Why do you love generic poland fantasy game in ubisoft style?

One of the most unique experiences in the gaming industry, making you come back to it time and time again, never letting go of your warm feelings and desires to relive this magical journey with characters you've grown to love like family. I don't know of any other game that could enchantingly transport you back to childhood and carefreeness quite like this one. One of the kindest, heartfelt, pleasant, and sweetest stories in video game history.

This is probably the only case, not counting the sequel, where Ubisoft is better than Nintendo(Not taking into account their joint collaboration to make an X-COM game with a collaboration of their franchises).

Coming out literally a year before Mario Bros. U, it is one of the most unique, in places hardcore and elaborate in small details platformer to date.

What sets this instalment of Rayman apart is the return to the roots of the first instalment and the move to a 2d perspective. Re-launching the Rayman franchise has only gone in its favour, although it took a full 8 years to do so - it was worth it, as it's much harder for stylistic 2d design to become obsolete than clunky 3D on 5th and 6th generation consoles.

Levels in this game will not let you get bored, again comparing it to Mario, where most of the levels are an easy walkthrough and only towards the middle give the player a challenge, in Rayman Origins the first levels let the player know that he is required to perform actions with high precision, whether it be jumping, dashing underwater, sliding on vines, controlling movements on ice cubes or manoeuvring in tongues of flame. Rayman Origins skilfully balances the fast-paced gameplay of Sonic (Sonic has terrible paced gameplay), allowing the player to be in extreme conditions for a certain part of the level, giving time to take a breather and evaluate their actions, which characterises this as a time-tested but well-tested gameplay design, which is exactly what you expect from a platformer.

However, sometimes the difficulty spikes will still get on your nerves, especially in special levels where you'll be chasing a fleeing mob. In them you have to put your fingers on the gamepad and concentrate perfectly on the gameplay, you will be replaying such moments for a very long time. Thankfully, there is no life counter in Rayman.

As it was in the first part, you have to collect Lums, which will allow you to collect a certain amount of points to unlock new levels of the basic game story, so don't be lazy to collect as many Lums as possible, you'll have to do it anyway.

To summarise, Rayman Origins is a must-play game for any 2D platformer lover, but only when they've got their hands full, as it can be a somewhat traumatic experience for a newcomer.

It's objectively one of the best games on the NES platform, one of the best jrpg's on the 8-bit console generation(Seriously, you'd rather play this than any of the three parts of Final Fantasy)

Who gives a damn about this one of Square Enix's biggest failures ever, comparable to FF XIII and Kingdom Hearts 3? But at least they were a financial success(Unfortunately, but at least with the KX3 situation we have a chance at a truly great KX4! Ah, Unreal Engen 5? We are doomed).

Nothing good can be said about this game at all, in fact, it's worse than a fanfiction diary of a black college student in the US who read too much Harry Potter and thought she could make a good story.

Why Square Enix is taking on projects aimed at a narrow stratum of Western society, while spending a lot of money on it, creating a new IP, making it a temporary PS5 exclusive, releasing a DLC for it, why?

I have a lot more positive comments for the loathsome Life is Strange than I do for this something awful.

You see that? I talked less about the game than I did about the company that created it and the third-party projects of that company, because I simply have nothing to say about this game, which shouldn't even exist in theory.

It's a nightmare, it's even an insult to mobile gaming, and yet it lags on PS Vita...

Even though I didn't like the story, didn't like the characters, didn't like the setting in this game, because I'm very strict and only like things that fit perfectly into my very narrow standards. I didn't particularly like the character lvling system, among other things. However, since I'm objective in my reviews, this is one of the most impressive Japanese rpg's I've played. If you omit things like the occasional difficulty spikes and the very slightly drawn out dungeons, it's one of the most elaborate games I've ever played, even partly above the level of Mother 3. And there's still a whole sequel to come! I need this to give me a break from crappy games.

My only regret is that only the 2004-2007 trilogy has been translated into my native language and I will never waste my time playing games in a foreign language that aren't done perfectly enough for me to tolerate it(e.g. Kingdom Hearts, Killer7).

Nothing was put into this game but the worst video game engine ever and a bunch of fanservice in dls

More linear, but more varied than the first part. Postgame content is slightly better than in the first part, the atmosphere went somewhere wrong, became too kind and lost the unique charm of the first part. However, is still the game of the year 2010 like its prequel.

It was, uh, magical. One of the best games I've ever played. It is much better than its sequel, which lost all the atmosphere of the previous game by making the levels more linear and the atmosphere more amorphous and, as ridiculous as it sounds, generic.

It's a marvelous game, especially for 1990, but unfortunately this version is ruined by the overworld theme starting over after every damn battle. On top of that, the pati chat feature from the international version is cut out. Benefit - restored in the IOS and Android versions, whether there is the same problem with music - unknown, why the fifth part of such a problem does not have - unknown. Why the Japanese exclusive version for PS1 does not have these problems - unknown

Translated with DeepL.com (free version)

For 1992 it was... Acceptable. A generic jrpg, no big deal, also released on a failed Sega console, forget it and that's it. But it was re-released on another failed Sega console 4 years later on a new generation of consoles. And there's no way around it. Breath of Fire 3, which I scolded for archaic - a mastadon of innovation in the genre compared to "this" (No wonder, because it was made with the technology of the current generation of consoles). A lot of things in this game are done quite poorly. For example, the graphical component, and not even the graphon itself, but the visual style. Characters look worse than in Romancing SaGa 2, which came out a year later on a weaker hardware. Chibi characters look like each other except for the main antagonist, even the first partner of the main character(Not grandfather)looks like a regular NPS. Cities look even more generic than in Dragon Quest, which is a peak to say.

Gameplay-wise, the game is both satisfying and very frustrating. I was glad to see the abandonment of random battles, although for 1992 it was not quite new, but it was a bold and interesting move. However, did it reduce the number of battles? Not at all. The pluses of the battles are that they are not easy, even at the beginning you can die if you beat enemies mindlessly. Poison does a lot of damage(finally)and even the battlefield is more strategic(Moving from enemy to enemy, luring the enemy into a "trap" and so on), but in battles a lot of things are annoying. Often appear the same groups of enemies and you apply to them the same tactics, because of what dies possible variability in battles, moreover, the characters have a very narrow list of phrases for skills, good thing it can be turned off in the settings.

More minuses can be called the emptiness of the cities, NPS in them do not move (Could at least put them to do some work / insert them in urban situations, etc.), to find chests, to break barrels, this is not there including. Depressing, I'm probably asking too much, but going through Dragon Quest 4 that came out on NES - I wasn't in the same frustration.

The anime scenes dilute the gameplay, for 1992 they are on a pretty high level, you can see they worked the budget.

And yes, the dungeons are too long and very monotonous, the same Earthbound solved this problem either by making them unique (like the swamp) or by inserting small moments with finding the right path.

Do not play, it is not worth it

It's a very clunky game in many situations, but it tries to smooth things out, sometimes well, sometimes ineptly.

The final straw was that while learning the magic tree I decided to make it a Peco wizard as it seemed logical to me, later I found out that it turns out it is a wizard for mages, and Peco as I knew it is pure physical power. I decided to remove this wizard, but to my regret it was impossible. I decided to ignore it and train Nina and Momo, unfortunately for me Peco was needed on the team to talk to the tree. That was my last straw, the accumulated irritation.

What annoyed me:
- Very slow and inconvenient world exploring, constant backtracking and no teleport, it pissed me off quite a bit
- EXTREMELY high frequency of random battles
- Clunky fishing mini-game(Which is still needed for one of the masters, lol)
- Changing squad members, changing skills between characters can only be done at camp, which you have to camp, go in and open a book every time, and all that loading and time. Plus, it partially devalues taverns in town
- The dungeons are almost completely devoid of their individuality
- The game is as similar to the SNES games as possible, being a PS1 game. I easily forgave that to some Dragon Quest 7 because of its great dialog with NPCs and co-parties and interesting exploration of locations. This one, on the other hand, is just cheap archaic.

What I did like:
- I am very impressed with the difficulty of the fights, they are quite challenging and there is no feeling of boredom during them almost ever
- The game has auto-fighting, a very useful thing when you go to low-level locations.
- I liked the soundtrack
- The pacing isn't something expressive, but it's on the level
- High level of 2D animation, really liked the attention to detail

It's unlikely I'll ever want to replay it, I have very huge hopes for its sequel, which I've had parts of called "The most underrated game for the PS 1".

One of the most anime games I've seen in my life, I laughed a lot mentally while playing it. I wouldn't recommend starting to play it despite it being chronologically the first game in the series not only because of the partial spoiler-final for the other games in the series, but also because it answers more fan questions than letting you just play yourself and enjoy the story, I'd even say it ranks alongside Dream Drop Distance in terms of importance of understanding the plot of the other installments.

Terrible combat system, forcing to grind, lack of combat dynamics (seriously, the parts of Nintendo DS were much better in this respect, and the PSP "can do more" than DS, because of which all the fights looked very scripted, and some of them are objectively unfair.

It's unlikely that Nomura was inspired by Nier 2010 (Simply because BBS came out 3.5 months before Nier 2010) when he created BBS, when he came up with an idea like, "Let's go through the same thing 3 times with some minor changes?". It's objectively a dumb way to present the story. What was the difficulty of giving the opportunity to pass for each character different locations and make these runs shorter, more succinctly integrated into the narrative? Meh.

The phrase "Everyone in this game is an idiot" fits this game perfectly. Idiot Terra, no comment, idiot+infantile Ventus, self-sacrificing idiot Aqua, blind idiot Erakus, corrupt idiot Braig, generic-anime-evil-villain because "I wonder what would happen if the world was plunged into darkness again" Xeanort, yeah, that's funny.

One of the most graphically perfect games for the PSP? Yes.

I think I've said all I need to say.