Home » Previews » Preview: Rayman Legends
Previews

Preview: Rayman Legends

When I first saw the trailers for Rayman Legends that came from E3 this year, I was more than a little excited. My memories and experiences with Rayman are limited to his 2D adventures, having missed all of his forays into 3D; I first played Rayman way back when Panasonic’s 3DO had just been released, and more recently I’ve been enthusiastically playing Rayman Origins on the PS Vita. While sometimes dismissed as a Mario or Sonic clone, this does a disservice to Rayman and the series’ creator Michael Ancel. Rayman has always had it’s own distinctive style and flavour and although comparisons to gaming’s most prominent platformers are inevitable, Rayman does more than enough to stand on its own.

This idea holds true and firm for newest entrant in the franchise Rayman Origins –– coming exclusively to Wii U next year — which finds the titular hero in his prettiest, fastest and most exciting adventure yet. The first thing that struck me — and will do the same to you — were the game’s graphics. At first I thought they were flat 2D images designed to resemble a watercolour painting, but on closer inspection they were revealed to be fully rendered in 3D. The colours and detail are truly eye-popping and I’m pleased to say that they look every bit as good when playing in the Wii U’s gamepad. There is a sense of fluidity and liveliness to the characters and even environments in the game. Everything moves and sways with an infectious energy that can’t help but make you smile.

Rayman is much the same as he was in Rayman Origins in appearance and control, as are his companions. It’s the levels themselves, and the new ‘assist’ character (controlled via the GamePad), that are the biggest and best new features. The levels are bursting at the seams with life and action. While the levels in Rayman Origins were fairly direct — with the occasional secret or multi-tiered section — the levels in Legends seem massive in comparison. They seem to stretch upward indefinitely and it seems that every few minutes there’s a new secret to be discovered. It’s not just verticality and hidden areas to look forward to though. The levels shift and change as you play. In the first of two levels I played Rayman started out in a gorgeous but foreboding forest. As I progressed I was flung deeper into the screen and the scene changed as it zoomed past the forest and onto a crumbling castle. Another example was during the second level Rayman was — on more than one occasion — sent rocketing deeper into the screen in a gorgeous display of graphics and engaging gameplay.

Speaking of the second level, the one I played was one of the touted “musical” levels, and they seem to work exactly as promised. More than that, these levels could be the ones I come back to and play over and over, such was the sheer fun and joy I experienced whilst playing.  Essentially, the “musical” levels are of the standard “move-on-their-own” variety which have become staple of the genre. However, there’s a difference. First of all, these levels have speed to them and you best keep up. One wrong move and it’s back to the beginning for you. Secondly, every move you make — be it a jump, punch, slide or anything else — is reflected in the music. It is totally engrossing to be frantically jumping, kicking, punching and sliding to desperately keep up with the level while every move you make adds to the music pumping out in the background. Completing a “musical” level grants a real sense of accomplishment and although difficult — even when I died a bunch — I couldn’t wipe the smile from my face.

GamePad integration is handled in a similar way to New Super Mario Bros. U in that the GamePad player acts in more of an assist role. That’s where the similarities end. While in NSMBU, you’ll simply be tapping away at the touch screen to either help or hinder your buddies, the role in Legends is much more interesting and hands-on. Throughout the levels are friendlies trapped in cages. To free them you need to smash the cage with Rayman, but some are out of reach. By using the GamePad, you can swipe across the rope holding the cage in place and drop it to the ground. Other times there may be an impassable fire pit with a log suspended above. Simply cut the rope on one side and a path is created for your platforming pals. The GamePad player is able to tap enemies to stun them for a moment and tap and slide to collect additional Lums which add to the overall score at the end.

By far the greatest contribution the player on the GamePad can make is during sections which require direct intervention. During the first level I found a secret and was taken to a sub-level that had me on the left, a giant wheel full of spikes and the treasure in the middle and the exit on the right. Teamwork was required to make it through this section. I had to time my jumps and grab onto handholds while the GamePad player tapped the centre of the wheel and rotated the GamePad to rotate the wheel in game and make a path for me. Moments like this happened multiple times during my short two level playthrough and not once did the player on the GamePad want to swap. The “assist” role is not one to be palmed off to your little brother or sister so they feel included. It’s fully integrated and essential to the play experience.

The final thing I’d like to mention is the Wii U Pro controller. Playing Rayman Legends was my first hands on experience with the new controller and I have to say I was very impressed. It feels light, yet solid and utterly responsive. The buttons react with a satisfying “click” when pressed and each and every button you’d expect on a Pro controller is accounted for. It sits really comfortably within your hands – it’s slightly larger than the PS3 controller – and feels natural to hold and use. I highly recommend picking one up come launch day.

I was disappointed when Rayman Legends was delayed until March next year, but after playing it I really can’t wait for release. Here’s hoping the extra development time shows in the final product with even more content and polish, because it appears the standard is already very high.

Rayman Legends will be available 5 March 2013 exclusively for Wii U. A demo will be available on launch and will be available through the Wii U’s eShop.


This article may contain affiliate links, meaning we could earn a small commission if you click-through and make a purchase. Stevivor is an independent outlet and our journalism is in no way influenced by any advertiser or commercial initiative.

About the author

DeltaPhoenix08