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Rayman Origins (Nintendo Wii) discussion [game]
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7.99/10 from 7 user ratings |
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Welcome to the official discussion thread for Rayman Origins on the Wii!
To start, please add this game to your log, add it to your collection (if applicable), and (when you are ready) rate it using the link above!
| Reviews: |
Alright, game comes out in a week. Who's psyched? I just finished thoroughly playing the demo. I had to restart some levels a lot, but a lot was due to me not really paying attention to certain things, haha. For instance, I tried half a dozen times to get the minimum time trial time in the first level and was about to complain that it was BS they don't even show you a timer or anything, and then finally saw the clock you have to grab at the beginning of the level to start the time trial. Similarly, I just couldn't get all the lums to get the medal for the level, but after a while I realized I was skipping lums-giving enemies by not going to the secret areas anymore. Still, a lot of the challenge in the demo was legitimate and not due to my stupidity. And some of the difficulty was NOT legitimate and due to some problems with the game. I thought the controls and platforming were pretty spot on and forgiving, until I reached the final stage of the demo, where I must have died a dozen times due to Rayman just getting "stuck" in the scenery, somehow. Not too big a fan of that. Some neat surprises, however: the shooter level was pretty solid, and clearly inspired by this PSOne import: Yup, that's a kid riding a flying vacuum. By the way, I encourage you to revisit that stage as Globox instead of Rayman. It plays the same but the new... look... really took me by surprise, haha. And that's definitely one thing I love about the demo: lots of great visual gags and funny animations. The platforming is really solid when Rayman isn't stuck to the scenery, too. At E3, I played this pretty amazing level that could have been a temple level taken straight out of DKCR. The controls can feel a bit floaty, but they're pretty forgiving, especially given that you have wall jumps, and can slow down your fall. I do wonder how surprised at the difficulty those who haven't played a hardcore platformer but want this game because it's pretty will be, however. Haha. Even I was taken a bit by surprise. The music is nuts. Anyway. Hype! Add this game to your NW collection!URL to share (right click and copy)
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11/09/11, 07:47 Edited: 12/25/11, 05:41
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I played a little of the game tonight, just enough to get time trial medals and all the lums in 3 levels or so, which is pretty challenging, but not as challenging right away as the demo was. Still takes a lot of tries, though.
But that challenge has been self-imposed: you don't have to collect the lums if you don't want to. Then the levels are probably just the right difficulty.
I had a LOT of difficulty getting some jumps just right, however. I was ready to declare the controls too imprecise and floaty. And then I let go of the jump button, and nailed those jumps. It was a timed section, too, but I achieved it with lots of time to spare. Heh.
As far as the SD graphics go... I would be lying if I said I didn't get a tinge of regret when I saw them. They're simply not as clear and as bright as the HD version, that is undeniable. And while the game still looks good, I think it shows that the game was meant to be HD. Games that are meant to be SD on the Wii, such as Wario Land or A Boy and His Blob, look clearer, brighter, more vivid than this game. I'm still happy I saved $30, though.
If you are a fan of platformers and are done with SM3DL and Kirby, however, still check it out, even if you only own a Wii. It takes some time getting acclimated to the controls and to fight the urge to always run, but this is far and away the most "Nintendo" of all the Rayman games I've played. I still get a good DKCR vibe from it. |
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