Showing posts with label rayman. Show all posts
Showing posts with label rayman. Show all posts

Sunday, September 11, 2016

My Top 115 Favorite Video Games (90-86)

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!

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.

Plus I will never not smile when listening to this song.


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.

 
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.


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.


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.


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.