

Playing as Rayman, I was sprinting atop oversized Mexican toy snakes, kicking down bright-colored Dia de los Muertos skeletons, and ziplining along strings laid out like a music staff. They’re essentially the treasure-chest-chasing challenges from Origins but set to music. Each world has a musical level (in place of Origins’ shoot-’em-up stages) that feel similar to rhythm-oriented platformers like Bit.Trip Runner and HarmoKnight.

That is not to say that Legends doesn’t have its share of heading to the right. I appreciate these areas that break from the conventional “just go right” approach of the genre without delving too deeply into the elaborate labyrinths of the Metroid/Castlevania series. I had to navigate different floors and rooms of the building in search of some switches to flip in order to progress. The Mansion in the Deep level had me sneaking around like James Bond (or Ubisoft mascot Sam Fisher from Splinter Cell, I suppose), avoiding flying sentry robots with green and red light vision. But I found that the little things like nonlinear paths through stages, beat-based rhythm levels, and 10 playable female characters make Legends seem more like a proper sequel. When I first heard of this new instalment, I assumed it was just going to be a collection of new levels and not much more. These additions help distinguish Rayman Legends from Origins even more so than what the Ubisoft Montpellier had back in February. Morel assured me that this would not interrupt the flow of the levels too much, as players can keep moving during this time.

The Vita version is similar except it only supports two players (a main character and Murfy).įor the other versions of the game, however, one player can press a button to move and guide Murfy to areas of interest and the flying frog friend will know what to do based on the context. The amphibian can attack enemies, move platforms, cut ropes, and provide other support. The Wii U version of Rayman Legends supports five-player co-op, where four players control the main heroes and a fifth guides Murfy with the touchscreen.

Ubisoft Montpellier also had to figure out a way to adapt the segments that feature the flying frog Murfy from the Wii U’s GamePad to the other consoles’ traditional control layouts. Though the team still had to put in long hours to make sure these beefed-up boss battles were done right, creating those moments in Legends was something they were able to explore given the extra development time. “This is typically the kind of level that costs a lot, in terms of all the details you have to put in and the tweaking,” said Morel. It would then pop up in the players face to fire off a laser from the pink jewel in its mouth and then repeat the process. The dragon weaved in and out of background and foreground creating a nice sense of depth. Here, Rayman and friends battle a gigantic, serpent-style robo-dragon inside of an ornate glass mansion under the sea. This translated into epic boss battles like the one I saw titled A Madman’s Creation.
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Morel figures that when you add in the almost 30 levels they’ve added (bringing the total to over 100), it will take an impressive 20 hours to get through this sidescroller. The team also decided to flex some of the power of its special 3D-development software it uses to create this 2D game, something it hadn’t really done yet. Learn More Making the most out of the delay
