• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

Rayman Legends |OT| "It's a bit like a porno" (Michel Ancel) WiiU/360/PS3/Vita/PC

Kumubou

Member
I actually like the Dojo challenges a lot; the way they work make even the smallest optimizations worthwhile. It's a nice feeling as you optimize your route through rooms and tenths of a second start adding up. I actually like the dojo survival challenge the least of them just due to the length of them (although they are probably the fastest survival challenge to get a diamond on).
 
How does the Vita version stack up against the Wii U/consoles/Pc? I have a Vita, PS360 and PC and just not sure whether I should buy it for Vita or PC/PS360.
 

Kanguro

Neo Member
Not to sound confrontational but pray tell what new moves and abilities would you have added that would enhance gameplay and also not obfusticate the already balanced, free flowing abilities present in the game

The way I see it there's no way to add new abilities without a) doing that old video game trope of convieniently forgetting all your moves and having to relearn them, i.e., redoing everything you just did in Origins, or b) introduce new mechanics in the form of gimmicks, which in this games case came in the form of Murfy, the chicken levels and the Wizard glove shooting power up.

I'm not saying it isn't possible to add new moves to the repetoire, just that Rayman's movepool for Legends (and Origins) seems completely adequate for all situations the game can present you with, adding more would be gimmicky in itself.

That's kind of the point, no? Adding new moves would open up design possibilities, so that the game presents you with new situations, and not the exact same situations you had in Origins.

Obviously I'm no game designer, but there is a kind of pseudo slide-move in Legends when you press down on the d-pad whilst running. For some reason this move was never required by any level's design. Other things like maybe a quick 180 turn / jump (a la Mario 64) I feel could have been useful and actually made some game scenarios flow even better.

I do take your point about there only being so far you can go when adding moves in sequels, but they could have also done more with the "power-ups" and gimmicks. I don't believe there was a single new or well thought out one:
- I'm pretty sure the wizard glove appeared in one Origins level. Although it was only one bizarrely
-The chicken made no sense and added nothing
- I've given my thoughts on Murphy

Something like the miniaturization in Origins was extremely well developed and utilized (and even changed your move-set significantly), and there was no equivalent new ability or scenario in Legends.
 

Kumubou

Member
That's kind of the point, no? Adding new moves would open up design possibilities, so that the game presents you with new situations, and not the exact same situations you had in Origins.

Obviously I'm no game designer, but there is a kind of pseudo slide-move in Legends when you press down on the d-pad whilst running. For some reason this move was never required by any level's design. Other things like maybe a quick 180 turn / jump (a la Mario 64) I feel could have been useful and actually made some game scenarios flow even better.

I do take your point about there only being so far you can go when adding moves in sequels, but they could have also done more with the "power-ups" and gimmicks. I don't believe there was a single new or well thought out one:
- I'm pretty sure the wizard glove appeared in one Origins level. Although it was only one bizarrely
-The chicken made no sense and added nothing
- I've given my thoughts on Murphy

Something like the miniaturization in Origins was extremely well developed and utilized (and even changed your move-set significantly), and there was no equivalent new ability or scenario in Legends.
It also needs to fit within the context of the game and its physics. Rayman Origins and Legends remind me of old Sonic games in a couple of ways -- specifically that the way movement works encourages you to keep your momentum, and that levels are laid out to encourage you to keep moving along. How would a momentum-killing 180 high jump fit into that? Keep in mind that you can kind of already do this; you can instantly spin attack in the opposite direction you are running (and then you cancel the spin jump into other stuff and do other things). The way the movement in this game is really good right now; I wouldn't want them to add things that detract from that.

(As an aside: I'm wondering if making the levels more like old Sonic levels would be a good change for the next game: making the levels less linear and having multiple paths through them, encouraging more exploration while also having the ability to speed through them.)

I do agree with you about how the added gimmicks kind of stunk. I'm a bit sympathetic about the Murfy levels (since that is not how they were originally designed to work, as they had to be shoehorned to work on a controller) and you can do them at speed -- but that introduces it's own set of problems.
 

Kard8p3

Member
I've had the Vita version for about a week but I just now decided to try a challenge. It was fun planning everything out and trying to get the best time but I just can't seem to get any better. My time right now 0'17"84 but there are people with 16 seconds and I have to get there too but I just can't get any better.
 
Michel Ancel got balls for doing underwater levels and stealth at the same time in the 20,000 Lums Under the Sea world. And they're great! Nice change of pace.
 

overcast

Member
I really ended up loving Murfy levels on the 360, was dreading them before I played.

One of my top games of the year, agree with some statements wishing for more variety with the challenges. Considering I'm only at about 700,000...
 

Tizoc

Member
Michel Ancel got balls for doing underwater levels and stealth at the same time in the 20,000 Lums Under the Sea world. And they're great! Nice change of pace.

You may want to put that in spoilers ;)
That was one of my fav. surprises in the game and my fav. stages.
 
This game really fell apart for me because of the Murphy levels. Really a shame they started with the Wii U and as a result we got what we got.
 

Mikey Jr.

Member
I played the game on the WiiU at target.

My God, those Murphy levels are shit. You are not even playing at all. Its just an AI Rayman running around. The PS3 version of those levels are much better.
 
It's not the fact that there are Murphy levels that bothered me. I even thought some of them had some good ideas. It's the sheer amount of them. It felt like every other freaking level took control away from you to force you to start tapping away again.
 

maxcriden

Member
A month and a half later, I still have super-mixed feelings about this game. I loved Origins--GOTG or close to it for me--but the lack of overworld, the constant Murphy levels, the similarity of the challenges...it just didn't have that special spark overall to me. I was disappointed with the final world
--I get bad migraines so it was nigh-unplayable for me.
I do hope Vita users get their Invasion levels soon, those and
20,000 Lums and Olympus Maximus, and the music levels
were the best parts of the game to me.
 

krae_man

Member
The Diamond trophies seem so far out of my reach. Silver and Gold is all I can hope for. I need a PS3 friend to get the "beat your friend 30 times" trophy. Anyone feel like helping out?

PSN: krae_man.

I'm willing to return the favor.
 

maxcriden

Member
The Diamond trophies seem so far out of my reach. Silver and Gold is all I can hope for. I need a PS3 friend to get the "beat your friend 30 times" trophy. Anyone feel like helping out?

PSN: krae_man.

I'm willing to return the favor.

I think I got one diamond, and came extremely close at least a couple of other times. The problem is that it took I think maybe multiple hours in some cases and that is just a concerning amount of time to me to be spending on the challenges. I did find using the ghosts, just watching them, helps quite a bit after a certain point.

(Not on PSN or I would gladly help you out. Wii U only here.)
 

krae_man

Member
I'm best at the "get as far as you can" ones and I could get to a point where Diamond was within reach if I replayed them for 3 hours straight but I'm happy just playing for 10-15 minutes each to get a solid silver/gold every day.
 

maxcriden

Member
I'm best at the "get as far as you can" ones and I could get to a point where Diamond was within reach if I replayed them for 3 hours straight but I'm happy just playing for 10-15 minutes each to get a solid silver/gold every day.

Seems like a healthy philosophy--for me, I just had to give up on them entirely, I got too burned out and kind of addicted to them. I think the Rayman Challenges App, which I was playing for about a month and a week nonstop before the game launched, really kind of burned me out on the main game itself a bit (especially the
save the princesses levels
) and the challenges in particular.
 

Mokubba

Member
Woo, should get another diamond. Currently second place on the weekly challenge on Vita.

Took a lot of hours but I prefer the reach xxx meters because I can replay them quickly.
I hate the ones where you have to reach as far as you can. Once you made it past where you died last everything is new so it's easy to get caught out, then you have to start again.
 
Picked this up on Wii U yesterday, fiiiinally (financial situations had kept me away). I love it. You can rag on Murfy all you like, but alls I know is that my wife, and sat and played this game together last night for a couple of hours (we did all of the first world, and a couple of the Origins levels we unlocked) and that never happens.

I mean, in almost ten years of marriage, we have never really found a game that just the two of us can play and both really enjoy.

So I love Murfy. I love him to pieces, because my wife enjoys playing as him.
 

Proven

Member
I played this at a friend's house on Wii U and I disagree with the Murphy complaints for one reason alone.

With Murphy, this game is an awesome multiplayer-only game. Kung Foot is also a really fun mode too. And since I can't play this game multiplayer consistently (except at that friend's house) I'm probably not going to pick this up in the end.

It's a shame for people that wanted a single player Rayman.
 
It also needs to fit within the context of the game and its physics. Rayman Origins and Legends remind me of old Sonic games in a couple of ways -- specifically that the way movement works encourages you to keep your momentum, and that levels are laid out to encourage you to keep moving along. How would a momentum-killing 180 high jump fit into that? Keep in mind that you can kind of already do this; you can instantly spin attack in the opposite direction you are running (and then you cancel the spin jump into other stuff and do other things). The way the movement in this game is really good right now; I wouldn't want them to add things that detract from that.

(As an aside: I'm wondering if making the levels more like old Sonic levels would be a good change for the next game: making the levels less linear and having multiple paths through them, encouraging more exploration while also having the ability to speed through them.)

I do agree with you about how the added gimmicks kind of stunk. I'm a bit sympathetic about the Murfy levels (since that is not how they were originally designed to work, as they had to be shoehorned to work on a controller) and you can do them at speed -- but that introduces it's own set of problems.
In the original Rayman, you could punch at hovering rings and swing from them. That could be something to add to this series, since jumping and kicking at walls and enemies in your way gets old.
 

Kard8p3

Member
Woo, should get another diamond. Currently second place on the weekly challenge on Vita.

Took a lot of hours but I prefer the reach xxx meters because I can replay them quickly.
I hate the ones where you have to reach as far as you can. Once you made it past where you died last everything is new so it's easy to get caught out, then you have to start again.

I just got first on the weekly challenge. I just sit here for hours mastering every single section of the stage. First it was just to get the diamond cup but then I just had to beat the guy in first.
 
Nearly done with this game on PS3 and I have to say it was disappointing.

The "touch" helper levels (whatever he's called) were a pain to play and added very little to the game. Rayman is a fast paced, momentum based plataformer and having to stop to move that little frog around really messed with the flow. It simply has no place in the game. I literally rolled my eyes every time I saw that little green piece of crap waving in a recently unlocked painting.

It's hard to think of toady as anything but a gimmick

It may look like a gimmick but the Murphy levels are legitimately fun with a touch screen.
 

Mokubba

Member
I just got first on the weekly challenge. I just sit here for hours mastering every single section of the stage. First it was just to get the diamond cup but then I just had to beat the guy in first.

Nicely done, I know that feeling of trying to better your time. I tell myself I'll settle for a gold but still keep on going everytime.

Wtf? Did they not release it yet? I remember reading about that announcement before GTAV was out.

I hope not. This is a grind like no other
 

ViRGE

Neo Member
Wtf? Did they not release it yet? I remember reading about that announcement before GTAV was out.
Another week and it's still not out. We're coming up on 2 months here, which for content that is already complete and shipping on other platforms is making the whole thing worrying.
 
Anyone else getting this giga annoying bug sometimes on the PS3 version that prevents you to access the new daily challenges? The pictures in the paintings have changed but when you jump in you are taken to the challenge you already did yesterday (and won't receive the trophies until next day). So friggin annoying especially since I'm just 39 points away from platinum trophy.
 

test_account

XP-39C²
Anyone else getting this giga annoying bug sometimes on the PS3 version that prevents you to access the new daily challenges? The pictures in the paintings have changed but when you jump in you are taken to the challenge you already did yesterday (and won't receive the trophies until next day). So friggin annoying especially since I'm just 39 points away from platinum trophy.
Yeah, i've had this too for the last two weeks or so. You get to compete in the daily challenges for like 6 more hours after they have ended. The retry button is disabled then, so you have to manually quit and restart the level every time after this. Its like the game reads that the challenge has ended, but the servers reads that its still 6 hours left of the challenge.

I've also had a lot of connection problems to the Ubisoft servers, that the game wont connect, so i cant do the daily challenges when i want. Seems like a server side bug.
 

Kumubou

Member
I haven't seen the delayed challenges yet (thankfully) but was seeing server connection issues in the last day or so. Wasn't connectable at all this morning, and it's super slow now (but working). Kind of annoying that connection issues are happening so close to me finishing the last achievement -- I have 55 points left and I currently have a diamond on the daily challenge and a gold on the daily extreme challenge, so barring any technical issues (or getting bumped out of diamond). I'll be done tomorrow! Thank God; this is a great game but I'm kind of getting sick of the challenges at this point. :p
 

krae_man

Member
Has anyone tried to do the dailies yesterday or today?

I did both dailies yesterday and it seemed like I was 1/2 connected to uplay. It loaded the challanges, but for some reason thought I was the only person who did them. I was the only one on the leaderboards. Today, looks like the same thing is happening again and it isn't telling me what position I got for those two dailies or the 2 weeklys.
 

Yoshi

Headmaster of Console Warrior Jugendstrafanstalt
Has anyone tried to do the dailies yesterday or today?

I did both dailies yesterday and it seemed like I was 1/2 connected to uplay. It loaded the challanges, but for some reason thought I was the only person who did them. I was the only one on the leaderboards. Today, looks like the same thing is happening again and it isn't telling me what position I got for those two dailies or the 2 weeklys.

On Wii U, it also was totally broken yesterday. Ihope they solved their issues by now. On Vita, I didn't have a problem though.
 

krae_man

Member
On Wii U, it also was totally broken yesterday. Ihope they solved their issues by now. On Vita, I didn't have a problem though.

I eventually connected and it gave me gold times. One of my scores was 40th overall. I'm not that good at the "as fast as you can" ones so I guess hardly anyone was able to connect.
 
Yeah, i've had this too for the last two weeks or so. You get to compete in the daily challenges for like 6 more hours after they have ended. The retry button is disabled then, so you have to manually quit and restart the level every time after this. Its like the game reads that the challenge has ended, but the servers reads that its still 6 hours left of the challenge.

I've also had a lot of connection problems to the Ubisoft servers, that the game wont connect, so i cant do the daily challenges when i want. Seems like a server side bug.

Oh well, I got my Plat and it's time to give the game a rest. The challenges were starting to feel quite repetitive toward the end.

Fun fact: first I liked the infinite run type of challenges the best (especially infinite drop) but later on Dojo where you had to collect as many lums as possible without time limit was my favourite. With endless runs usually the whole beginning is a bore till you get to the challenging parts and it started to get annoying doing it again and again but with dojo you needed to be sharp at all times to get maximum lums.
 
Rescue Emma and Olympia are no fucking joke! That last checkpoint in Olympia is a nightmare.

I thought the Rescue levels would be the easy little challenges, but they really ramp up in the later worlds.

It keeps ramping up in difficulty, so I'm not really seeing the criticism in reviews that it's not as challenging as Origins.

Amazing Maze is indeed amazing. Probably the coolest level in the game, the level design reminds me of old Zelda or some roguelikelikelite.
 

jett

D-Member
Must know the name of the track at the beginning of this video! Halp plz. Music in these games is gorgeous.

Anyway, recently finished it, including the final world. Definitely fun with some brilliant moments, but I can't say I liked it as much as Origins. Murphy levels were just awful. What a mistake that shit is, and from what I hear they're even worse in the Wii U version where you don't even control Rayman. :lol Protip for Murphy: more bearable if you put him on L1. Duck+Murphy levels were just the worst.

Murphy aside, three things disappointed me: First, the rehashing of Origins levels instead of new levels. It was a pretty fun surprise in Origins when the game pretty much doubled up. Second, pretty low difficulty level compared to Origins. Where my Land of the Living Dead at? And third, that there are no time trials for the regular levels. Those invaded levels just aren't the same.

Minor things in the big scheme of things, Legends still easily shoots up into the top games released this year. Keep doing your thang Ancel, just no more misguided crap like Murphy. :p
 

sheaaaa

Member
Solo, the Murfy levels are absolutely terrible on the Wii U. They're not fun, they're so limited in what you can do and it's immensely frustrating to miss a Teensie and have no way of just turning around to get it.

Add on the fact that the game looks so bad on the Gamepad screen compared to on my TV, which I would love to be looking at, and Legends is a huge disappointment after Origins so far, about two worlds in.
 
Rescue Sybilla is probably the toughest level I've come across. Good lord, can't complete and have lost my knuckles to it.

Getting 3 teensies for the The Invaded levels from World 4 and forwards are insane.

I might have to do some Origins levels to get to 400 teensies (have 354), because those Invaded levels are killing my fingers.

For people who've gotten to Living Dead Party, I salute you. For people who believe this game is easier, I salute you because I must suck at it.
 

ghibli99

Member
I just started playing this again this weekend. I've died a good number of times in the first world and had to go back a few times to get all the Lums and Teensies. A friend of mine said the game was way too easy, and I'm just confused. I played Origins last year, and that thing was pretty tough at times, and I feel like this game is about as difficult so far. Maybe a little easier here and there, but it takes some precision to get through some of these stages.

I'm no beginner either... I've 100%'ed all the Mario games, SMB, Mega Man 1-7, Origins, etc. To call this game a cakewalk, though? OK.

The game is just insanely beautiful, though. I'll die here and there just gawking at the backgrounds.

(Edit: I'm playing on PS3... sounds like it makes a difference with the Murfy levels; I haven't played it on Wii U.)
 

Shining

Member
Probably already answered several times but how does the Wii U version work when playing a 2 player game? Does someone have to control Murphy and always use the Wii U gamepad, or can you chose to always be Rayman and Globox and using wiimotes?
 
Top Bottom