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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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Ba-bump!
So due to all the craziness of earlier this year (and me getting distracted by games like Rhythm Heaven Fever, Kid Icarus Uprising and Theatrhythm), I kinda shelved Rayman for awhile. However, upon finally entering the HD era (kicking and screaming) and getting a much larger TV for the living room as well as component cables, I decided to jump back in and give it another shot.
The difference is like night and day!
While nearly all older games look better on my SDTV, Rayman looks much improved with the component cables on a nice, large plasma. While it's still not quite as crisp as the HD versions, I can confidently say that it still looks phenomenal, possibly in the top 5 of the Wii, graphically-speaking. The animation and attention to detail are lovely and give the game a ton of personality and humor. And I can READ the text finally!
So with the game having a fresh coat of actually-visible paint, I went back to my old save file with a renewed interest in the title. I had stopped near the beginning of the fourth world long ago and just picked it up from there. As of right now, I'm fairly close to the end, complete with nearly all Electoons, Medals, and Speed Trophies, and it's been a great ride. The stage design is strong, the music is excellent, and the challenge level is just right. On more than one occasion I wished that the NSMB titles could be this ambitious in terms of spectacle and flair.
To be fair to Mario, though, I do think he's got the upper hand in level design. While I enjoy Rayman Origins' focus on Lum collection, and the mini-challenges that involve moving quickly when you get the big Lum (you know, with the pink Lums singing and all that), it does give the game sort of a weird structure at times. For instance, if you're going for the Medal and trying to get all the Lums, and kind of mess up a pink Lum section, the best and quickest way to try again is just to kill yourself so you respawn at the beginning of the room. There've been many, many times where I've done this, and it's kind of weird that the game encourages this sort of behavior...just seems like a strange design choice. At the very least, a menu option for restarting at the last checkpoint would've made a little more sense, although that's still not ideal.
(On a semi-related note, I also find it weird when reviewers complain that Mario hands out lives like candy and call it "easy" as a result. That's about as nonsensical as saying Origins is easy because you technically have infinite lives.)
The controls still do feel just a little too slippery to me as well. Sometimes it's a little vague where Rayman will wall kick vs. pull himself up on ledges, and it's also vague sometimes on whether or not he'll take that extra step up a wall or not as well. I don't always feel 100% in control of what the guy's doing, but for the most part, I do like the flotiness and general speed of the controls and gameplay.
Overall, I gotta recommend this one. I don't prefer it to DKCR, but it can definitely hang with the rest of the Wii's venerable set of 2D platformers--NSMB, Wario, Kirby's Epic Yarn, Return to Dream Land, and A Boy and His Blob.
On a side note--the multiplayer hasn't been as much of a hit with everyone. I think this sort of game is just a little too chaotic and "busy" to work as well in multi. |
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