

Rayman Legends is a game that begs to be experienced with friends clustered round the same television. An online option might have been welcome for completeness sake, but it’s not how we’d ever want to play it. Perhaps the Wii U version being the lead format is the reason why there’s no online co-op but we suspect it’s simply that Ubisoft, like Nintendo, realise that this sort of game is much more fun when played with someone whose elbow you can shove as you go along. At the moment it’s our least favourite part of the game, but there’s nothing to say that won’t be true of the Wii U version as well. This is immediately less novel than the GamePad version, where you switch entirely to controlling Murfy via the touchscreen in single-player mode, but until we can play both versions together we won’t be able to say which is best. This of course is impossible on the other home formats and so instead the computer controls him and you just press a button when you want him to do something (like cut the rope to release a bridge or distract an enemy). Murfy is the focus of many of the GamePad-specific features in the Wii U version, where as well as making use of the controller’s motion sensors another player can control Murfy directly by using the touchscreen. But there is a fifth playable character: Murfy the fairy from Rayman 2. The four main characters means the return of the four-player co-op features from Origins (in fact many of Origins levels are available to unlock within the game, almost providing a 2-for-1 bargain). According to Ubisoft these were one of the main additions during the game’s unexpectedly elongated development and the mix of 3D graphics and 2D gameplay works amazingly well. The choreography is amazing and we would’ve quite happily have played a whole game based solely on that idea.īut that’s to take nothing away from the boss fights, which although relatively traditional in their pattern-learning structure are the very pinnacle of the game’s visual prowess.

These use cartoon-ified versions of real songs (Black Betty in one particularly memorable stage) as you try and jump and punch your way through the stage in time to the music. The pinnacle of this cross-genre pollination is probably the musical stages that play out at the end of each world. There is a vague attempt to pretend there’s a story tying everything together but thankfully it’s one you can completely ignore as you control Rayman, Globox, the generic Teensies, and the new Valkyrie-like Barbara. This was one of the main failings of Rayman Origins, but Legends manages to almost effortlessly reinvent itself at every turn – despite a 12+ hour running time.
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Not only is the gloriously Gallic art style full of personality but the attention to detail and clever use of polygonal graphics means you can never guess what’s coming next, from being pursued by giant dragons and trolls to underwater sections of staggering beauty.īut what truly marks Rayman Legends out as something special is that it does fulfil the Nintendo promise (so often broken now by the originators themselves) of a new idea every level. Ubsioft’s Montpellier studio obviously agrees, as this takes everything that was great about the original and refines and augments it to a point of near perfection.Īpart from anything this is one of the most visually stunning games we’ve ever seen, and those that dismiss it as ‘only’ 2D deserve a lifetime of generic brown landscapes and tedious simulations. Rayman Legends is a loose sequel to 2011’s Rayman Origins, a game rightly praised for its excellent visuals but which we felt lacked the full variety and imagination you’d expect of a top tier Nintendo game.
