Bradandez wrote:Gee, I feel dumb for walking instead of running in Rayman Origins and Legends now.

Yeah, that's pretty dumb when you're being chased all the time.
Jewish Candy wrote:To be fair I think the UbiArt games have worked pretty hard on world-building, someone else could probably better explain what doesn't work there.
Hmm, I don't think they've worked on world-building that much. I think you did a pretty good job of explaining that yourself:
Jewish Candy wrote:World building isn't about the storytelling, but the potential for storytelling. With hindsight Revolution's open areas weren't fantastically implemented, but they gave a sense of the world being a physical place rather than a chain of levels
The levels in Origins and Legends are just that: levels. They are quite good platforming courses, but there is nearly no potential for them to tell a story.
Castle in the Clouds, for example, should be a very interesting place: a floating castle isn't something you see every day. It's a nice backdrop, but that's about all it is. Why don't we get to explore it? That would give a lot more potential for a story than what I got from playing the level:
Castle in the Clouds wrote:Rayman found himself in the sky, wondering why he had come up this far. He saw a floating castle and decided to ignore it. Today, he was out here for his part-time job as Lum Collector. When he saw the toads along the way, he couldn't resist beating them up with his stylish moves to have some fun on the job. Uh oh! A storm was on the way. His gleeful liana swinging came to a sudden stop when some prickly plants appeared out of nowhere to chase him into the storm. A Teensie cage conveniently floated right in front of his big nose as he ran, so he punched it. As the Teensie fell to the ground from this height, Rayman did not look back. He was having the time of his life, and continued to do so until the end. He danced, and there was confetti and the Teensie miraculously lived happily ever after.
Wait, I guess that proves there is potential for storytelling, but... perhaps not the story we would wish for.
Moreover, there is no coherence between the levels at all, and definitely no reason for them to be there or why Rayman should want to enter them.
Let's take the
Mansion of the Deep as an example - it's my favourite level in the game, and apart from the great music, this is why: the areas in it are very detailed (there are chairs, tables and whatnot) and coherent, yet also varied (there are various rooms with different purposes), making it feel like a real place. It's the only level in both UbiArt games that really shows that amount of world building.
But Rayman has very little reason to be there - there just seem to be some Teensies (which I doubt anyone cares for) trapped by some Toads (which we are beating up for no reason). In Rayman 2, Rayman has far more reason for sneaking through the Pirate fortress in the Fairy Glade, since he needs to get to Ly to rescue her.
To be fair, Rayman 1 also doesn't do very well in this aspect, but one silly little thing improves it a lot: the world map. It shows all the different worlds one after another, allowing players to really work toward a goal, either to reach the next world or Mr Dark's Dare. If I remember correctly (I haven't played it in a long time), RO has a circular world map without a real goal. It also didn't show any real glimpse of the worlds (sure, maybe a few sketches in the background), so there was no real reason to be interested in them before actually seeing them. RL partially brings that feeling of having a goal back with the paintings.
I understand why this is, though. It's much harder to create worlds in 2D than it is in 3D. It's visible in all franchises that have 2D and 3D entries. All of the 3D Mario games have had a lot more "coherent world"-like levels than the 2D ones too.
Anyway, back on the topic of Rayman 2's hubs...
Adsolution wrote:The Isle of Doors is downright ugly.
I agree. I feel the Isle of Doors is the weakest hub of them all, because there's just nothing else that distracts one from seeing it as a hub. Personally, I quite like the Front because it emphasized the war that was going on, and I actually feel that the level/world progression in Rayman Revolution makes more sense. The Hall is awesome too, because of its mysterious atmosphere, its aesthetics, the holograms, and the cinematic viewpoints. I don't really prefer one over the other, but I do dislike the Isle. I think the Isle of Doors would have worked better if it had been bigger and you could walk around freely in it, like a classic world map like in RPGs. It still wouldn't be as good as the Front or the Hall though.
(Oops, my apologies for the huge post!)