Rayman Origins

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Which version is your favourite?

PS3
32
16%
Xbox 360
33
17%
Wii
28
14%
PC
85
43%
PSVita
16
8%
3DS
5
3%
 
Total votes: 199

K.NARREN
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Re: Rayman Origins

Post by K.NARREN »

spiraldoor wrote:I don’t see any real aesthetic similarities between Rayman 3 and Rayman Origins. The characters look goofy and Rayman’s wearing a hoodie, but that’s about it. It draws much more from Rayman 1 and Rayman 2, with locations like Band Land and the Land of the Dead. I don’t think Beyond Good & Evil is very ‘concrete’ either; I believe Ancel was referring to Rayman 3’s down-to-earth nature and general lack of wonder and amazingness compared to the previous games
Except for the part

where Rayman 2 was full of sponge characters and Rayman 1 was never as gritty and intricate in design

this entire design aspect screams rayman 3, as are the locations (does the desert of the knarren not count or something?) Also, rayman 3 had a lack of wonder? Rayman 2 had a lack of wonder alright. Rayman 2 played the same four damn locations over and over again and slapped a 'new level name' plaster over them. Rayman 3 gave us the land of the dead and one of the most spectacular set pieces in the magical tower. As for beyond good and evil, a photographer fighting against giant skeletal aliens in a war torn city in some kind of futuristic setting isn't concrete? Riiiiiight....if anything Rayman 3 is the true spiritual successor to rayman 1, peppering the entire game with rayman 1 throwbacks. As a result it's no wonder Rayman origins feels so much like the same take from rayman 3 on the rest of the rayman mythos. I would only expect rayman 3 to have ever considered Polokus to be a transforming bubble dreamer with a pipe.
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Re: Rayman Origins

Post by Paradigm »

I don't think the exit signs have been scrapped. You have to remember, the levels we're seeing at the moment are merely playable demos. The actual game doesn't come out until December (or did I read wrong?) so the levels probably aren't quite complete yet. According to most of the reviews/press snippets that I've seen, they all seem to refer to the photographer as a 'check point'.
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Re: Rayman Origins

Post by Gennaroc »

I think your missing the point of his meaning in "concrete". Its more about visual style and overall feeling and mood rather than storyline and level repetition.
The intention was that Rayman 2 has a very dreamlike, whimsical, swirling type aesthetic, light colours and pastel tones for the majority of the game- the skies for example looked as if they were painted, the circular areal views of the great forest and far away mountains always feeling separate and far away; it felt airy, whereas Rayman 3 has a far more solid aesthetic. It felt more condensed, more real and tied together; the skyboxes and distant environments brought more into the levels and more connected, the more earth-like environments -just look at clearleaf forest in comparison to the woods of light- it lost the intention of a world conjured from dreams- the series progressively became less dreamlike and more steeped in reality- interestingly the cancelled r4 looked even more reality based, realistic looking eagles and spiders to be ridden, environments that looked incredibly earth based- the windmill hill, beaches etc.
Yes, beyond good and evil is more concrete, but it still has a very unique and stylised take on the visuals...

Anyways this isnt all that important but I wanted to clarify...
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Re: Rayman Origins

Post by Paradigm »

Looking at that clip, I'm still finding those singing lums to be quite irritating, especially when you have that rather threatening drum beat in the background and then they start singing, which completely ruins the suspense.
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Re: Rayman Origins

Post by iambored2006 »

spiraldoor wrote:What if you’re playing through the game by yourself and you get hurt just once? Back to the start of the level? I don’t think so.
But you can see in the videos of RO that when a single player dies, he revives at the entrance of the room he's in. I guess that means that they either plant some checkpoints in the game for the sake of the open levels (no rooms), or they just won't do those levels...

I'm glad that Glacier Cocktail is also your favourite level (seems like it's everyone's favourite...) Tonic Trouble is my favourite game, and right after that is Rayman 2 of course, which means that Glacier Cocktail is my favourite level in all my gaming experience, and that's why I was so hyped about seeing it in RO!
Paradigm wrote:Looking at that clip, I'm still finding those singing lums to be quite irritating, especially when you have that rather threatening drum beat in the background and then they start singing, which completely ruins the suspense.
Oh, come on! They're really funny, although they are quite ruining the moment in that clip.
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Re: Rayman Origins

Post by Tmsp95 »

Paradigm wrote:Looking at that clip, I'm still finding those singing lums to be quite irritating, especially when you have that rather threatening drum beat in the background and then they start singing, which completely ruins the suspense.
So glad I'm not the only one who noticed that.
They quite ruin the moment, at first I tought that it was bg music but then I noticed that every time the lums appear on screen the singing started (especially at the water stage).
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Re: Rayman Origins

Post by K.NARREN »

Gennaroc wrote:I think your missing the point of his meaning in "concrete". Its more about visual style and overall feeling and mood rather than storyline and level repetition.
You're telling me the style and overall feeling of BG&E isn't concrete? And what's wrong with both :V I mean, Ancel is a hypocrite in many ways concerning rayman 2 vs rayman 30 it's always sounded more like him being a little left out, which is his own fault in the first place.

Plus, it's exactly what I meant. I mentioned the visual style because that's exactly it. The story of BG&E is part of that atmosphere.
The intention was that Rayman 2 has a very dreamlike, whimsical, swirling type aesthetic, light colours and pastel tones for the majority of the game- the skies for example looked as if they were painted, the circular areal views of the great forest and far away mountains always feeling separate and far away; it felt airy, whereas Rayman 3 has a far more solid aesthetic. It felt more condensed, more real and tied together; the skyboxes and distant environments brought more into the levels and more connected, the more earth-like environments -just look at clearleaf forest in comparison to the woods of light- it lost the intention of a world conjured from dreams- the series progressively became less dreamlike and more steeped in reality- interestingly the cancelled r4 looked even more reality based, realistic looking eagles and spiders to be ridden, environments that looked incredibly earth based- the windmill hill, beaches etc.
This doesn't really hold up. The astetic of Rayman 3 is barely different to the other two games, asides from the facts that the villains are a little more industrial. But then look at rayman 2- rayman 2 was about a bunch of steambelching robot pirates who locked up just about every character and built prison like forts at every turn. Every other five levels involved zombie chickens and was set in a river of lava. Rayman 3 had ghostly towers, creepy deserts, fairy councils and snow capped mountains. Now you tell me which was more dreamlike.

And I don't think either is a bad thing. Rayman 2 is what it is because of limitations...but to say that Rayman 3 is actually less than that is incredibly overreaching of Ancel. It has its own flaws, but one thing's for sure- they were not in artistic design or level design. I mean, the enemies are directly based on mr Dark. I get frustrated at his comment on the game because it suddenly put purists at odds over it when they're all trying to work towards the same thing. Personally I put it down to something getting lost in translation, in which case it was unwise of him to say anything at all...ESPECIALLY after going on to endorse the rabbids.
Yes, beyond good and evil is more concrete, but it still has a very unique and stylised take on the visuals...
So what's your point? I like it because it does something different to what Ancel is usually associated with, I don't see why saying something he made that was more down to earth is a bad thing. I don't see why he had to be a hypocrite and make such a comment against rayman 3. The whole thing just reeks of resentment.
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Re: Rayman Origins

Post by spiraldoor »

K.NARREN wrote: Except for the part

where Rayman 2 was full of sponge characters and Rayman 1 was never as gritty and intricate in design

this entire design aspect screams rayman 3, as are the locations (does the desert of the knarren not count or something?) Also, rayman 3 had a lack of wonder? Rayman 2 had a lack of wonder alright. Rayman 2 played the same four damn locations over and over again and slapped a 'new level name' plaster over them. Rayman 3 gave us the land of the dead and one of the most spectacular set pieces in the magical tower. As for beyond good and evil, a photographer fighting against giant skeletal aliens in a war torn city in some kind of futuristic setting isn't concrete? Riiiiiight....if anything Rayman 3 is the true spiritual successor to rayman 1, peppering the entire game with rayman 1 throwbacks. As a result it's no wonder Rayman origins feels so much like the same take from rayman 3 on the rest of the rayman mythos. I would only expect rayman 3 to have ever considered Polokus to be a transforming bubble dreamer with a pipe.
I have no idea what you mean by ‘sponge characters’ so I can’t comment. Rayman Origins really does not look like Rayman 3 to me; a large proportion of the locations, characters, enemies, collectibles etc that we’ve seen so far were lifted straight out of Rayman 1 & 2. I don’t see any similarities between the bat-infested, spiky ball-filled desert level in Rayman Origins and the Desert of the Knaaren, which was a claustrophobic cave environment. Rayman 2 gave us the same four locations again and again? While the lines are far more blurred and the world is much more cohesive than in the other games, I can definitely count at least eight or nine distinct environments. Rayman 1 only had six; Rayman 3 had nine but they were quite uneven in quality. Yes, the Land of the Livid Dead was cool, but so was the Sanctuary of Stone and Fire. If you really think a game about a cartoonish journalist who uses a combination of photography and inexplicable über-ninja skills to single-handedly take down an evil alien empire composed of skeleton monsters to free her oppressed planet and its anthropomorphic animal inhabitants can be described as ‘concrete’, then your interpretation of the term is markedly different than my own; let’s leave it at that. Rayman 3 has very few references to the original game; in addition to being quite superficial tributes, they are easily outnumbered by its references to Rayman 2, which are also deeper and permanate the game itself to a much greater extent. R3’s overall look and content are derived from R2; it’s easy to imagine them taking place in the same world, whereas R1 is so different from R3 (and R2) that many people were misled into swallowing parallel-universe theories to explain these differences. Polokus as a Bubble Dreamer with a pipe strikes me as an idea unique to the style of the new game; it’s not the sort of thing that would have been typical of R3 or any other instalment in the series. I agree that Origins has a ‘feel’ comparable to that of Rayman 3 – it loses the seriousness of Rayman 2 and the strange dignity of the original game – but I do not think the R3–RO correlation is as strong as you suggest.
Paradigm wrote:I don't think the exit signs have been scrapped. You have to remember, the levels we're seeing at the moment are merely playable demos. The actual game doesn't come out until December (or did I read wrong?) so the levels probably aren't quite complete yet. According to most of the reviews/press snippets that I've seen, they all seem to refer to the photographer as a 'check point'.
The photoboards have a fairly well-developed ranking system; the best player becomes the fat woman, the second-best becomes the scrawny guy with the axe, and the others are left poking their heads over the sides. I don’t think the developers would have gone to the trouble of creating this system specifically for the demo, so I can only assume that this is how the levels will end in the final version of the game.
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Re: Rayman Origins

Post by Gennaroc »

and just to belabour the point here is a quick array of images I whipped up in a few mins.. i defy you to still say RO's "entire design aspect screams rayman 3"
Attachments
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Re: Rayman Origins

Post by spiraldoor »

K.NARREN wrote:This doesn't really hold up. The astetic of Rayman 3 is barely different to the other two games, asides from the facts that the villains are a little more industrial. But then look at rayman 2- rayman 2 was about a bunch of steambelching robot pirates who locked up just about every character and built prison like forts at every turn. Every other five levels involved zombie chickens and was set in a river of lava. Rayman 3 had ghostly towers, creepy deserts, fairy councils and snow capped mountains. Now you tell me which was more dreamlike.
You are placing far too much emphasis on the aesthetics of the environments and not enough on the tone of the games. Rayman 3 relied heavily on slapstick humour and crude jokes; in this sense it was quite a dissonant continuation. The game tried too hard to be ‘hip’ and ‘cool’, with all the self-referential silliness that brings. Rayman 2 was serious in tone and had a much stronger story; it was the sort of immersive experience in which the player could lose themselves. Rayman 3 seldom approached this trance-like feel.
K.NARREN wrote:And I don't think either is a bad thing. Rayman 2 is what it is because of limitations...but to say that Rayman 3 is actually less than that is incredibly overreaching of Ancel. It has its own flaws, but one thing's for sure- they were not in artistic design or level design. I mean, the enemies are directly based on mr Dark. I get frustrated at his comment on the game because it suddenly put purists at odds over it when they're all trying to work towards the same thing. Personally I put it down to something getting lost in translation, in which case it was unwise of him to say anything at all...ESPECIALLY after going on to endorse the rabbids.
I disagree. As you are probably aware, Rayman 3’s critical reception was not as warm as that of Rayman. You never see R3 on lists of the greatest games of all time. There’s a reason for that. Those who enjoy the series generally do not like the third instalment as much as the previous two. In spite of the limitations of the hardware the developers had to work with, I think Rayman 2 managed to capture a peculiar atmosphere which makes it uniquely endearing, whereas Rayman 3 was dragged down by its dissonant tone and (in some ways) its combat-centric gameplay. While I don’t deny R3’s graphical superiority or environmental diversity, that game was not of R2’s calibre.

I would not criticise Ancel for calling Rayman 3 ‘concrete’; he specifically said that it was too concrete for his own tastes, and that he himself would have made it differently, meaning that he is simply giving his personal opinion rather than passing judgement. He also said that he was unwilling to comment further, or something to that effect; it’s not as if he launched into a scathing rant against the game. It should also be noted that he had planned to incorporate R3 characters such as André into Rayman 4, meaning that he does not wish to ignore the game and that he accepts it as a continuation of the series he created. The Hoodlums were only superficially and partly based on Mr Dark. I am not sure what you mean by ‘purists’. You raise an interesting point about the translation; what is the French word for ‘concrete’, and does it have any other meanings?
K.NARREN wrote:So what's your point? I like it because it does something different to what Ancel is usually associated with, I don't see why saying something he made that was more down to earth is a bad thing. I don't see why he had to be a hypocrite and make such a comment against rayman 3. The whole thing just reeks of resentment.
Did it occur to you that maybe he doesn’t think Rayman 3 is as good as the other games, and that when he was asked what he thought of it, he answered truthfully? I don’t see any need to create conspiracy theories about his resentment at the developers creating a game without him. Hypocrisy? Or maybe he thinks ‘concrete’ is a construction material suitable for action-adventure games but not for fantastical platformers?
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Re: Rayman Origins

Post by iambored2006 »

Sorry to interrupt this argument (btw, I can't believe you two can actually pick between R2 and 3, I think they're both great in their own ways.) but I just figured out how to upload an image from my computer onto this website, so please forgive me if I go back to the argument about the fist-
Picture 3.png
This is Rayman after charging up his fist and firing it at Globox. It is not a projectile and not the telescopic fist. It may be, though if it is, then this is the only place it's seen. Rayman's hand is far to big, which matches the style of RO, but it is a fist, while most RO pictures show huge open hands. The hand is far away from his body, which matches both the style of RO and the telescopic fist in previous games.
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Re: Rayman Origins

Post by K.NARREN »

Gennaroc- All 4 games have the same stylistic choices on thier forest level, as proven by your picture. Nice try :V
spiraldoor wrote:You are placing far too much emphasis on the aesthetics of the environments and not enough on the tone of the games. Rayman 3 relied heavily on slapstick humour and crude jokes; in this sense it was quite a dissonant continuation. The game tried too hard to be ‘hip’ and ‘cool’, with all the self-referential silliness that brings. Rayman 2 was serious in tone and had a much stronger story; it was the sort of immersive experience in which the player could lose themselves. Rayman 3 seldom approached this trance-like feel.
Stronger story?

Excuse me while I laugh all the way to the bank with Nintendos money

Rayman 2 has a limp wristed story with horribly wet characters who did nothing but moan about how they needed rescuing. There's nothing epic about the story they had to tell and it's full of wasted potential. This isn't to say Rayman 3's story was any better, the only real difference was that Rayman 3 didn't pretend to be anything deeper than it actually was. It's essentially just rayman's bad fur day. I also hate this notion that serious=good, which is complete bullshit. Rayman one is just a slapstick and silly, I don't see why it gets such a harsh reception for essentially returning rayman to his fun, platforming roots. I couldn't lose myself in Rayman 2 in the same way I could with Okami, Mario Galaxy 2 or pshychonauts. It just hasn't happened to me in all my attempts at replaying it on the many different systems. All I've managed to gather is that people were obviously very impressed by something they hadn't seen before, but it doesn't take away from the fact that it's been improved upon vastly everywhere else now.
]I disagree. As you are probably aware, Rayman 3’s critical reception was not as warm as that of Rayman. You never see R3 on lists of the greatest games of all time. There’s a reason for that. Those who enjoy the series generally do not like the third instalment as much as the previous two. In spite of the limitations of the hardware the developers had to work with, I think Rayman 2 managed to capture a peculiar atmosphere which makes it uniquely endearing, whereas Rayman 3 was dragged down by its dissonant tone and (in some ways) its combat-centric gameplay. While I don’t deny R3’s graphical superiority or environmental diversity, that game was not of R2’s calibre.
That's a pretty big dollop of snobbery your adhereing to here. I know for a fact Rayman 3 has a decent following and you're essentially disowning the idea that anyone should have ever enjoyed it. R2 has no calibre, it's a lackluster game that just doesn't even hold a candle to anything I've played before or after it. I'll never understand why it gets the reception it does. Is it because of nostalgia? Is it because of its complete lack of trying to be endearing through dialogue and is therefore a completely superficial experience? I'm going with the latter entirely. R3 is not a great game, but in comparison to R2, I had a lot more fun playing it.
I would not criticise Ancel for calling Rayman 3 ‘concrete’; he specifically said that it was too concrete for his own tastes, and that he himself would have made it differently, meaning that he is simply giving his personal opinion rather than passing judgement. He also said that he was unwilling to comment further, or something to that effect; it’s not as if he launched into a scathing rant against the game. It should also be noted that he had planned to incorporate R3 characters such as André into Rayman 4, meaning that he does not wish to ignore the game and that he accepts it as a continuation of the series he created. The Hoodlums were only superficially and partly based on Mr Dark. I am not sure what you mean by ‘purists’. You raise an interesting point about the translation; what is the French word for ‘concrete’, and does it have any other meanings?
Here's the beautiful irony of all this- he says that, and he not only makes a game that is very concrete, even in comparison to Rayman 3, but then he makes a game afterwards, rayman origins, that looks and acts much more like Rayman 3, which is in turn more like rayman 1. After his endorsing the rabbids, I don't think he even knows what his opinion on the subject is :V
Did it occur to you that maybe he doesn’t think Rayman 3 is as good as the other games, and that when he was asked what he thought of it, he answered truthfully? I don’t see any need to create conspiracy theories about his resentment at the developers creating a game without him. Hypocrisy? Or maybe he thinks ‘concrete’ is a construction material suitable for action-adventure games but not for fantastical platformers?
I wouldn't even had questioned it if he'd not been a hypocrite. And now you're saying concrete is something that platformers can't be? It's that kind of narrow minded thinking that's bogged down platformers for decades. Have you never played psychonauts, de blob, sly cooper, jak 2, ratchet and clank, or for that matter, rayman 3? They're more proof of how versatile the genre can be if given the chance. Unfortunately people tend to look only to Mario and Rayman 2- two very superficial titles that, while they offer reasonably solid gameplay, are completely lacking in any wit, soul, or inspiration. They are the epitome of the uninspired platformer, and represent the masses of knock offs that directly copied them.
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Re: Rayman Origins

Post by Haruka »

iambored2006 wrote:Rayman's hand is far to big, which matches the style of RO, but it is a fist, while most RO pictures show huge open hands.
But I think that everyone noticed that the "big hands" it is a design technique to give the illusion of big impact being caused by the slaps/fists or as an illusion of perspective. This is common to see in cartoon-stylish drawings.
spiraldoor wrote:I disagree. As you are probably aware, Rayman 3’s critical reception was not as warm as that of Rayman. You never see R3 on lists of the greatest games of all time. There’s a reason for that. Those who enjoy the series generally do not like the third instalment as much as the previous two. In spite of the limitations of the hardware the developers had to work with, I think Rayman 2 managed to capture a peculiar atmosphere which makes it uniquely endearing, whereas Rayman 3 was dragged down by its dissonant tone and (in some ways) its combat-centric gameplay. While I don’t deny R3’s graphical superiority or environmental diversity, that game was not of R2’s calibre.
Same opinion here. Rayman 3 is graphically superior, but in the rest fails everything. Rayman 2: The Great Escape is without doubts the best game in the trilogy: I love everything in it.

Rayman 3: Hoodlum Havoc was a good game but not better than Rayman 1 and Rayman 2. The first time I finished it, I felt there were stuff missing. Something was wrong.

First, I didn't like to learn in 2002 the new design of Rayman, I was really upset about the design change. Nowadays I can live with it but still I think it was an unecessary changing. Afterall according to interviews done at the same year, the design was changed essencially to suit better the preferences of "more grown" players, and make Rayman look less cute and more rebel. The Rayman 2 design was (and it is still for me) the perfect one. I also kinda miss the original Murfy design, but I also don't dislike the RA/R3 one.

Rayman 3 somewhat exagerated in the humour. There were some jokes that were funny and others that were going a little too far, knowing it is a game targeted to young audience.

The gameplay also seemed more centered in a beat-em-up style. Not quite the same thing as R2.

The story wasn't either as deep as Rayman 2. In Rayman 2 I loved the cinematic feeling that the game had, and its deeper story made me feel more as if I was inside the game and also making part of it. I missed the R2 characters in R3.

The music didn't feel as magical as R2, maybe more "artificialized"?

The English voice cast disappoints me. The French one is much much better in R3. Why the heck they changed the original Globox and Murfy's voice in the English version? They wanted a Hollywood feeling? Then what about the TV Series, have you forget the reasons to cancel it?

The environments were also different. I can say that the Land of the Livid Dead is my favourite world in R3, the Fairy Council has got also a good magical feeling, but nothing beats the elemental sanctuaries of Rayman 2, featuring the Sanctuary of Stone and Fire.

I can't remember everything now but to conclude, Rayman 3 had several failures. It didn't please me as much as Rayman 2, and I'm sure that Rayman Origins will also stay better than R3.
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Re: Rayman Origins

Post by Gennaroc »

No K.NARREN, my point is how incredibly dissimilar R3 is in visual style and 'concrete' aesthetic, compared to how very close RO is sticking with the style of R1 and R2, and your inane comment on how RO screams r3's visual style - your really all up for completely missing points aren't you? :/
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Re: Rayman Origins

Post by K.NARREN »

I'm sorry, everyone's counter arguments for rayman 2 keep failing because you all keep going on about this deep story

rayman 2 had no such thing

EDIT: I fail to see how I miss the point if all the games share a core visual style unparalelled by other games. RO DOES look like R3 in many ways and your picture proved it.
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Re: Rayman Origins

Post by Gennaroc »

"And now you're saying concrete is something that platformers can't be? It's that kind of narrow minded thinking that's bogged down platformers for decades. Have you never played psychonauts, de blob, sly cooper, jak 2, ratchet and clank, or for that matter, rayman 3"

aren't you know just admitting r3 is concrete??? I don't understand? You've completely bactracked here...

And r2's story isn't precisely 'deep' but the world building, the backstory elements, the idea of a full fledged war destroying a world, and the coherent and linear plot all weigh far more in favour for it than r3's meandering, pointless and awkwardly self aware story. There is barely even a main antagonist... its just a plain odd plot that doesn't know where its going and exists solely to link the levels. There is a reason for R2's critical acclaim- level design, consistent visual style, amazing gameplay variation (something sorely lacking in comparison to R3) and generally improving on the established design of its predecessor.

EDIT: and in what way does any of the pictures link to RO or the first 2? My point is that is an incredibly dissimilar style that shares virtually nothing apart from being a forest. Give specifics
Last edited by Gennaroc on Sun Jun 12, 2011 5:04 pm, edited 1 time in total.
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Re: Rayman Origins

Post by Haruka »

K.NARREN wrote:RO DOES look like R3 in many ways and your picture proved it.
I'm not saying the contrary. The sillyness added for RO does might be a reference picked from Rayman 3.
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Re: Rayman Origins

Post by K.NARREN »

Gennaroc wrote:
aren't you know just admitting r3 is concrete??? I don't understand? You've completely bactracked here...
Not at all- I find it ironic that Rayman 3 is being singled out as concrete. It's not as concrete at all, while other platformers are- and if that is the argument (and if people won't change thier minds about it) then what's wrong with variety? I then used a series of examples of games that are a little more rugged in comparison.
And r2's story isn't precisely 'deep' but the world building, the backstory elements, the idea of a full fledged war destroying a world, and the coherent and linear plot all weigh far more in favour for it than r3's meandering, pointless and awkwardly self aware story. There is barely even a main antagonist... its just a plain odd plot that doesn't know where its going and exists solely to link the levels. There is a reason for R2's critical acclaim- level design, consistent visual style, amazing gameplay variation (something sorely lacking in comparison to R3) and generally improving on the established design of its predecessor.
Bullshit, R2 feels just as pointless. R3 not having more variety? Did none of the suit power ups, shoe sections, varying level designs, characters, types of challenges and enemies with various strategies ever happen? All R2 did was give each enemy a new paint job on thier coats and maybe one more missile than the last bad guy. Heck, it only has about 2 real bosses. The plot was so banal and horribly awkward that I don't even know where to begin. The typically brainless globox (portrayed far more interestingly in R3), the annoying kids, the bland fairy LY who insisted on having no personality, the underused and horribly miscast razorbeard...it was a complete mess.

R3 didn't prtend to be anything deeper and felt like an off day in the world of rayman. I admired that. It didn't take itself too seriously because it was clear the writers couldn't come up with a serious story. They were able to hold back and have fun, unlike segas crappy sonic stories that are so far up thier own backsides.

R2 is a poor example of a good game story. Try playing a point and Click like the devils playhouse to see how very little can genuinely be made into something funny, deep, and immersive.
Gennaroc
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Re: Rayman Origins

Post by Gennaroc »

for clarification. Red connects similar styles, white differences.
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K.NARREN
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Re: Rayman Origins

Post by K.NARREN »

You missed all the red lines between the beautifully crafted forest levels of rayman 3 to the other games, and the fact that globox travlleing with rayman originated in R3, not just origins

more polygons=/=different style

seriously, are you being deliberately narrow minded and blind?
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