfect degree of sweatshirt cool. I’m pretty sure I got
through the bulk of this game in a weekend, but I spent much more time afterwards
exploring every nook of the game’s two castles and striving for the true ending.
Something that stands out to me about Harmony
of Dissonance is its very NES-like soundtrack, which is unique among its Metroidvania brethren. I remember some
reviewers criticizing this aspect at the time, but it’s something I’ve always
liked about the game and that makes it stand out to me and have a unique
atmosphere.
88. Rayman Legends (Wii U)
I considered putting Rayman
Origins and Rayman Legends
together in one entry on this list since Legends
sort of acts like an expansion to Origins
in a way (and even contains a bunch of remastered Origins levels), but technically Legends is a sequel and both games has very distinct vibes
regardless. There’s a lot I could say that applies to both games: they are both
delightfully imaginative and revel in absurdity, have a sense of fluidity to
their mechanics that makes them an absolute joy to play, and many of their
levels place a focus on running continuously through a thrilling gauntlet of
obstacles (this last point applies to Legends
especially). Legends is the more
razor-focused adventure of the two and is simply pure platforming ecstasy. It’s
also even more visually stunning than the already beautiful Origins and its beautiful soundtrack tops
the original game’s also already great score. Legends’ main claim to fame is probably its brilliant musical
levels, where every leap and slap is choreographed to the tune of zany
arrangements of famous songs like “Eye of the Tiger” and “Woo-Hoo”. They are
seriously some of the most exhilarating and satisfying levels ever conceived in
the genre. Its worlds at large are imaginative and memorable as well, with its
underwater world “20,000 Lums Under the Sea” being a particular highlight. The cumbersome
touch-screen controlled Murfy levels on the Wii U version seriously drag the
single-player experience down for me, but even with this unfortunate issue, Legends is still mostly a true
platforming treat.
87. Rayman Origins (PS3)
What separates Origins
from its successor and ultimately makes it a bit more special to me is the
stronger context and cohesion of the adventure. I love the concept of Rayman’s
world, a “Glade of Dreams” dreamed into existence by a slumbering frog-like god
known as the “Bubble Dreamer”. The worlds of Origins tread more familiar ground than Legends but each one puts a spin on tried and true tropes. For
example, there’s a desert world that is music themed and features platforms and
obstacles made out of instruments, and the world’s soundtrack ties into this
theme as well. Similar to Legends, I
also love this game’s underwater world; I’m actually someone who usually likes
water levels in platformers and the Rayman
games’ aquatic sojourns are particularly strong. I praised the art and music of
Legends, but both aspects are
incredibly strong in Origins as well.
Origins simply feels more like a full
adventure to me than Legends; the
world is more closely tied together via a map and the narrative is more prevalent. Its final bonus level is also a masterpiece and one of
my favorite levels in any platformer ever.
86. Shovel Knight (Wii U)
Shovel Knight combines
elements from several old-school games and perhaps does these things better
than any of them to create the ultimate retro NES throwback that also has its
own charming personality and plenty of its own original ideas. It also has some
of the best level design and most well-constructed mechanics in any video game
I’ve ever played, contains that satisfying sense of progression that I love,
tells a surprisingly touching yet subtle story that is delivered through both text
boxes and gameplay beats, and the final stretch of the game is one of the most elegantly
and flawlessly constructed finales in anything I’ve ever played. Did I mention
the lovingly-drawn pixel art and the chiptune heaven soundtrack (which can be downloaded here and was composed
by the lovely Jake Kaufman of Shantae
fame with a few tracks by Manami Matsumae, the composer of the original Mega Man)? Yeah, Shovel Knight is good. Really good.
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Next up: #85-81!
Showing posts with label rayman. Show all posts
Showing posts with label rayman. Show all posts
Sunday, September 11, 2016
Sunday, August 30, 2015
Rayman Legends (Wii U) Review
I love platformers. I love platformers a lot. Rayman Legends is a damn fine
platformer. Set one-hundred years after the fantastic Rayman Origins, Legends finds
Rayman and friends being rudely awakened from a century-long nap to see the Glade
of Dreams once again overrun by nightmares, now stronger than ever, having
created all new threats like armies of dragons and skydiving toads. Legends carries over the wonderful sense
of humor and personality from Origins,
while introducing a host of creative new levels and experiences. The game’s
central hub is an art gallery of sorts that links to all of the game’s various
worlds and modes from paintings. There’s a lot to see and do here: besides five
core worlds and a sixth bonus world mostly comprised of remixed levels, there
are also special daily and weekly challenge stages, a multiplayer football/soccer
mini-game known as Kung Foot, a gallery of collectible creatures, and even
forty unlockable remastered levels from Origins.
I’m going to keep the focus on the core experience here, which is the new
worlds the game offers, and it’s also important to note that, as it indicates
in the title, I’m reviewing the Wii U version only and in addition to that, the
single-player experience in particular (this will all be important later).
The first thing one likely notices about Rayman Legends is its enchanting art
direction and visuals, which like Origins,
are simply a treat to take in. Legends takes
things a step even further than Origins
though, incorporating more dynamic lighting and subtle 3D elements into the mix.
The result is a beautiful technical achievement for video games. I’m amazed
that video games have come so far technologically-speaking and can actually
look like this and still move at a solid frame rate and function properly. I
suppose it’s cliché to say, but it’s fitting that Legends’ many levels are accessed from easels in an art gallery,
since each one can accurately be described as an animated painting. The game’s multi-layered
world is rich with detail and texture, from strange tree people walking around in
the far background to tiny dewdrops beading on a giant tree root that Rayman
just slid down. Enchanting forests and creepy castles, beanstalks rising from
palely-lit swamplands, and deep-sea caverns littered with metallic waste all
come to life in this ocular banquet. Sometimes I wouldn’t move at a level’s
start as I took a blissful moment to take in the game’s rich aesthetics.
Legends feels like
a much more high energy, boisterous experience than its predecessor. It feels
grand and epic and seems to be constantly moving at a frenetic pace, darting
from one zany platforming challenge to the next in a more concise, more
focused, and altogether briefer experience than Origins. Part of the game’s feeling of grandeur comes from its
titular theme of “legends”, placing a focus on grand set-pieces and gigantic
boss battles with massive dragons, toads, and luchadores. Rayman and friends
control with a fluidity and motion that makes stringing runs and jumps together
into a form of interactive poetry. More levels than ever before focus on an
“endless runner” style of platforming, where one false jump or screw up means
death (these levels are never frustrating though when one instantly respawns at
a nearby checkpoint to try again; the real fun comes from trying to master them
without failing though). It’s amazing that these kinds of levels work as well
as they do, as one loose screw in the form of a misplaced platform or enemy could
have turned them into an unwieldy mess; I can only imagine the amount of
rigorous testing required to perfect the design of these challenges. What is
amazing about the level design and control of Rayman Legends is how intuitive everything feels: somehow when
running up a wall, hopping over pillars of fire backwards and upside down and
leaping from bouncy drums to stacks of monsters, I always knew exactly what to
do. Every precise jump I made felt exhilarating and sometimes it felt like a
miracle that I had survived, but I know that in actuality it’s down to the
game’s precisely crafted systems. I quite enjoyed perfecting the “Invasion”
challenges, where monsters and gimmicks from another world take over sections
of a level, which feel like an evolution of the speedrunning treasure chest
chase levels from Origins, but
unquestionably the standout running levels in the game are the musical levels.
These sublime platforming masterpieces, where one’s every action is timed to
the melody of wacky covers of famous songs like “Eye of the Tiger” and “Woo Hoo”, are a revelation, a highlight of the entire platforming genre, nevermind
this game, and I’d love to see more stuff like them from this development team
or others in the future. These levels are the showstopper, but one shouldn’t
ignore a myriad of other fantastic levels as well. Generally, Legends has some of the tightest level design
I’ve ever seen in any platformer.
Tying all of this experience’s grandness, energy, and beauty
together is a wonderful musical score that is joyfully integrated into the
experience in a way that only a video game can accomplish. The musical levels
are the obvious example of how this game masterfully integrates music into
every facet of the experience, but they are worth mentioning again, and again
and again. But this display of musical creativity doesn’t stop with them: the score
often changes multiple times in the same level, transitioning between each area
to set the mood or situation. Nothing ever sits still In Rayman Legends; everything hinges on a playful interactivity that
never lets up. The soundtrack here is grand and sweeping when flying through
the air amidst the ruins of a sky castle and moody and mysterious when swimming
further into the depths of a sunken industrial complex. It rises in tempo and
pace as you land more perfect jumps and get further and further in one of the
precise Invasion challenges. It sometimes brings to mind the whimsical animated
films of Disney and at other times mimics something you might here in a James Bond film. This is a fun, moving,
and brilliant soundtrack. The game’s main theme refused to leave my head every
time I turned my Wii U off.
I hope it’s clear at this point that I feel that Legends is a platforming joy, but this
otherwise fantastic experience is tragically marred by one very irritating
flaw: the Murfy levels. Murfy is a fairy-like character that shows up in a
handful of specific levels and that the player controls with the GamePad’s
touch screen and uses to manipulate certain elements in the environment, such
as cutting ropes or moving platforms. If one is playing cooperative multiplayer
(which supports up to five players), one player would control Murfy with the GamePad
while the other(s) would platform through a level (players can also control Murfy even in regular stages in multiplayer), but in single-player, an
AI-controlled character automatically does the platforming in these levels while the player
solely controls Murfy. I do not like the Murfy levels. I found these levels to
be boring at best and teeth-gratingly frustrating at worst. It’s hard for me to
put my finger on what exactly makes these levels not work. Maybe it’s my
extreme disdain for when shoehorned gimmicks bring down a great game that would
be so much better without them, maybe it’s the fact that what is clearly
something designed around multiplayer has been forced into the single-player
experience at its detriment. But I think what it really comes down to is that
these levels make me feel like I’m watching someone else play the game while I
tinker with some puzzle-game off in the corner on my low-res GamePad screen. It’s
about expectations: I expect to be playing a fun platforming game, and when I
go from a great platforming stage to a level where I do none of the
platforming, and have to try to get a decent, but certainly not great AI that sometimes doesn’t behave like a
rational human player do what I want it to do by manipulating elements in the
level around it, it becomes very frustrating, and has no place in a platformer
as fluid and fun and beautiful as Legends…at
least in single-player. I can imagine the Murfy levels being quite fun with a
group of friends, on both sides of the equation, and I think they’re a neat use
of the GamePad in that regard. It’s just a shame that they were shoehorned into
the single-player, and that they’re frequent enough (though thankfully still in
the minority) to seriously intrude on my enjoyment of this game. Legends already feels a bit light on the
number of new core levels, and the Murfy levels’ inclusion certainly compounds this
issue.
I’m aware that the single-player Murfy levels play out differently
in the versions of Legends that don’t
have access to a touchscreen, such as the PS3 and Xbox 360 versions. In these versions,
the player apparently actually does the platforming themselves and Murfy is
controlled by a few button prompts. I chose to purchase and play the Wii U
version because that was the original version of the game before Ubisoft delayed
it and ported it to other systems, and therefore the Wii U version is the developers’
original vision for the game, which is what I wanted to experience. That said,
there’s a decent chance I’d enjoy the Murfy levels more if I was the one
actually doing the platforming, so I would have at least appreciated having the
option to play them this alternate way in the Wii U version. Perhaps the ideal
situation, however, might have been having these levels off to the side in a
separate co-op specific section of the game with more traditional levels in
their place for single-player.
The Murfy levels are my main gripe with Legends, but there are a few other points that I want to address
that keep Legends from being truly
all that it could be to me, and that ultimately make Origins hold perhaps a slightly higher place in my heart, although
I’m still debating that (also Legends cheats
by including levels from Origins). Let
me try to explain. There are fewer main worlds in Legends than in Origins,
and this isn’t necessarily a bad thing, but even with so few worlds, some of
them felt a bit underwhelming to me, or at least didn’t live up to a lot of
their potential. I love the idea of the worlds themed around the Day of the Dead and Greek mythology, but the former largely felt like a retread of the
food-themed world from Origins and
the latter, which had so much potential in a game supposedly themed around
legendary monsters, is largely set in featureless catacombs and lava-filled
caverns that are fairly boring aesthetically, at least compared to the feast of
riches the rest of the game (and Origins)
provides. Where were the full levels set on a Mount Olympus-like environment,
or the battles against Rayman-styled Greek gods and monsters? We only get a
glimpse at this potential in the world’s boss fight stage and in its opening
stage, which is *sigh* a Murfy level. Maybe I sound petty, and ironically the
Greek-themed world has some of the funnest levels from a pure level-design
standpoint, but this is simply how I felt playing the game; perhaps Legends was too
hyped up for me, or perhaps the inspired worlds in Origins simply set the bar too high. The very big exception to my
disappointment in the game’s world line-up is “20,000 Lums Under the Sea”, which
is a bizarre and wonderful mixture of deep-sea industrial environments and
stealth elements all wrapped up in a presentation inspired by secret agent
clichés. It’s a bunch of my favorite video game tropes all wrapped up into one
atmospheric package and is not only my favorite world in Legends but one of the coolest worlds in any platformer I’ve ever
played. As a side note, I also love the underwater world from Origins; these games do underwater
platforming damn well not only in terms of control and mechanics but also in
regards to level design and aesthetics.
Speaking of Origins
and the reasons why I might prefer it to Legends:
besides not having any Murfy levels to suffer, I loved just about every world
in Origins and although they may have
generally relied more on familiar platformer tropes than Legends, they used these themes in captivating ways and I found
most if not all of these lands to be creative and really fleshed-out. Origins’ own food-themed world in
particular combines several different themes and tells a sort of story through
its levels. I love that kind of stuff in platformers. Origins also simply feels like more of an adventure. There was a
world map. There was progression. It felt like a journey through the Glade of
Dreams that covered a wide range of territory. Legends is neat and focused; its levels are all neatly lined up in
a row in the art gallery, and players can tackle them in a somewhat nonlinear
fashion. Therefore, Legends feels more
like a collection of awesome levels that Rayman and friends are just having fun
with than an actual adventure to save the world like in Origins. Honestly, I can appreciate both approaches and I can see
some preferring one or the other, but I think ultimately Origins’ approach just leaves more of an impact on me personally. Origins also has this unique atmosphere
to it that I love, but then again I also love the grand and energetic
atmosphere that Legends has. I guess
I could compare the merits of both games here all day, but when it comes down
to it, I feel Origins has stronger
worlds and feels more like a story, and that combined with no Murfy levels
makes me currently lean a little more in its direction.
Despite those dang Murfy levels and my other nitpicks about
unfulfilled expectations from the game’s worlds, I still love Rayman Legends. Even though a Murfy
level might make me rage during one moment due to some utterly stupid move on
the part of the AI, the next expertly-constructed platforming level would make
me grin from ear to ear and forget all about it. Despite the stuff that dragged
the experience down in places for me, Legends’
best moments filled me with visceral joy like few other games can do. The fact
that I find Origins to be the overall
more complete and fulfilling experience in many ways and yet I still basically
like both games equally is a testament to just how strong the strong parts of Legends are. This element of so much of
the game being so good makes the
stupid Murfy bits all the more frustrating to me, but oh well, I’ll shut up
about that now. The bottom line is that Rayman
Legends is a zany, superbly fun bundle of imagination and joy in these dark
and depraved times of ours and you should play it. When one considers the
inclusion of the forty levels from Rayman
Origins in addition to the core Legends
levels, plus Kung Foot and the daily and weekly challenge stages, the
amount of imagination and wondrous fun to be found in this experience is,
indeed, nothing short of legendary.
Friday, September 20, 2013
Rayman Origins (PS3) Review
Rayman Origins is an insane game. A delightful, charming,
funny, quirky, unique, bizarre, brilliant, crazy, insane game.
Origins is a celebration of the absurd: a wild and crazy mixture of the funkiest corners of human imagination. I’d never played a Rayman game before this one and have never had much interest in the series. After playing Origins, I kind of regret that. The back-story of Rayman’s world is actually quite interesting to me. A god-like being known as the “Bubble Dreamer” dreams Rayman’s world and all of its inhabitants into existence, and this creature also lives with his creations, who spend their days lounging on top of a giant tree. One day, their loud snoring attracts the ire of their underworld neighbors, the Livid Dead, a group of crotchety zombie grannies. When Rayman, his best friend Globox, and the rest of the gang refuse to quiet down, the Livid Dead unleash war upon the Glade of Dreams and send an army of the Bubble Dreamer’s nightmares to attack.
After freeing himself from a cage, Rayman and his friends set out to free the Electoons, which are the “stuff of dreams” that hold the Glade together, and the Nymphs, guardian fairies who protect each land, from the nightmares. The story serves as a back-drop for a beautiful and imaginative landscape. I was a bit disappointed that most of the game’s worlds fit the incredibly worn-out themes of “forest”, “desert”, “ice”, and “water” (and follow Nintendo's Rule of Mario 3 by having the second world be the desert world), but the level designs themselves, both visual and gameplay-wise, more than make up for this. Also, in addition to the numerous individual levels in the game being expertly-designed, many worlds combine different themes to produce something truly special. The desert world, for example, is both desert and music-themed, and everything Rayman hops and bops on emits some kind of tune or note. Enemies sing and flute snakes fly through the air. The player makes their own music that combines with the background music for a richly sensory experience. The ice world, meanwhile, combines a frozen surface paradise that acts as a refrigerator full of canned goods, frozen fruit, and ice-skating dragon waiters, with a fiery, oven-like underworld that’s home to dragon chefs and fire-breathing sausage creatures.
The Glade of Dreams is brought to life by incredible art direction and animation. Rayman Origins is honestly one of the prettiest games I’ve ever played, both in terms of the magnificent painted environments, full of numerous details in both the foreground and background, and the cartoonish, animated characters that live in this world. The cartoony inhabitants of the Glade of Dreams combined with the beautifully rendered naturalistic environments create a vibrant and eye-catching universe. At any point in time, the game is honestly akin to viewing a painting in a museum. Technically-speaking, even after leaning as close as I could to the TV screen, I couldn’t find a single jagged edge or flaw with the visuals. They’re technically perfect.
The music and sound design is also wondrous. Between the varied and unique tracks that accompany the game’s world to the hilarious sound effects and auditory touches in the game, such as platforms releasing drum beats when Rayman lands on them to the Lums, the collectible critters of the game, waking up and singing at certain points, the Glade of Dreams is truly alive. The music is at times beautifully environmental and natural-sounding, at others gleefully silly and downright hilarious, at still others potently atmospheric, oftentimes appropriately upbeat, and finally just plain epic.
As a platformer, Rayman trims a lot of the unnecessary, outdated components of the genre. Gone are frivolous “lives” and in their place are unlimited tries and frequent checkpoints. This allows the designers to create zany and immensely challenging scenarios where it doesn’t matter if the player fails a million times. The treasure chest chase levels in particular and the game’s final secret level (which is one of my favorite levels in platformer history) require precise, pitch-perfect timing and platforming to be overcome, and are incredibly satisfying to finally conquer after many, many attempts.
Rayman also blends its collecting, another staple of the platformer genre, very intelligently with its game design. Instead of collecting a bunch of coins that only increase a needless life count, Rayman tasks the player with collecting the golden Lums and much of the challenge in the game comes from finding these creatures and trying to maximize their numbers at every turn. The game does a nice job of incentivizing the player to collect these critters as at the end of each level, their Lum totals are tallied up and traded for Electoons which can then be used to unlock new character skins and secret levels. The player has to pay close attention to every detail in a level to collect every last Lum and meet each stage's strict goals for gaining Electoons. Also, hidden in each stage are cages full of trapped Electoons. Time trials also add extra challenge and where I usually don’t bother with them in most games, I found that it was fun to replay the levels in Origins in two different ways: either taking it slow and trying to find every hidden collectible or breezing through them to optimize my time. These time trials also reward the player with Electoons. Each level is well-designed both as a traditional platforming challenge and in regards to hiding its collectibles.
Rayman doesn’t control quite as tightly as I’d like, but the game still plays very well. I found Rayman’s hovering move, where he can float in the air for a short time by spinning his hair, to be a bit finicky and unreliable at times, as I’d swear I’d press the correct button, but would go falling to my doom. Also, on some of the harder levels (like the aforementioned endless runner-style treasure chest chases), sometimes it can be a bit frustrating if the game requires pin-point precision platforming, but it’s not clear right away what needs to be done or how much pressure needs to be applied to that jump button. This is definitely a trial and error game in many situations.
I’m also not a big fan of the levels where Rayman boards a gigantic mosquito to do battle with waves of enemies in a “shoot em' up”-style side-scrolling shooter. These levels were a nice way to add variety to the gameplay at first, and can be fun at times, but as the game went on, I found them to be a bit too prevalent and I found myself becoming tired of them very quickly. These levels just aren’t as engaging to me as the traditional platforming stages and I usually just tried to “get through them” so I could move on to the next regular level. If I wanted to play a shmup, I’d play one, but Rayman is a platformer and having this different genre forced on me is annoying. In some platformers, these different kinds of levels work, such as the mine-cart levels in Donkey Kong Country and even the swimming levels in Rayman Origins, which actually control well and are beautifully atmospheric, but the shooter levels are just a bit dull and repetitive. Of course, traditional platforming is still far and away the most prevalent kind of gameplay in Origins, so these stages are only a minor annoyance.
Origins has plenty of levels to enjoy but does suffer from some odd pacing. After completing the first five worlds, four more worlds simultaneously unlock and can be done in any order, but these four worlds are really just expansions of the game’s four main territories that have already been visited. It feels a bit redundant going back to these familiar world themes again and as a result the game has a bit of a “dragged-out” feeling. These “new worlds” contain completely new level designs, but the theming is familiar. Due to this, even though the game technically contains ten full worlds of levels, it still feels like there aren’t enough unique world themes, especially because what’s here is such high quality and I would have liked to see how creative the team could have gotten with even more unique worlds. I guess that’s what Rayman Legends is for though.
Rayman Origins is both delightfully absurd and wonderfully creative in its story, art direction, music, and level designs and it’s an all-around raucously fun platformer. It’s also one of the funniest games I’ve experienced, not because it’s full of overt jokes and dialogue, but due to the game’s oddball characters, lively animations, strange and magnificent music and sound effects, and the charming way in which the inhabitants of the Glade of the Dreams all speak in a gibberish, Pig Latin-like language. The hilarious way all of the characters, friends and enemies alike, carry themselves and just the whole way the game presents itself and how it never takes anything seriously leads to a refreshing and unique sense of humor prevalent throughout the whole experience. Origins’ gameplay isn’t quite as perfect as that of some of the other platformers I’ve played, but it is still very responsive and near-enough perfection that it's not a damning issue in the slightest. Besides, the game highly succeeds in its genre thanks to its creative and funky levels and aesthetics. Oh, and I forgot to mention that the bosses in this game are massive, beastly, and beautifully revolting creations. Origins is a product of pure human imagination and a powerful demonstration of the kind of visual, musical, and interactive euphoric mixture that video games can bring to a player. It’s a celebration of nonsense of the best kind, and an experience that will stay in my heart for a while to come.
Origins is a celebration of the absurd: a wild and crazy mixture of the funkiest corners of human imagination. I’d never played a Rayman game before this one and have never had much interest in the series. After playing Origins, I kind of regret that. The back-story of Rayman’s world is actually quite interesting to me. A god-like being known as the “Bubble Dreamer” dreams Rayman’s world and all of its inhabitants into existence, and this creature also lives with his creations, who spend their days lounging on top of a giant tree. One day, their loud snoring attracts the ire of their underworld neighbors, the Livid Dead, a group of crotchety zombie grannies. When Rayman, his best friend Globox, and the rest of the gang refuse to quiet down, the Livid Dead unleash war upon the Glade of Dreams and send an army of the Bubble Dreamer’s nightmares to attack.
After freeing himself from a cage, Rayman and his friends set out to free the Electoons, which are the “stuff of dreams” that hold the Glade together, and the Nymphs, guardian fairies who protect each land, from the nightmares. The story serves as a back-drop for a beautiful and imaginative landscape. I was a bit disappointed that most of the game’s worlds fit the incredibly worn-out themes of “forest”, “desert”, “ice”, and “water” (and follow Nintendo's Rule of Mario 3 by having the second world be the desert world), but the level designs themselves, both visual and gameplay-wise, more than make up for this. Also, in addition to the numerous individual levels in the game being expertly-designed, many worlds combine different themes to produce something truly special. The desert world, for example, is both desert and music-themed, and everything Rayman hops and bops on emits some kind of tune or note. Enemies sing and flute snakes fly through the air. The player makes their own music that combines with the background music for a richly sensory experience. The ice world, meanwhile, combines a frozen surface paradise that acts as a refrigerator full of canned goods, frozen fruit, and ice-skating dragon waiters, with a fiery, oven-like underworld that’s home to dragon chefs and fire-breathing sausage creatures.
![]() |
| Rayman and friends lounging on the Snoring Tree |
The Glade of Dreams is brought to life by incredible art direction and animation. Rayman Origins is honestly one of the prettiest games I’ve ever played, both in terms of the magnificent painted environments, full of numerous details in both the foreground and background, and the cartoonish, animated characters that live in this world. The cartoony inhabitants of the Glade of Dreams combined with the beautifully rendered naturalistic environments create a vibrant and eye-catching universe. At any point in time, the game is honestly akin to viewing a painting in a museum. Technically-speaking, even after leaning as close as I could to the TV screen, I couldn’t find a single jagged edge or flaw with the visuals. They’re technically perfect.
The music and sound design is also wondrous. Between the varied and unique tracks that accompany the game’s world to the hilarious sound effects and auditory touches in the game, such as platforms releasing drum beats when Rayman lands on them to the Lums, the collectible critters of the game, waking up and singing at certain points, the Glade of Dreams is truly alive. The music is at times beautifully environmental and natural-sounding, at others gleefully silly and downright hilarious, at still others potently atmospheric, oftentimes appropriately upbeat, and finally just plain epic.
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| Origins is a visual marvel |
As a platformer, Rayman trims a lot of the unnecessary, outdated components of the genre. Gone are frivolous “lives” and in their place are unlimited tries and frequent checkpoints. This allows the designers to create zany and immensely challenging scenarios where it doesn’t matter if the player fails a million times. The treasure chest chase levels in particular and the game’s final secret level (which is one of my favorite levels in platformer history) require precise, pitch-perfect timing and platforming to be overcome, and are incredibly satisfying to finally conquer after many, many attempts.
Rayman also blends its collecting, another staple of the platformer genre, very intelligently with its game design. Instead of collecting a bunch of coins that only increase a needless life count, Rayman tasks the player with collecting the golden Lums and much of the challenge in the game comes from finding these creatures and trying to maximize their numbers at every turn. The game does a nice job of incentivizing the player to collect these critters as at the end of each level, their Lum totals are tallied up and traded for Electoons which can then be used to unlock new character skins and secret levels. The player has to pay close attention to every detail in a level to collect every last Lum and meet each stage's strict goals for gaining Electoons. Also, hidden in each stage are cages full of trapped Electoons. Time trials also add extra challenge and where I usually don’t bother with them in most games, I found that it was fun to replay the levels in Origins in two different ways: either taking it slow and trying to find every hidden collectible or breezing through them to optimize my time. These time trials also reward the player with Electoons. Each level is well-designed both as a traditional platforming challenge and in regards to hiding its collectibles.
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| Wonderfully absurd in the best way possible |
Rayman doesn’t control quite as tightly as I’d like, but the game still plays very well. I found Rayman’s hovering move, where he can float in the air for a short time by spinning his hair, to be a bit finicky and unreliable at times, as I’d swear I’d press the correct button, but would go falling to my doom. Also, on some of the harder levels (like the aforementioned endless runner-style treasure chest chases), sometimes it can be a bit frustrating if the game requires pin-point precision platforming, but it’s not clear right away what needs to be done or how much pressure needs to be applied to that jump button. This is definitely a trial and error game in many situations.
I’m also not a big fan of the levels where Rayman boards a gigantic mosquito to do battle with waves of enemies in a “shoot em' up”-style side-scrolling shooter. These levels were a nice way to add variety to the gameplay at first, and can be fun at times, but as the game went on, I found them to be a bit too prevalent and I found myself becoming tired of them very quickly. These levels just aren’t as engaging to me as the traditional platforming stages and I usually just tried to “get through them” so I could move on to the next regular level. If I wanted to play a shmup, I’d play one, but Rayman is a platformer and having this different genre forced on me is annoying. In some platformers, these different kinds of levels work, such as the mine-cart levels in Donkey Kong Country and even the swimming levels in Rayman Origins, which actually control well and are beautifully atmospheric, but the shooter levels are just a bit dull and repetitive. Of course, traditional platforming is still far and away the most prevalent kind of gameplay in Origins, so these stages are only a minor annoyance.
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| The shooter levels aren't my favorite, despite having gigantic chicken bosses |
Origins has plenty of levels to enjoy but does suffer from some odd pacing. After completing the first five worlds, four more worlds simultaneously unlock and can be done in any order, but these four worlds are really just expansions of the game’s four main territories that have already been visited. It feels a bit redundant going back to these familiar world themes again and as a result the game has a bit of a “dragged-out” feeling. These “new worlds” contain completely new level designs, but the theming is familiar. Due to this, even though the game technically contains ten full worlds of levels, it still feels like there aren’t enough unique world themes, especially because what’s here is such high quality and I would have liked to see how creative the team could have gotten with even more unique worlds. I guess that’s what Rayman Legends is for though.
Rayman Origins is both delightfully absurd and wonderfully creative in its story, art direction, music, and level designs and it’s an all-around raucously fun platformer. It’s also one of the funniest games I’ve experienced, not because it’s full of overt jokes and dialogue, but due to the game’s oddball characters, lively animations, strange and magnificent music and sound effects, and the charming way in which the inhabitants of the Glade of the Dreams all speak in a gibberish, Pig Latin-like language. The hilarious way all of the characters, friends and enemies alike, carry themselves and just the whole way the game presents itself and how it never takes anything seriously leads to a refreshing and unique sense of humor prevalent throughout the whole experience. Origins’ gameplay isn’t quite as perfect as that of some of the other platformers I’ve played, but it is still very responsive and near-enough perfection that it's not a damning issue in the slightest. Besides, the game highly succeeds in its genre thanks to its creative and funky levels and aesthetics. Oh, and I forgot to mention that the bosses in this game are massive, beastly, and beautifully revolting creations. Origins is a product of pure human imagination and a powerful demonstration of the kind of visual, musical, and interactive euphoric mixture that video games can bring to a player. It’s a celebration of nonsense of the best kind, and an experience that will stay in my heart for a while to come.
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