Reviews from

in the past


More than anything, the last couple of months have been about learning to love video games again. As such, I’ve been revisiting some of my old ramblings, particularly that of the obstacle course 2D platformer. While I think the original Donkey Kong Country is a prime example of what I’m looking for, there’s always room for improvement, even if I don’t necessarily know what that improvement would look like. I think I might have finally found what I’ve been looking for though; call me basic or nostalgic, but Rayman Legends might just be the most polished and realized momentum-based crash course 2D platformer I've ever played, with easy to pick up but difficult to master character control potential and some of the most vibrant and engaging obstacle escalation in any platformer to date.

Rayman’s toolkit of a standard attack and jump with an extended hover while holding jump seems pretty simple at first, but there’s plenty to master too. Rayman’s dash attack gives an instant burst of speed, and jumping during the spin allows you to preserve horizontal momentum. Learning to minimize these moments of stagnation with break boosting and chaining well-timed spins and jumps with roll-jumping, air-kick cancelling to maintain aerial momentum, and ground-pounds to create hit boxes both above and below you while quickly diving allows for extremely tight platforming, alongside Rayman’s jump control (access to a short hop versus a full jump depending on how quickly jump is tapped) and standard chained attacks. Enemy placement lends well to this need for optimized movement too, since you’ll constantly need to balance throwing out hitboxes to knock out foes/barriers or jumping on enemy heads while finding the right times to maintain speed. The game even handles verticality well, thanks to a simple wall-running mechanic (that doesn’t even require you to build up momentum prior) with quick wall flip jumps as well as standard wall jumping outside of wall runs. Simply put, there is a lot of potential for movement optimization in this game, and it feels absolutely exhilarating pulling it off.

As for the levels themselves, take the design philosophy of the original Donkey Kong Country and turn it up to 11, and you’ve basically got one of the best modern translations of the formula in Rayman Legends while still managing to bring plenty of its own ideas to the table. There’s tons of moving parts and lurking dangers abound in the dreamy levels of the game to force Rayman and pals into action; vines, trampolines, water jets, wind currents, ziplines, swarms of bugs and flaming walls, you name it and they’ve got it. It’s a classic case of slowly introducing new concepts in the form of new movement tech, hazards, and set pieces while slowly interchanging the new with the old and ramping up the danger and tightening the execution until finally, you get to run your victory lap. The difference here between Donkey Kong Country and Rayman Legends is that Rayman Legends extends the obstacle course escalation to an entire world rather than just a single level, allowing the developers to really push their theming and various ideas to their fullest extent while providing more than enough time for players to adapt to the learning curve.

Mark Brown of Game Maker’s Toolkit provides the perfect example of this design philosophy in action, citing the fourth world of the game, 20,000 Lums Under the Sea. Let’s start with the core principle of the world; stealth mechanics in the form of the sentry beams that zap Rayman if he lingers too long in the searchlights. These forced stealth sections are first combined with underwater swimming levels, which I must admit is a such a damn clever combination; what better way to alleviate the painstaking nature of the slower swimming sections and the deliberate and calculated movement of forced stealth sections than to marry the two concepts? That’s just the first level of the world though; the second level is a grounded platforming stage where Rayman has to sneak around sentries with his companion Murphy, using Murphy to press buttons that both create barriers and block sentry searchlights while popping up walls and platforms to create paths forward. Then the third level turns this concept on its head again by starting levels lit-up with electric barriers, and then forcing you to replay the levels backward with the electric barriers replaced with sentry searchlights in stealth mode.

The fourth level, “Infiltration Station,” toys with the ideas of the previously mentioned second level by now replacing the buttons with movable objects; as a result, Rayman must now adapt to Murphy shifting the level by moving cover or even moving the sentries themselves. Then, the fifth level relegates the sentries as the backdrop hazards to a grand ol’ elevator defense, which Rayman must keep track of and avoid while picking off bungee shock gun frogmen straight out of a Mission Impossible movie. Again, it’s important to remember that these levels slowly introduce new level elements aside from the main gimmicks (invincible underwater worms, laser trip detectors, skull-marked naval mines, etc), but ultimately it is the synthesis and variation of the elements (i.e. inserting enemies in sentry-guarded zones, or using the mobile worms and stationary mines as mandatory cover against searchlights) that makes the difficulty so versatile. This all comes together in the sixth level, “There’s Always a Bigger Fish,” where every introduced obstacle in the arsenal is thrown at Rayman as he furiously paddles away from a snapping serpent in a frenzied auto-runner/chase sequence. Finally, after the penultimate level that serves as a boss fight against yet another hostile Frankensteined mechanical beast, you get to reap the rewards in a final musical obstacle course dubbed “Gloo Gloo,” where your platforming and swimming actions in-game are synced to the beats of a whimsical cover of “Woo-Hoo”. It’s such a pleasure mastering these playable music videos and knowing that your survival is the only thing keeping the music at full blast.

As you can probably guess from the musical endnotes of each world, Rayman Legends is absolutely no slouch at atmosphere and presentation. Theming in every world is extremely distinct and yet remains focused to where level elements never really feel out of place or excessively repetitive. You go from navigating these tight, booby trapped castles in Teensies in Trouble to carefully gliding and maneuvering massive beanstalks in Toad Story, to dodging cake eating centipedes and fending off scores of luchadores and mariachi skeletons in Fiesta de los Muertos. Every new world has its own unique focus on gameplay mechanics (swinging axe and ropes courses in Teensies in Trouble, windy, open air plant-infested levels in Toad Story similar to that of the bramble levels in Donkey Kong Country 2, and Murphy quite literally playing with his food to progress past hazards in Fiesta de los Muertos), and the dynamic comic book visuals of the UbiArt framework as well as the extensive orchestral + electronic mixes in the soundtrack really bring it all home. To top it all off, there’s just this joyous and infectious energy embedded in every detail of the game, from the punchy and expressive attacks and sound effects, to the backing “Ooooooh” track that plays every time you stumble upon a secret, to the Teensies themselves cheering and giggling like schoolchildren when you bump into them in the main gallery. I can’t help but grin and chuckle like a madman every time I pick up this game; it’s just dopamine in distilled video game form.

There have been a few complaints here and there that Rayman tends to lean towards the easier side, at least with regards to many of the main story levels. That’s where the invasion and challenge levels come in. The challenge levels are straightforward enough; compete against the world in a daily/weekly generated survival and/or speedrunning contest for glory, and lums/”Awesomeness points” for more cosmetic palette swaps if you want to change up your character model every now and then. More importantly, you’ll get an alert every now and then that goons from previous worlds have come to “invade” the dreams of previous stages, and be invited to partake in a timed invasion stage, where you must rush to the end against a new combination of foes in a different theme. This concept even gets its own twist when after beating the game, Shadow Rayman invasion levels are unlocked, where a dark copy of you follows in close pursuit and both keeps you moving while carefully planning out your route as so you don’t stumble into your duplicate while backtracking. These levels really force you to use every tool at your disposal to optimize your strategy and beat the clock, and it almost becomes that of a puzzle game but with extremely tight execution involved as well.

I love examples, so have another one on me just so I can illustrate how batshit crazy this gets. In the Shadow Rayman invasion variant of “Infiltration Station,” you have to pick off sequential droves of enemies in order to unlock the door to the next room and eventually free your Teensie friends at the end. From the starting position of the second room, you first have to take out the frog goon on the left while then immediately destroying the bones barrier below. Since there’s a Shadow Rayman copy following me, I dash attacked into the goon then immediately wall-jumped and slammed through the barrier, landing on an enemy that spawned directly below me and then bouncing and air kicking the newly spawned enemy to the right on the platform. From there, I hold down the right trigger and jump out to the ring and back on top to the platform previously above me, kicking the buff brawler in the face. Then, I full jump out towards the ring to avoid my shadow and hover for a second so another toad can finish spawning in and land on the ground, allowing me to slam to its side and end its misery. I immediately input a jump upon landing since there’s no enemy to bounce off of this time and air kick the last toad brawler on the platform, land on the platform, and break boost by immediately spin dashing to the left off the platform towards the door once obscured by a vine and make my exit. Here’s a quickly sketched schematic of my “optimized” route that takes about nine seconds when executed well, and if you think this is fast… the world record for the whole four room affair takes less than double the time it took for me to just finish the second room alone. Needless to say, the thrill of improving both my execution and pathing while directly competing against others on the leaderboard is definitely a crucial component that keeps me coming back for more.

If I really had to nitpick, then my only complaint is that some of the Back to Origins content (the forty returning stages from Rayman Origins) feel a bit out of place. While the main platforming stages still feel tightly constructed, with the classic escalation and variation of moving elements and hazards formula for mechanical depth aided by carefully hidden short side corridors for goodies and bonus rooms, there are unfortunately one too many horizontal shoot em up segments (both in the form of full Origins levels and bonus room challenges) thrown into the array that feel like abrupt breaks in the natural flow of things. To be fair, this is at least alleviated by two factors. Firstly, the Back to Origins content is not necessary at all to unlock the main stages of Legends (in fact, you can even just focus on Legends content exclusively and still have enough Teensies to unlock the 8-bit bonus music levels), and are randomly earned from scratching Lucky Tickets that come as their own reward for collecting enough Lums in main stages; thus, I always saw the Origins levels more as bonus content if anything. Secondly, even within the shmup segments themselves, there’s a fair bit of variety thanks to the wrinkles thrown in (namely through the ability to suck certain enemies/obstacles and shoot them back out to deal more damage, as well as the reflective surfaces that let you bounce shots off and levers/switches thrown into stages that present a less “harmful” but just as engaging obstacle to contend with) as well as the expressive theming that the game’s known for to mitigate any staleness. Nevertheless, even if I think this is a minor gripe considering that the final product is definitely more than the sum of its parts, I do acknowledge that the bonus content would have felt even more gratifying if they had cut the number of shmup sections in half and replaced them with the engaging platforming that Rayman Origins & Legends exemplify.

One last disclaimer for the road: a couple of years ago, the servers for Rayman Legends on PC were shut down, effectively closing leaderboards and barring players from accessing any challenge levels on PC copies. If global kudos and constantly generated online challenges are a defining draw for you, then you may want to consider picking up a console copy of Rayman Legends instead, where the servers are still up. That said, PC players can still mod the game offline to create their own challenges, and I have heard that some Rayman community discords have been running custom challenges themselves in spirit of the old system (though I haven’t been able to confirm), so perhaps not all hope is lost.

I suppose they don’t call it Rayman Legends for nothing; even while considering some minor design decisions that could have been improved, the overall game is one of the most cohesive and mechanically deep 2D platformers I’ve experienced to date that never fails to put a smile on my face. This really is one of the most replayable and fundamentally fulfilling platformers that I’ve ever played, and it absolutely deserves to be included in the conversation as one of the greatest 2D platformers of all time. It is a shame that as rich as the series has been (at least, in the two Rayman games I’ve played to date), that Rayman himself has seemingly fallen to the wayside while his creator, Michel Ancel, has been rather busy with the development hell of Beyond Good & Evil 2, until he left the project and Ubisoft altogether two years ago. Ubisoft’s been in a bit of an unsurprising rough patch since, having cancelled three unannounced games and “facing major challenges” in the form of underselling titles, so I’ll just say what’s on everyone’s mind: bring back Rayman, Ubisoft. It’s been eight years since Legends, and the boy deserves so much more. Don’t let these greats go out like this; we may still have the classics, but future generations ought to know that once upon a time, there was once (and perhaps still is) a platforming legend that reached the heights of Mario, Donkey Kong, and so many others while always remaining true to itself.

this game did something impossible and made black betty and eye of the tiger cool

Rayman Legends is a work of art and one of the most criminally overlooked games ever made. Not underrated, overlooked. Everyone who played this game from critics to casual fans has mountainous praise for it, but Rayman has been hugely irrelevant since due to Ubisoft's neglect of the IP and thus it's become somewhat of an afterthought.

Rayman Legends is so creative and so unique. There are so many original ideas in this game but it doesn't get lost in them, they all serve the core purpose of 2D platforming. Even the water levels are gorgeous, control well and don't even have you spending that much time in the water - the world in which they're prominently featured is a James Bond super spy-themed series of levels where you spend as much time infiltrating an underwater base as you do swimming.

There's an entire world based around food but ALSO based around Día de los Muertos (the Mexican Day of the Dead) where you jump through giant falling fruit whilst also fighting off Sombrero'd skeletons, it's insane. You've never seen theming like this in a 2D platformer before.

Whilst pulling off some of the most artistically creative theming you've ever seen, it also manages to be a great game at its core. Rayman controls beautifully, he has a great moveset and sense of momentum and the levels are designed as such that you can blast through them like it's a 2D Sonic if you get good enough. Its difficulty scales harshly, but fairly. This game gets HARD towards the end, but never unfair, and a generous checkpoint system encourages you to keep trying since you won't be losing a lot of progress.

Just play this game. It's cheap on Steam nowadays, and it was re-released on Switch. It's so good, such a masterful work of art and it's a shame I don't hear its name thrown around more in the GOAT conversations like I think it deserves.


I dead ass only bought this game for the music levels, I never heard of Rayman before this, but gah damn this is one of my favorite games ever.


Rayman Legends is such a treat. Almost hearkens back to Ubisoft's glory days of the late '90s through to the mid '00s. Initially I'd written a way shorter review for this, but so much of the game is so excellent that I figured it warrants gushing about a bit.

Its standout feature to me is that it's constantly throwing new ideas at you with pretty much every level. If a level in Rayman Legends doesn't have a mechanic which is it unique to it, it'll without a doubt utilise mechanics that were established previously in ways that aren't replicated in the rest of the game. In this respect there's an easy comparison to be made with the similarly creative Donkey Kong Tropical Freeze, but in a roundabout sort of way, it actually also reminded me somewhat of Metroid Prime - Retro Studios once stated one of their goals with the Prime games' level design was to ensure that no rooms were ever repeated or reused. I've the suspicion that Legends' designers had a similar philosophy given how distinctive each of the levels feel from each other; if they did, they did a fantastic job of putting it into practice. It's got mad variety in terms of mechanics, visuals and music of all sorts, but at the same time it also has the self-restraint to not linger on any one theme or idea for long enough to wear out its welcome. The pacing's so brisk and efficient.

Speaking of restraint, Legends is also remarkably tasteful when it comes to the implementation of stuff another, lesser game could've easily monetised. The little creatures you unlock which give you extra lums every 24 hours has got to be one of the healthiest and least intrusive incentives to play a game daily out there; not just because you're not punished for not doing so, but also because anything you can unlock with those extra lums is purely cosmetic. Costumes are there for those who want them and people who don't really care about them aren't disadvantaged for it; everybody wins.

Really the only thing I would maybe change about Legends is that I found wallrunning to sometimes feel a bit too "artificial," for lack of a better word. When you run at a sloped wall, the game automatically gives you a set amount of momentum to get up it rather than requiring you to build momentum yourself (like in the classic Sonic games, for example). This avoids frustrations where you might not have had enough space to do so had it not been automatic, but the game otherwise controls so immaculately that this didn't really feel necessary to me, especially because you can easily get enough speed by just using the dash attack anyway.

That's totally a footnote in comparison all the things Legends does well, though. It's so well-considered in terms of design and it's got charm out the ass to boot, in large part thanks to its beautifully expressive art. It's a shame that we haven't yet seen Rayman 4 like Murfy told us we would 18 years ago(!), but if Legends does end up being the last mainline game in the franchise, it's as good a note to end on as anyone could hope for.

Em um belo dia a Ubisoft acordou e disse: "Hoje eu vou pegar o meu mascote e fazer um dos meus melhores jogos". no outro ela lançou o jogo, ganhou alguns milhares de doláres, amarrou os braços e pernas de Rayman e o jogou em um depósito onde também se encontram Sam Fisher, Prince, Jade e outros.
Rayman Legends é uma obra de arte e facilmente um dos jogos mais criminalmente esquicidos da industria! Nos primeiros minutos de jogo já é possível se apaixonar pelo estilo dos gráficos do jogo que é belissimo. As animações, os personagens e as criaturas tem movimentações muito fluidas e, ao mesmo tempo que parecem bobos, são adoraveis.
A trilha sonora é muito variada e atmosférica e em vários momentos parece até brincalhona. Tem um nivel onde toda a ação é sincronizada com uma versão mexicana de Eye of The Tiger, outro nivel com Black Betty e outros niveis semelhantes, mas com outras músicas. Que não só mostra a criatividade do jogo, mas também como o level design é primorosamente bem feito.
Gosto muito dos jogos anteriores do Rayman, mas esse aqui tem um lugar especial na minha estante virtual de games.

Ubisoft, o que fizeram com você, Ubisoft?https://media.giphy.com/media/d2lcHJTG5Tscg/giphy.gif

more than anything the game deserves to be praised for making autoscrollers not only fun, but also probably the best levels in the game

O que dizer desse jogo, simplesmente marcou minha infância, cara a criatividade desse jogo é indescritível cada fase é única e cheia de vida e personalidade, o artstyle é um desse fatores e caraa ele é lindo e eu agradeço a cada level designer e artista que trabalhou nesse jogo para deixa - lo tão perfeito, tudo parecendo literalmente um livro de conto de fadas com todas as lendas é maravilhoso, até os bosses que são em 3D muitos reclamam mais eu adoro! E as musicas, simplesmente sensacionais, cada uma se encaixa com a fase e deixando a ambientação bem mais imersiva do que qualquer plataformer 2D já tenha me dado, e agora minha parte FAVORITA do jogo... As fases musicais, cara quem foi o gênio que teve essa ideia, cada uma é diferente do seu próprio jeito, trazendo todos os aspectos do mundo que você está jogando e é maravilhoso, como a música se encaixa perfeitamente com o level design é realmente uma obra de arte. E realmente eu não sei como a Ubisoft se fizer um próximo jogo do Rayman vai conseguir ultrapassar esse.

This game is Super Mario in quality terms, unfortunately under the prejudice of being a Ubisoft game, it definitely has way less attention than it deserves. An outstanding platformer.

for a while, i had a review of this game left up as "playing this game is a form of self-harm" or something to that effect. that was the result of me trying to get a platinum not only the PS3 version, but also the PS4. now that i've done both, i can actually try to be fair to this game, or at least approximate it.

rayman legends' design philosophy is "throw everything at the wall and see what sticks". there is frankly too much content here, most of it not worthwhile. 1/3rd or maybe even more of the levels in this game are just recycled from origins; there's a character selection/unlocking element that only speedrunners have convinced me has any impact on the actual platforming; there are daily and weekly randomly generated levels that are indefensibly terrible; there's fucking dailies with "collectable monsters"... there's just so much here that does not matter. and i get that there's a strong proponent of this game who would say "why focus on what doesn't work or matter if the core gameplay loop is good?". but that's just it: when you break it down to the base platforming aspect, rayman legends is just okay. nothing terribly special.

in terms of level design, most of them blend together for me. i can say this because, having 100%'d the game twice, only a handful of levels stick out in my memory. i don't think the majority of this game's levels are bad, per se, just very standard platformer-type levels. you have the chase levels, you have the underwater levels, you have the autoscroller levels... so much of this just feels done before, you know? i struggle to think of very many things about this game that were creative in that sense. i might be cynical and harsh, but i just can't feel that passionate or enthusiastic about a game that gave me such a "been there, done that" feeling.

i think some of this could've been remedied if i really liked the presentation of the game, but it's just... it doesn't do anything for me. the art style isn't bad, i just struggle to describe it in any meaningful way. and the music is very forgettable. maybe that's the risk you take when you go with a heavily orchestral soundtrack, but i could not for the life of me tell you any song from this game outside of the autorunner music ones (which overstay their welcome).

there were passionate people behind this project, i can definitely feel that, but none of it translates for me. i am the minority in that this game did gangbusters in reviews but i just feel left out in the cold. i'd rather play a game that's more focused and concise, something with tighter creativity and more unique ideas. when i think of the 2D platformers i love, i think of something like Donkey Kong Country or Wario Land 4 or VVVVVV. all of those games had such fun and unique ideas and outstanding presentation to match. i can't say the same about this game. it makes me a bit sad to end this review on such a "i don't GET IT" note, but there has to be someone out there who had this same reaction, right?

right?

2D platforming at its peak.
The music levels are my favourites, they give you a bit more of a challenge with exhilarating and engaging gameplay rhythmed to amazing scores, both recognizable and original.

É um absurdo o quanto a Ubisoft subestima o potencial dessa franquia... Apesar de eu nunca ter jogado nenhum dos jogos de Rayman até agora, jogar Rayman Legends me fez ficar imaginando o porquê esse foi o último jogo principal da franquia. Não achei um jogo livre de problemas, claro, mas para um jogo de 2013, é melhor que muitos jogos de plataforma com bem mais glamour feitos até hoje. E digo mais, é melhor do que +90% das coisas que a Ubisoft lançou desde então.

O tempo todo de jogatina de Rayman Legends vai ser de pura diversão pra quem gosta desse estilo de jogo. Seja para os jogadores que só querem jogar sem muito compromisso, quanto para os loucos colecionadores de troféus que gostam de fazer 100% (se você for um desses, boa sorte, vai ser um desafio em tanto). Qualquer pessoa vai encontrar conteúdo para se divertir. Mas o principal aqui são as fases musicais, que são espetaculares. Uma grande injeção de dopamina.

O ponto negativo fica para algumas pouquíssimas fases que não foram tão boas assim, e acabaram sendo um saco. Talvez porque eu estava sem muita paciência quando as joguei, mas no geral é um ótimo jogo com level design excepcional! Para quem gosta de plataforma, é obrigatório. Quando a Ubisoft quer mesmo, ela consegue fazer verdadeiras obras de arte! Pena que nos últimos anos, tivemos o pior lado da companhia com poucas exceções...

Thank you rich friend for letting me play this game on your new PS4 after school, and thank you especially for letting me continuously look up the fairies' skirts. You're the realest LGBT ally.

I'm not sure if this is the best 2D platformer that I've played, but it is definitely in that conversation. The controls are near perfect. Everything is vibrant and fun to look at. I feel like they really nailed the sweet spot in terms of challenge. The levels have a good amount of variety to them, and there is a lot to play through between what's new to Legends and the remixed stages from Origins. And, of course, a special shoutout to the music levels, which are pure genius.

This was also the first video game that my son got into, so it will always have a special place with me.

France would have to bend over backwards to create something on this level of artistry ever again.

Some years ago, a friend of mine in a facebook group for crazy people called ''Área 42'' questioned if Rayman's dick is attached to his body or if it floats, and I've been thinking about that ever since.

Último game q comprei pro xbox 360 e não me arrependo em nd. Rayman Legends é um jogo mt foda, com certeza o melhor da franquia e do genêro plataforma do xbox 360.
Melhorou bastante em vários aspectos comparado ao Origins e tem mt mais níveis e coisas secundárias pra fazer.
>> Game finalizado com 100% ( todos os levels finalizados, todos lums e teensies, todos bilhetes e criaturas, bronze/prata/ouro/diamante de todos mapas ).

>> Prós
• JOGABILIDADE.
• DIVERTIDO : É mt bom pra passar o tempo enquanto joga ou re-joga algumas fases, exceto naquelas q te dão mt raiva.
• MULTIPLAYER LOCAL.
• SKINS : Tem várias skins diferentes q dá pra desbloquear coletando certas coisas ou completando níveis, minhas favoritas são as da Barbara.
• FASES : Tem vários níveis, além de ter os do Origins e os especiais.
• SOUNDTRACK : Tem várias músicas fodas nesse jogo, principalmente a dos mundos musicais.
• FASES INVASÃO : Os níveis de Invasão são bem legais tbm, embora teve uns 2 q me deram trabalho por causa do Dark Rayman ( especificamente o Infiltration Station e Hell Breaks Loose ).
• FASES MÚSICAIS : Uma das melhores coisas é as fases de músicas q tem no final de cada mundo, tbm as especiais q combinam diferentes estilos na tela ( exceto a da Opera com estatica q foi chata de completar ).

>> Contras
• SERVIDOR ENCERRADO : Consegui todas conquistas do offline mas n deu as do online pq desativaran os servidores dos games da Ubisoft da geração do x360. Foi um preço q paguei por não ter comprado esse game anos antes.

>> Perso Favorito = Ursula e Olympia.

>> Mundos
• TEENSIES IN TROUBLE = 4/5
• TOAD STORY = 4/5
• FIESTA DE LOS MUERTOS = 4.5/5
• 20.000 LUMS UNDER THE SEA = 5/5
• OLYMPUS MAXIMUS = 4.5/5
• LIVING DEAD PARTY = 5/5
• BACK TO ORIGINS = 4.5/5

point me to another game that looks more beautiful in game than this i DARE you.

Rayman Legends is a gorgeous, content-rich 2D platformer. There's so much to do it's actually a little overwhelming at first as you are repeatedly informed of newly unlocked content. Once you begin to decipher what all of those notifications mean you'll find a smooth experience with a lot of variety and only the most minor of flaws.

The game's charming water color graphics are remarkably detailed and very pleasing to the eye. This is fantastic looking. Longtime fans and newcomers alike can take pleasure in knowing the series' ear for memorable tunes is still in place. On top of being pretty, Legends is an aural delight as well.

The platforming and controls are spot on. There is a lot to see and do in the game. With so many unlockables and side-challenges to overcome it will take even the most skilled of players some time to fully complete everything Legends has to offer. I was regularly caught off guard by the game's ability to constantly change up the action. It seems like each stage has it's own unique twist to help shake things up. The amount of imaginative scenarios is impressive, ensuring that there's never a dull moment and new challenge to overcome around every corner. While usually a masterfully designed platformer, there are some flaws to take note of. Some stages have less than stellar checkpoint placement. Something that will cause you to have to replay lengthier sections of a stage than is desirable. I also had the achievement for completing the game's last painting/world fail to unlock. Small these issues may be, but they are noticeable nonetheless.

Overall, Legends has just about everything you could want from a platformer. Tons of content, top-notch level design, and first rate production all help it stand amongst the best of what the genre has to offer. The action is even more fun when you bring up to three friends with you for some incredibly chaotic cooperative gaming. Just know you'll have to be able to get together in person. For whatever reason Ubisoft left out any online options. Regardless of whether you play couch co-op or solo though, this might just be Rayman's standout adventure.

9/10

Plataforma extremamente bem executada com fases muito criativas e um final que deixa muito a desejar. Mesmo lançado há 11 anos atrás é impressionante a qualidade dos estágios de Rayman Legends. Verdade seja dita: quando a fase é musical, esse jogo é peak.

I never thought a great deal of Rayman until I started Rayman Legends on the Nintendo Switch just yesterday.

My first impression was amazing. I immediately fell in love with the the hand-drawn graphics and the delightful animations and charming behaviors of Rayman, the creatures and the enemies. The levels are beautifully drawn and rich of detail. Everything is moving and feels like a living painting.

The controls are perfectly smooth and feel incredibly intuitive and Rayman’s movement is basic, yet various. It is the perfect mix of magnificent controls, wonderful flow and superlative level design.

Rayman Legends’ soundtrack is as various as it is atmospherically immersive, surprisingly experimental and totally frisky. One-eyed Harpist amazed me with interesting vocals, Lost in the Clouds gripped my heart, Orchestral Chaos impressed me with a playful score and the music stages are on a whole different level of spectacle!

too fucked up that it’s been over 10 years since our last proper (and great!) rayman game. this still holds up! simple and fun platforming, gorgeous art direction, weird lil freaks abound. good shit!

100% by competing every level and collecting everything it has.

Played the game fully in co-op, which was great fun! Some levels/parts weren't really made for co-op, but other than that it was pretty solid. Fun artstyle and nice controls.

My thoughts:
(+ = (mostly) positive; - = (mostly) negative)
++ Gameplay;
The controls were very nice and there was a good variety in levels. The Legends levels were a lot better than the origins levels imo. Game encourages to collect everything and it isn't really a hassle to do so.

+ Music;
Memorable fitting music. Can't really say more about it.

+ Graphics;
Charming artstyle and a lot of character costumes to choose from. Clever visuals to hint at hidden collectables.

+- Story/Characters;
No story, but it fits the game. Shout out to my boy Globox.

Recommend?
Yes, it's really cheap to get and you won't regret playing it if you like platformers or are looking for a "simple" game to play with someone else.

A Modern Ubisoft Game That is Actually Good

Design virtuoso e inteligente combinado com uma sacada muito boa de set-pieces bombásticas. Conforme o jogo vai lhe ensinando o seu vocabulário extenso, ele gradualmente acelera sua execução e grandiosidade de apresentação - trilha sonora e animação também em níveis que jamais vi em um platformer - em equilíbrio perfeito, caminhando uma tênue e satisfatória linha entre o desafio e a glorificação. Simplesmente gostoso de jogar. Pra mim, deu um pau em todos os Marios 2D que saíram nos últimos 20 anos.


guy on subway: "man rayman origins was so good but i wish you got stopped every now and then by a little green piece of shit cunt"
ubisoft employee texting their boss frantically: "i just had a great fucking idea"

Uma das fases tem toda a ação sincronizada com um cover 8-bits em versão mariachi de Eye of the Tiger. Se isso não é perfeição de level design, eu não sei o que é.

Played on Switch which isn't a platform option for some reason. Anyway, this game is a blast. Every level is fun with some great endings to each world where you platform in time with the music. Movement feels good and game is fun either blazing through levels or searching for collectables. A joy of a game, and on sale constantly. A must play if you get the chance

Rayman Legends deserves attention not only for keeping up where Origins left off, but also by having a tons of amazing content that is a bunch of fun with friends. Add on the musical levels, the challenges, the Murphy level Co-op mode, and you really get an amazing package. The only seeming downside to all this is that there is little to no story in this game, but with such a great soundtrack, and even more amazing gameplay; the bad really pales in comparison to the good.