Rayman: Legends could be my favorite game of the show.
Rayman: Legends is more of the same, but that’s not a bad thing when platforming is fun
Rayman Legends, on the face of it, looks like the same game that debuted last year. That’s not a bad thing though, when platforming perfection is packaged inside a rhythm game.
The presentation at Ubisoft’s conference showed the new engine, which maintained the hand drawn art style but looked to bring some 3D elements together – or, rather, 2.5D – that maintained an old-school vibe when Rayman and co. moved through doors. It was a kind of Super Mario World vibe that seemed unnoticed to most people, but I think it represents the kind of game Rayman Legends is trying to be.
In terms of the demo, for the most part it focused on a regular level while highlighting the Wii U GamePad. Along with players moving through the level, another player can use the GamePad to kill enemies, destroy barriers and move platforms. My only hope is that this isn’t compulsory, because playing Rayman alone is awesome and the process of nailing every section of the stage together by myself was what I loved about Rayman: Origins.
It’s A Rhythm Game
The highlight of the show, though, was an awesome rhythm section that seemed to be at the end of one level. We were told to turn up the volume by the presenter, as a remix of main Rayman: Origins theme played in an unabashed rock style. I’m not sure if the characters were running automatically, but the gameplay was timing jumps and attack to the music. It wasn’t automated, and you can certainly mess up by falling down a hole or not an obstacle in time, but there were sections when Rayman and Globox – his companion – slid down a path with speed that rivalled a Sonic the Hedgehog game.
In fact, the whole doing-awesome-stuff and not having complete control made me think of one, striking fact: Rayman Legends is doing Sonic the Hedgehog better than Sonic. I had this thought in Rayman: Origins, because the platform was difficult but working through levels successfully definitely required rhythm and knowing when to jump and attack. Something I quickly grasped.