Adsolution wrote:
dartofthedavros wrote:Rayrobi wrote:THIS really is the best Rayman ever!
Better than rayman's 1 and 3?

I find your exclusion of Rayman 2 (especially when having Rayman 3 on the list) to be even more boonworthy than Rayrobi's post.
This.
A complaint I can do is the BTO levels creating a feeling of repetitiveness and recycling/derivation feeling for those who played Origins (Something that I feared) but that's just a particular detail that doesn't apply to everybody of course.
Reiska wrote:Okay, I'll try to explain more how I feel about the game.
Hidden cages. They are too easy to find and get on the first visit.
I can agree that the difficulty to find them isn't high, especially for the regular Teensies, but I can tell you that even like that I missed two Teensie Kings and a regular one, but I caught them back when I replayed the levels (the kings was for distraction, and the regular one was in a very unusual place in Back to Origins).
Reiska wrote:Too high expectations. For example Ray and the Beanstalk level is my favourite Toad Story level. I mean, look at the underwater part, or rather listen. The ambient sounds there are awesome, even the birds are signing the main theme. Then I expected more beatiful things to come like this, but no, even Under the Sun's Warmth track didn't play. Don't get me wrong, it's still a great game and there are great levels.
Although I didn't play everything yet, Toad Story is my least favourite world so far. There were some interesting gameplay mechanics in there, but I guess I didn't like the overusage of greens.
Reiska wrote:Murfy. I think Murfy levels are okay, but I would like to have more levels without him than there is. When there was the delay, Ubisoft was hyping how they are adding 30 more levels. I don't know how short the Wii U exclusive game was going to be, but I think there really are as many Murfy levels as the one developer said and got people mad. I don't remember exactly what he said, but it was something about the amount of Murfy levels.
Are you playing in the Wii U version? At least on PC, you have to control both Murfy's actions (and there's already some programmed handicap for particular situations) and your playable character. Kind of multitasking but makes the thing interesting. Murfy's artificial inteligence isn't perfect like Droolie said, but it worked fine for me 95% of the time. At least I like how he was used in Fiesta de los Muertos and in 20000 Lums Under the Sea.
Reiska wrote:Rescuing the Princesses. They are basicly just challange levels, I wish they would have been more like Nymph chasing.
I admit I expected a real rescuing level rather than Challenge App-alike levels, but I find it comprehensible if their idea was to save time with the level designs they already had of the app. Creating completely new ones by root would be much more time consuming.
Reiska wrote:Music Stages. Awesome, but I don't think there is much replay value, as we have already seen 5/6 of them in videos. Still, that's not the game's fault that I don't want to play them more than 1-3 times at least now. Maybe later, when I don't remember them by heart.
I find the music levels ok, but concerning replay value, I guess it is inferior with groups when compared with the RO moskito levels.
Reiska wrote:Level design. The background of A Madman's Creation level is awesome. I think the boss fights and music levels actually are the most beautiful levels of the main story levels. I wish there would have been more beatiful level design like this, but at least the gameplay has improved in many ways.
I agree with the Madman's Creation thing, it was one of the most enjoyable levels so far for me. I think there are elements of the overall level design of the game that are really interesting and original [
There's a watermelon in Fiesta de los Muertos with a Teensie inside, that is constantly rotating 360ºC and there are 6 knives stabbed that will slide out or slide in depending of gravity spot. I found this idea brilliant. ]
Reiska wrote:Too many Dark Teensy chases and nose squeezing. As I said before, Lucha Libre Get Away (for example) starts promisingly but then it's plain boring. In general, more normal levels without Murfy, Dark Teensys etc. would have been better than trying to have more cutscenes and action this way.
I admit it gets deja-vu alike (but aren't the Dark Teensie levels kind of replacements of the Tricky Treasures?) but my theory is that since they are multiplied Ales Mansay, they all suppousely act exactly like the original individual, which makes them having the very same actions. Lucha Libre Get Away was a pretty entertaining level for me actually.
Reiska wrote:Back to Origins. They are great levels, but that's the problem. Maybe that they are already familiar is why I like them, but I think they might be better than Legends' levels especialy now when they have the best sides of Legends. Saving electoons, lum kings, level endings, bubblizing and things like that are done much better in Legends, so it's nice that I don't have to break the cage as soon as possible to get the music stop.

My problem is the fact that the return of these levels create a feeling of recycling/derivation and repetitiveness, but that only applies to people that played Origins before and more than one time. But I can agree there were some tweaks that made the levels a little more enjoyable to play thanks to the RL adaptation to its mechanics. (And the lack of the screaming of the Electoons and their silly music plus the lack of the Lum Kings is actually very welcomed from my side)
Reiska wrote:Yeah, quite pointless complaining, I know, don't hate me. I haven't finished the game yet. Actually, now I don't want to cry but play the game instead.

No hard feelings, everybody is free to say what they think about the game, I only shared my thoughts based on your facts.
Time to play Olympus Maximus now.