Rayman himself

Haruka said:
Wow, those are very interesting stuff, thanks a lot for sharing those informations! :D

I can understand why Gabrielle Shragger got frustrated. A question that many of us were doing in the end was concerning what she did in the game afterall.

I'm quite interested in hearing some more about what she envisioned for the game's story. No wonder why it was planned to have an episodic release back when it was announced.
 
I do feel kinda bad for her, from what we've seen from the beta scripts, it did seem like she had something pretty cool in mind.
 
Master said:
I do feel kinda bad for her, from what we've seen from the beta scripts, it did seem like she had something pretty cool in mind.

I agree, I would be really interested to learn more about the original story planned for Origins instead of the one we had in the end, if we consider it as a story itself.
 
Though does this mean Origins had two original stories; the one made for when Origins was going to be a prequel and the scrapped one for the final game?

And no matter how bare boned Origins' plot is, it is still a story. Albeit; a poorly executed one.
 
I think what might have happened is that yeah, I've always felt like the intro cutscene is mostly in the game because it was finished during development of the story. It seems really awkward to start the game off going "The livid dead want war with Rayman's world!!" and then...we never see them again until a bonus unlockable. I'm not sure the intro even shows that it was the Magician making sure the Livid Dead would hear their snoring.

I'd be interested to hear more about the original "tone" of RO. The original trailer implied that the game would be fairly along the lines of the final product, but it's also clear that the story and Rayman's exploration of the Glade would have a larger influence on the game's atmosphere than it ended up doing. If the new games had stayed like that, I wonder if they'd gone more with my suggestion of "Olympus Maximus looks fucking beautiful, why not give the player a moment to take it in and throw in some story elements?"
 
Thanks for sharing this MasterHero! If at all possible, I'd like to hear more about what developing with the Ubiart engine was like.
 
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this is awesome. :)
 
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