Rayman remake rumor - confirmed by Ubisoft!

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Droolie
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Re: Rayman remake rumor - confirmed by Ubisoft!

Post by Droolie »

RayGamer99 wrote: Tue Jun 02, 2026 1:45 amOn the other hand... I can't ignore that he hasn't had the most reliable track record in recent years... :tssk:
Yes, I completely agree. Héral's work on the 20th annniversary edition of BG&E was a downgrade and the new tracks added to it that he made for BGE2 are the worst ones in the entire soundtrack. And then there's Rayman Mini. For Rayman 1 30th Anniversary Edition's soundtrack, well you know how I feel about it - but I think that was more a result of not enough time (and/or money) to redo 50 tracks he didn't even know about before.
But we'll see (or hear) soon, I guess. :)

On another note, it seems the classic Rayman outfit for Retold received its own separate rating: https://www.classification.gov.au/title ... man-outfit
That probably indicates that this is DLC - most likely pre-order exclusive DLC or some deluxe edition bonus content.
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Re: Rayman remake rumor - confirmed by Ubisoft!

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icesmile
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Re: Rayman remake rumor - confirmed by Ubisoft!

Post by icesmile »

Giant Chicken wrote: Sat May 30, 2026 4:24 am :waaahhh:

I haven't been this excited since... God, I dont even know!!!

Origins!!! My beloved!!! The only game I've sunk more than 1000 hours in!!! The only game I've lost count off time from playing for too long!!! The only game I've pulled all nighters on!!! The only game I've ever been dedicated enough towards to try and speedrun, and actually get good at!!! The game with my absolute favorite artstyle out of any 2d, hell... Any game ever!!! My absolute 100% favorite game of all time, purely because of how much I adore it's gameplay!!! Ubisoft hasn't completely forgotten it exists!!! God, screw everything Ubisoft has done to the poor Rayman franchise, Rayman Origins has been brought back!!!

Ok I sound like a dork right now

But seriously, I might be one of the only people on this forum to find Origins to be their favorite Rayman Game (which admittedly is partially due to how I just like 2d platformers more than 3d platformers, I personally wouldn't consider it to be the best Rayman game, just my favorite... but still), so a higher quality version is very hype for me! My only real hope if that the physics stay the same, and aren't changed to Legend's physics, but thats only because I dont know the movement tech in that game very well at all. Although if they do change it, that just gives me an excuse to learn everything. Being able to do the relics for the first time also sounds like a nice time, even if it builds to nothing important. Even though this "definitive edition" really doesn't add too much, this is my Rayman 4. Im satisfied (Okay, I'll never truly be satisfied until I get like a gazillion more levels for RO)
The only right opinion on this forum if I do say so myself 😛😛😛
RayGamer99 wrote: Tue Jun 02, 2026 1:45 am
NotNateDrake wrote: Mon Jun 01, 2026 10:37 pm Yes, Héral is back. The entire soundtrack was completely re-recorded from scratch.
I figured this would happen, and I have... a few thoughts on it.

On the one hand, recomposing the soundtrack for a game with more content than the original opens up the opportunity for Héral to bring back some of the unused songs in the game's OST release. I'd love it if tracks like "The Fortified Castle," "Lost in the Clouds," or "Mambo Mambo" got a new lease on life, and the prospect of brand new songs in the same style as Legends's beautiful soundtrack brings me lots of excitement! :D

On the other hand... I can't ignore that he hasn't had the most reliable track record in recent years... :tssk:

Considering the fact that Héral composed the entire soundtrack for Legends (aside from a few pieces by Billy Martin), I'm not really sure how he could top the original tunes. I'd love it if he did, but considering what happened in the Rayman in the Phantom Show DLC and 30th Anniversary collection (neither of which were terrible overall, especially not Phantom Show, but lacked the special sauce that previous Rayman soundtracks had), this has me worried that he'll overgeneralize the series's music again and just slap a bunch of kazoos and ukuleles into the OST. The man can create incredible music - just listen to his work in Origins, the OG Legends, and BG&E - but his latest works have me concerned and a bit doubtful.

I mean, imagine tracks like "The Enchanted Forest" or "When the Wind Blows," but with kazoos and jaw harps placed throughout it. It would completely ruin the tone set by them!

Then there's music in worlds like Fiesta de los Muertos and 20,000 Lums Under the Sea, which lean hard into a very specific musical style (traditional Spanish music for the former, and James Bond-esque spy music for the latter) that just don't suit the instruments that have been overused in recent games. I'd hate to imagine jaw harps being slapped into songs like "Luchador" or "Mansion of the Deep," and if he lays a proverbial finger on my beloved Invaded tracks, I just might lose it! :grrr:

Finally, remember the few pieces that Billy Martin composed? I'd imagine that Ubisoft would still be able to use them, but if for some reason they couldn't get the rights to it, I would be rather disappointed and a bit upset if they got replaced by new pieces that follow the trend that Phantom Show and 30th Anniversary have started. Billy didn't make a lot of music for the game, but the tracks he did compose are just as incredible as Héral's own work. Case in point:

A track that plays in a Minotaur's Maze didn't need to be this good, yet somehow it has as much, if not more, funky spy energy as all of the music in the designated spy world! You'd think it was meant for 20,000 Lums Under the Sea but didn't make the cut and was moved over to this level instead (which, funny enough, is probably exactly what happened :hehe:)! If a remake of Legends got rid of this and replaced it with a kazoo symphony, the vibe of the level would absolutely suffer for it.

If Héral can tap back into the musical variety and soul he brought to the soundtracks of the mainline UbiArt games, a redone soundtrack could be the stuff of legends. However, if he follows the same musical philosophy that he's done in Phantom Show and the 30th Anniversary version of Rayman 1, I fear that he might just make the soundtrack worse. Messing with the soundtrack of the very first game was bad enough - even if it's not as bad as some people make it out to be - but if Héral somehow butchers one of my favorite, if not my absolute favorite, Rayman OST (which was his own work, mind you), I will be greatly disappointed. :?
I understand the concern but I find it really hard to believe that Héral would ever even consider tarnishing his finest works with mouth harps that do not belong, the man takes great pride in what he puts out. You see his passion in every interview. We have 12 hours left and there isn’t a lot of hop with the everything announced but at the very least let us have faith in the man who has given us the soundtrack of of our dreams
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Re: Rayman remake rumor - confirmed by Ubisoft!

Post by NeoKuma »

NotNateDrake wrote: Mon Jun 01, 2026 10:37 pm Yes, Héral is back. The entire soundtrack was completely re-recorded from scratch.
Do you know if any scrapped worlds from legends are in the remake?
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Re: Rayman remake rumor - confirmed by Ubisoft!

Post by TMBOY233 »

According to leaker Billbil-kun:

Rayman Legends Retold should feature a couch co-op mode only (not online)

✅ WILL INCLUDE A FREE COPY of Rayman Origin Enhanced Edition

💿 As usual, Game Key Card on Switch 2 & Internet required to install the game in PS5 disc
Idk but this guy is kinda believable as my experience
https://x.com/billbil_kun/status/206172 ... 78191?s=20
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Re: Rayman remake rumor - confirmed by Ubisoft!

Post by DocLoFer »

TMBOY233 wrote: Tue Jun 02, 2026 10:32 am Rayman Legends Retold should feature a couch co-op mode only (not online)
Well, that's a bummer.
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Re: Rayman remake rumor - confirmed by Ubisoft!

Post by TMBOY233 »

DocLoFer wrote: Tue Jun 02, 2026 11:11 am
TMBOY233 wrote: Tue Jun 02, 2026 10:32 am Rayman Legends Retold should feature a couch co-op mode only (not online)
Well, that's a bummer.
This was all too predictable ...
Squiz
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Re: Rayman remake rumor - confirmed by Ubisoft!

Post by Squiz »

Big leak, a canadian website published their preview a bit earlier than planned, with many screenshots
https://www.lebetatesteur.ca/apercu-ray ... ds-retold/
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Re: Rayman remake rumor - confirmed by Ubisoft!

Post by DocLoFer »

OH MY GOD
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Re: Rayman remake rumor - confirmed by Ubisoft!

Post by Xtof60 »

THIS IS HUGE!!!!!!!!!!!!!!!!!!!! :waaahhh:

I'm posting the whole thing here in case it gets taken down.
Rayman Legends Retold : My first impressions of a remake that dares to touch a still recent game

I had the opportunity to discover a work-in-progress version of Rayman Legends Retold during a closed preview with the Ubisoft team . And, even before discussing the content, there's a particular context that makes this experience interesting: we're not talking about an old, forgotten game being remastered out of nostalgia. We're talking about a title still relatively recent in players' memories, already considered a modern classic of the platform, and yet, it's been thoroughly reworked.

Naturally, this completely changes the way we receive this type of project.

A strange feeling at first: why rework a game that's already solid?

The initial reaction isn't related to gameplay or even new features. It's almost philosophical. "Why revisit a game that still works today?" or "Why tamper with a formula that's already been mastered, appreciated, and refined over the years?"

It's a question that lingers in your mind during the first few minutes of playing because Rayman Legends Retold isn't just a simple technical update. You immediately sense a desire for a deeper transformation, and that's where the game becomes interesting. This choice will likely be divisive, and inevitably it will be, because discontent with Ubisoft has existed for a long time, but let's be honest, it deserves credit for existing.

A familiar base, but deliberately shaken up

Controller in hand, the basic feel remains very close to what players already know. The controls are precise, the movements are fluid, the visuals are stunning, and the level design is exemplary. In this respect, the game doesn't betray its heritage. However, very quickly, new ideas begin to disrupt this familiarity.

The level design no longer strictly adheres to a 2D logic. Certain sections introduce a more open interpretation of space, with transitions that give the impression of slightly deviating from the series' usual framework. It's never a jarring break, far from it, but rather a gradual expansion of the structure. This is where the game truly begins to differentiate itself from its original model.

3D sections: an opening of perception

The most striking change comes from the 3D sections. Without transforming the game into a completely different experience, these sections profoundly alter how the levels are perceived. The platforming is no longer viewed from a purely frontal and perfectly controlled perspective. The camera becomes an active element of the gameplay, and depth plays a role in navigation.

What's interesting is that this evolution isn't trying to impress for no reason. Its main purpose is to enhance the legibility of the spaces and to offer a variety of experiences.

At first, there's a slight adjustment period. A little mental resistance too, because we naturally associate Rayman with an extremely precise 2D platformer. But once you get past that hurdle, these sections offer something refreshing. They provide a different rhythm to the overall pace.

The “Dragon Ride”: a complete change of pace

While the 3D sections alter perception, the “Dragon Ride” sequences completely change the game's pace. Here, we leave behind the methodical platforming to enter something much more intense, fast-paced, and cinematic. These are moments where the player reacts more than they analyze.

We string together dodges, trajectory adjustments, rapid changes of direction, and fireball attacks, all with a constant sense of movement. There's something very spectacular about these sequences, almost excessive at times, but deliberately so.

What struck me was how these sections are used as bursts of energy. They don't replace the core gameplay, but they punctuate it with truly exciting additional content. It's as if the game wants to avoid any kind of monotony by regularly breaking its own rhythm, which is no small feat in these kinds of fast-paced sequences.

A redesign that takes the risk of disrupting an already established balance

This is probably the most interesting point of this experience. Tampering with a balance already recognized as solid is never insignificant, but even though it was a pre-beta, Rayman Legends Retold takes a clear risk: that of dividing players between those who were looking for a faithful experience and those who are ready to see the license evolve towards something else.

Personally, I find this choice more courageous than problematic because it's easy to simply remake the same thing and make it look better. Adding new, original features? That's much more difficult, especially since it's an already popular game and the average gamer, for years now, has been perpetually dissatisfied, always believing they "could have done better."

An art direction that remains faithful but breathes differently

Visually, Rayman's identity is still there. The artistic style, the colors, the tone, and the overall energy are immediately recognizable. But I must admit that the added depth from the new perspectives changes the overall perception. Some environments seem more alive and even much larger. The backgrounds are no longer simply decorative; they contribute more to the construction of the space.

It's subtle, it's true… but it's effective! Plus, it avoids the “cosmetic remake” effect that many similar projects can sometimes give.

An experience that raises questions as much as it amuses.

What I take away most from this session isn't just the gameplay or the new features themselves. It's primarily the thinking behind the project. How far can you modify a game already considered modern and successful without losing what made it strong? Conversely, at what point can we say that a game is retro or old enough to warrant a remaster or remake?

Rayman Legends Retold's proposed answer is not to choose between fidelity and evolution, but to try to make them coexist with the way we play in 2026. It's not always perfectly balanced, some ideas still need polishing, some passages seem to test limits rather than fully mastering them, but there is a clear intention and a deliberate direction here.

Conclusion: a risk that deserves close monitoring.

At this stage, it's difficult to say how well the whole thing will hold up over time. But what this version suggests is a project that doesn't simply want to be a "prettier" or "smoother" version of a recent classic. It wants to be bigger than the original, and the cooperative mode would likely be better designed with today's technology.

Seeing all the remasters and remakes, as well as the return of many licenses, I think that simply bringing back Rayman is a good start for Ubisoft , and that simply trying something else already deserves to be highlighted.

We haven't really been able to play much of Rayman Legends Retold or even test the cooperative mode, but it's already a very good start.
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DocLoFer
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Re: Rayman remake rumor - confirmed by Ubisoft!

Post by DocLoFer »

Xtof60 wrote: Tue Jun 02, 2026 12:06 pm THIS IS HUGE!!!!!!!!!!!!!!!!!!!! :waaahhh:

I'm posting the whole thing here in case it gets taken down.
Already archived it in the Wayback Machine just in case :mryellow:

God, it looks way better than expected. Still not a fan of the separate eyes, but it looks GORGEOUS. Can't wait to see them in motion.
Squiz
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Re: Rayman remake rumor - confirmed by Ubisoft!

Post by Squiz »

Waiting for the trailer but it looks very similar to the original game, I’m a bit scared.
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Re: Rayman remake rumor - confirmed by Ubisoft!

Post by DocLoFer »

The article mentions two types of 3D stages, the Dragon Rides and other stages where you control the camera, so I would assume that they're talking about a full 3D platforming experience?

There's no mention of the story whatsoever, but the article speaks of a early version of the game, so maybe it wasn't fully implemented by then.
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Re: Rayman remake rumor - confirmed by Ubisoft!

Post by danyq94 »

To everyone who thought the key art was AI just because some malicious leaker upscaled the image with a program to make it look worse, I can only say this:
¯\_(ツ)_/¯
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Re: Rayman remake rumor - confirmed by Ubisoft!

Post by DocLoFer »

I hope they reveal the specs of the game, if my laptop cannot run this game I will kms.
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Re: Rayman remake rumor - confirmed by Ubisoft!

Post by icesmile »

this is so surreal, if these are actual gameplay shots then i can't be mad.... the game looks gorgeous. i'm stil iffy on certain aspects like rayman's hair and eyes/globox and murphy but wow. this s the first remake of a game i grew up with. i still can't believe what i'm looking at is real

Image

really excited for the rail shooter levels though i'm saddended that they didn't use the moskitos ;-;
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Re: Rayman remake rumor - confirmed by Ubisoft!

Post by KuuraPiru »

Xtof60 wrote: Tue Jun 02, 2026 12:06 pm THIS IS HUGE!!!!!!!!!!!!!!!!!!!! :waaahhh:

[...]
Goodness, those images look gorgeous. Though I am not a fan of Rayman's separate eyes...
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Re: Rayman remake rumor - confirmed by Ubisoft!

Post by TMBOY233 »

I dont think NS2 could run this on 60fps, but if they added DLSS that is possible. And what the Ureal 5 light and shader is ...
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Re: Rayman remake rumor - confirmed by Ubisoft!

Post by Xtof60 »

DocLoFer wrote: Tue Jun 02, 2026 12:08 pm Already archived it in the Wayback Machine just in case :mryellow:
Good, because they took down the article. :mryellow:

Here is the archived link.
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Re: Rayman remake rumor - confirmed by Ubisoft!

Post by Krith99z »

Okay, I'll admit the environments in these screenshots look absolutely gorgeous. The lighting in that forest cave shot is stunning, and it really shows how much of a visual leap this is over the UbiArt engine.

But man, I am still not sold on Rayman's face. The separated eyes and the shape of his head just look so wrong to me. Barbara's expression in that first shot looks a bit off too, to be honest.

It's funny that the reviewer had the exact same initial reaction I did: "Why rework a game that's already solid?" Reading about the dynamic camera and the 3D dragon rides makes it sound a bit more ambitious than a lazy remaster, but I'm still really struggling to see the point of playing the exact same 1:1 level layouts from 2013 all over again. No matter how pretty the 2.5D coat of paint is, it just feels like such a bizarre project to throw AAA budget at instead of a Rayman 2 or 3 remake.

So yeah, I wouldn't say I'm hyped for this. My hype is still entirely reserved for the Origins remaster. But consider me cautiously interested. I guess we only have a few hours left before we see how this actually looks in motion.
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