Thanks for trying it out everyone!
MasterHero wrote: ↑Sat Aug 28, 2021 9:42 amWhat is so special about the GOG/Stream Version of RRR?
I still have a retail one and as expected, the patches are not working/applied.
Well, all the patches are different for every version. I was testing this on the GOG version, but Got4n could only get the Steam version to work. In order to add support for Steam I already had to create every patch twice. I figured GOG & Steam would be the most common versions -- if it was easier I would have added support for all of them!
MasterHero wrote: ↑Sat Aug 28, 2021 9:42 amNow we have a pretty good image what RRR would have been like. I think many people wouldn't have liked it that much, myself included. But yeah it would still be much better than what we got. Beating up rabbids is cool, but I'm not sure if that is enough for a full game (this could have been a minigame too btw). Not sure how the fighting would have turned out in the end exactly, but I guess the combat system in R3 might be better/more balanced. And I think this open world concept does not really support much platforming. But the worlds from the trailer still look very cool.
I think I would have prefered the Phoenix version of Rayman 4

Haha, but you do not know anything about the gameplay of Phoenix's Rayman 4.

From what I have been told it was not very fun...
The combat in Rayman Raving Rabbids was more than button mashing -- what is shown off here is only a fraction of what was possible. It was different from Rayman 3, sure -- as shown in the trailer it wasn't focused on one-to-one fights like with the Hoodlums, but on fights with huge crowds of rabbids. You could use your hook to grab them and swing them around to hit other rabbids to clear large areas (seen in the trailer, sadly not working in the mod). You could ground pound to do that as well, or run and use your sliding dash to clear a line in front of you.
It isn't shown off here, but rabbids could (and some can still) dodge or block your more simple attacks. If you tried to grab the rabbids with your hook, some stronger rabbids could even use it against you and swing you around (code for this exists but does not work anymore)! Some could blow you away, or suck you in and then hit you (this can be enabled in the mod, but frankly this option is a bit annoying - this definitely needed more polish). They could burrow underground and hit you from underneath. Rayman has a dodge roll for a reason.
In any case, the combat isn't what I like most about this prototype. It just feels fantastic to control Rayman in larger areas. I advise people to try out "Bunnies can only fall downwards". Normally this minigame uses a fake Rayman behavior, but you'll be surprised to see that even prototype Rayman has this freefalling mechanic, and it controls and feels better than the minigame's... :p When he lands, he rolls and breaks into a run, keeping the momentum from his fall. It feels extremely smooth, almost exactly like an early 3D version of UbiArt Rayman, versus the slower and more grounded Rayman 2 and 3.
I personally love this and I should probably make a video showcasing how Rayman's movement options flow together rather than trying to explain it like this...
ChronicTraitor wrote: ↑Sat Aug 28, 2021 12:34 amSome of the mini-games didn't seem to work in-terms of free roaming, like the carnival wheel one, I wonder why that was when some of the smallest of games put Rayman somewhere.
Yeah... I couldn't find how Rayman gets deactivated in the carnival wheel level and the 3 maze levels. Luckily the other minigames work fine.
PluMGMK wrote: ↑Fri Aug 27, 2021 11:38 pmWell, marshalling all of that potential into a coherent experience would probably have taken an awful lot of development effort, and it would appear to have failed the first time (hence the party-game).
From what I've heard this lack of cohesion is indeed one of the reasons the original game got cancelled, the other being far darker:
There was no art direction because the art director of the game wanted Michel Ancel's role for himself and was apparently causing trouble during the whole development of the game. After the cancellation, Ancel left the project and the remaining people decided to create a party game. The art director got a directorial role on this party game, along with 3 other people. None of those 4 people ever worked with Ancel again -- they went on to work on non-Ancel Montpellier games such as Rabbids Go Home, ZombiU and Tintin.
When Ancel was accused of being a terrible boss,
he made an extensive post detailing hate and jealousy that was directed at him 10 years ago by veterans who were involved with the Tintin project, saying that the slander against him after his departure at Ubisoft was a new attack by that same group. One name was blurred out in one of his pictures, but it's still readable and matches with one of RRR's directors...
Did I connect the dots well enough? :p