Yeah it's pretty impressive just how close Adventures sticks to this original idea from a few years earlier.PluMGMK wrote: Thu May 14, 2026 9:54 pm Wow, that's actually pretty interesting! I wonder if when they scrapped that system the intent was always to bring it back in a mobile game… (Something like "nah, this won't work here, but could be good for one of those mobile games"?)
I don't know if they intended for this to be made into a mobile game from the moment it was scrapped, but I think they generally try to reuse old cut ideas and assets whenever possible. They tried to bring the hook/lasso power from Rayman 2 2D back in Rayman 2 3D and RRR, mounts/rideable creatures in R2 2D, RRR and Legends, the microscopic world from Rayman Origins (and the swamp world from Legends) in Rayman Mini... this might be a similar situation.
I'm glad that this was cut from Legends, because I think this would have had a bad impact on the level design. If you can pick a creature that gives you 4HP, gives you flying punches or the ability to suck in lums, and take it to any random level, then that would mean the levels had to be designed around that. I think the levels wouldn't have been as fun, and the balance would have been all over the place. Kind of like it is in Adventures already where lum collection levels suck if you don't play them with an Inhaler, or you can't take certain shortcuts in speed challenges if you don't bring a Protector with you. So I'm glad that they decided to limit that to its own game.






