Review: Rayman Origins

It’s funny to think that perhaps three or four years ago, the 2D platforming genre was all but dead in the water, written off by the mainstream as, at best, throwaway fodder for Xbox Live Arcade or PSN. Over the last few years, though, running from left to right has found its way back into the modern gaming lexicon, with no less than five major platformers released for home consoles since 2009. Joining this new 2D renaissance comes Rayman Origins, a quirky throwback to the limbless wonder’s first release on the original PlayStation. While not my favorite platforming game since the genre came back into vogue, Rayman Origins has more than enough item-collecting, wall-jumping appeal for gamers craving more from the second dimension.

Like many of the best platforming games, Rayman Origins features barely any story at all. A brief cutscene at the beginning weaves a tale of undead grannies, brustish creatures, and missing fairies, but the plot never becomes heavy-handed; in fact, it barely even registers, unless you’re really paying attention (like the talented wordsmiths who managed to eke five paragraphs out of the game’s story on its Wikipedia page). Rayman Origins forgoes plot in lieu of gameplay, and the results feel light, breezy, and carefree as can be.

Rayman’s journeys take him across sixty different levels and five different worlds, each boasting numerous gameplay hooks to tinker with, like Gourmand Land’s ice patches, or the Desert of Didgeridoos’ gusts of wind. In each level, players strive to collect small golden Lums, which free kidnapped Electoons that unlock new stages and help advance Rayman’s progress. Rayman also meets and frees several Nymphs along the way, granting him additional powers, such as running on walls or floating through the air.

I’ve you’ve spent more than ten minutes with a 2D platforming game since the SNES, there’s a good chance you can pick up Rayman Origins with little difficulty. Running, jumping, and using Rayman’s special abilities are smooth and responsive, and Origins plays similar to other strong platforming games recently released. In fact, I thought it played a bit too similarly—though Origins is mechanically solid, and quite fun in its own right, its gameplay never quite clicked for me, and left me feeling I had done it before in other games, and had a better time doing it then.

Perhaps it’s Origins‘ over-emphasis on Lum-collecting, which I found unexciting and overly-simplistic in design. I also grew frustrated by the game grading my level performance and progression based on how many Lums I had collected, which makes about as much sense to me as grading how many coins I collected in a Mario game, or how many bananas I scarfed down in Donkey Kong Country. I’m sure many platforming fans will enjoy perfecting their timing to snag that last Lum before it disappears, but to me, Rayman Origins’ single-minded focus on collecting them felt tedious. With little to offer besides combing every level for every last Lum, I kept wondering, like Peggy Lee, “Is that all there is?”

Where Origins really comes into its own, though, is during its treasure chest levels. Hidden in every zone and unlocked only by collecting enough Electoons, the treasure chest levels are ten stages of the most sadistically-difficult, retry-heavy gameplay this side of Dark Souls. During each stage, Rayman must chase a sentient treasure chest through a series of obstacle course-like areas, staying close to the fleeing chest as platforms collapse, doorways close, and the entire zone becomes hellbent on stopping Rayman from getting his disembodied mitts on the escaping trunk. Treasure chest levels require rote memorization to simply progress, as well as a heaping helping of patience in order to finally succeed. These sections stand much taller than any other area of the game, and are easily Rayman Origins‘ high point; tricky though they are to complete, mastering the timing of each one becomes addicting, and the gratification brought by success is incredible.

Despite its stratospheric level of difficulty, Rayman Origins expertly treads the fine line between “manageable challenge” and “totally unfair.” Origins’ levels are rife with mid-level checkpoints, often saving after each new room or major bout of platforming. Rayman is also given infinite lives to progress through the game, helping tip its hand in the way of experimentation while still remaining a steadfast challenge.

Rayman Origins positively drips with personality, best expressed through its vibrant, eccentric art style. Every asset in the game (or darn near close to it) is hand-drawn, as well as stylized to an extreme bent, giving each area and stage a unique, unteathered vibe. The art direction is particularly gonzo, leaning heavily on grotesque, though often charming, caricatures; broadly speaking, Origins’ look is about as French as French can be, and it’s hard not to appreciate the specificity and love put into how the game looks. The game’s music is pleasing, with jaunty tunes and various bouncy melodies, though none of the tunes stuck with me for longer than the time I spent playing it.

Similar to other platforming games released since the genre’s new wave, Rayman Origins supports up to four-player drop-in/drop-out co-op. Gameplay as precise as Rayman Origins isn’t necessarily conducive to having multiple people, and Origins gets, if anything, even harder when played with a group. Still, co-op is a blast to play, mostly because Rayman Origins offers one of the most comprehensive player-griefing system in all of gaming, practically encouraging gamers to take advantage of Origins’ infinite lives by slapping each other around or throwing other characters headlong into obstacles. It’s not the best option for making progress in the game, but co-op in Rayman Origins is still a ton of fun.

Really, apart from a few small gameplay design decisions, I have almost nothing negative to say about Rayman Origins, except that I found it fun, but ultimately unexciting. I feel almost perturbed; many in the industry have been crowing from the rooftops about Origins since as early as last September, with several listing it as one of their favorites of 2011. I wonder if I’m missing something, if game mechanics possess an appeal I can’t understand, or if I’m simply expecting too much. As it stands, Rayman Origins is a great time, one I would encourage folks to experience, but also one I simply can’t get into it as much as others.

Review: Sonic Generations (VG Tribune – 11/20/11)

Surely, there is no greater power in the universe than that of nostalgia. Get it to work correctly, and the built-in fan base who used to adore whatever it is you’re offering will jump right into your pocket. Get it wrong, and that same fan base will all cry for your blood in one uniformed shriek. It’s with this mindset that I’m nervously anticipating a screening of The Muppets in about twenty minutes. The buzz is pretty positive so far, but man, oh man, nostalgia can sometimes be one fickle beezy, and it won’t set me down on the wrong side of the Warm And Fuzzies.

Speaking of nostalgia and fickle beezies, I reviewed a game earlier last week that sports a heavy dose of both: Sonic Generations. Certainly, few Sonic the Hedgehog fans buy his new games for radical gameplay innovations—they simply want to play getback with the Genesis platformers they enjoyed back in the 90’s. Unfortunately, these offerings generally fail to deliver their promised old-school experience, leaving fans crying foul. This endless waltz of excitement, letdown, and hostility has been consistent enough to warrant its own internet meme.

Still, with Sonic’s twentieth anniversary being celebrated this year, and Sonic Generations appearing to be such a whole-hearted tribute to Sega’s Blue Blur, it was worth going into the game with an open mind. How did it do? Find out in the link below.

Title: “Review: Sonic Generations
Outlet: VG Tribune
Publish Date: 11/20/11

Twenty years is a long time to spend in the gaming ring, and Sega is helping celebrate Sonic the Hedgehog’s 20th anniversary with Sonic Generations. Generations looks back on two decades of gameplay from the spiky one, letting players work through in both old and new styles, and taking a nostalgic trip through memory lane. The title still has its hiccups, and a few gameplay-related roadblocks may prevent non-fans from seeing all of the fuss is about, but Sonic Generations works well as a celebration of the character, and succeeds as an affectionate tribute to one of gaming’s biggest icons.”

Read the rest at VG Tribune.

Review: Call of Duty: Modern Warfare 3 (Gamer’s Guide to Life – 11/16/11)

Okay, forget all of that cozy stuff I was talking about last time—now, it’s just plain cold. As I type this, I’m huddled up in a sweater, scarf, and hoodie, half-expecting to start seeing my breath at any moment. What’s that? Turn up the heat in my apartment? But that costs money! Besides, since when has a little cold killed anybody?!

…oh.

At any rate, I’ve been up to more lately than literally shivering in my boots. Last week I saw a few articles published across various outlets, and I hope to roll them out steadily over the next several days. Up first is my review for one of 2011’s most anticipated titles, one that a coworker gets on my case to play with him every. Single. Day. It’s also the first game I reviewed to receive any backlash regarding its score, and though this hardly sounds like a good thing, pour moi, I retain a Fall Out Boy mindset about it: “I don’t care what you think, as long as it’s about me.”

The game, of course, is Call of Duty: Modern Warfare 3, and the link is below.

Title: “Review: Call of Duty: Modern Warfare 3
Outlet: Gamer’s Guide to Life.com
Publish Date: 11/16/11

My vision blurs, and myriad shouts and explosions fill my ears as I come to. I’m sitting in an overturned Humvee, trying to come to grips with the chaos going on around me. “We gotta move, now!” calls my squadmate, cutting himself free of his seatbelt. I open the door and hoist myself out, as outside light blinds me. My eyes adjust, and I watch a cruise missile collide with a skyscraper, sending debris cascading down to the street around me. The report of gunfire, grenade concussion and screams of terror and pain wells in my ears. Not far up the street, invading troops are bearing down on my position, barking orders and sending a hail of bullets in our direction. My squadmate tosses me a magazine, and I load my weapon, ready to meet the enemy head-on. This is Modern Warfare 3, and this is only the first level.

Read the rest at Gamer’s Guide to Life.

Review: Uncharted 3: Drake’s Deception (Gamer’s Guide to Life – 11/7/11)

Hey there folks! It’s been a bit of time since I’ve posted, and for that I apologize. The good news going forward: I’ve been throwing myself at more projects with VG Tribune and Gamer’s Guide to Life, so we’ll be seeing slightly more periodic updates in the future.

Case in point: today’s entry, a review I did of Uncharted 3: Among Thieves for Gamer’s Guide to Life. Because the piece was done for a specific website, I think it would be a party foul if I published the whole text here; we need hits, after all! I don’t feel any shame about posting a link, though, which you can find below. Not the most elegant solution, yes, but it’s the only one that really seemed like a good idea at the time. I’d definitely be open to other ideas, but I’m settling with this one for now.

Title: “Review: Uncharted 3: Drake’s Deception
Outlet: Gamer’s Guide to Life.com
Publish Date: 11/7/11

“Uncharted 3: Drake’s Deception shows developer Naughty Dog knocking it out of the park once again, with perhaps the strongest entry in the series yet. Though it sports a few legacy weaknesses that gave previous entries trouble, Uncharted 3 still delivers an expertly-paced and ultimately satisfying adventure that ranks it amongst the best games of 2011.

Read the rest at Gamer’s Guide to Life.

Check back again soon for more reviews, impressions, editorials, and trivial lists.

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