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Re: Rayman Legends

Posted: Mon Sep 17, 2012 1:54 pm
by sergiomonty
beebo44 wrote:
Rayfist wrote:
RayFan9876 wrote:Bayonetta 2 and Zelda would be a give-in for me as well, but I'm really curious about this new Zelda title. What could it be...?


It's just a tech demo... but it gives us a bit of a clue of what we could expect... all I know is, it better be big, this will be the first Zelda in HD
Am I the only one who noticed Navi in the video? FUCK NO NOT NAVI AGAIN
dude... it's just a tech fucking demo. It's not even supposed to be the beta of the game (the game wasn't even planned when this was released).
Also, Navi is way better than Fi.

Re: Rayman Legends

Posted: Mon Sep 17, 2012 2:13 pm
by El Dango
This totally beats all them 'manipulate the image' entries.

Re: Rayman Legends

Posted: Mon Sep 17, 2012 7:17 pm
by stan423321
I must agree with the ones not expecting easy porting, and at least one news outlet reported something similar so it's probably not a lie. If they could make an automatic Murfy, they would do it instead of automatic Rayman as character switch breaks the game flow. They have instead decided that Murfy gameplay is essential to their level design, so single players must experience it too. If game becomes an uber-hit, they could technically remake the Murfy to work with mouse and/or some kind of quick time event-like mechanic, except not quick.

That said this is not equal to controller switching. GamePad has traditional sticks and buttons, it can control Rayman surely.

Re: Rayman Legends

Posted: Mon Sep 17, 2012 10:24 pm
by sergiomonty
More news about the misunderstanding... this one has a even more exaggerated title:

http://mynintendonews.com/2012/09/17/si ... an-rayman/

Re: Rayman Legends

Posted: Mon Sep 17, 2012 10:26 pm
by Rayfist
In all honesty i'm not too happy to hear this, I never really wanted the option to USE murphy through out most of the game, I mean I wouldn't mind here and there, but oh well.

Re: Rayman Legends

Posted: Mon Sep 17, 2012 11:04 pm
by Shrooblord
stan423321 wrote:If game becomes an uber-hit, they could technically remake the Murfy to work with mouse and/or some kind of quick time event-like mechanic, except not quick.
That's a pretty good idea; leave the flying around of the Murfy character up to a pre-defined path, but have the actual moves wait for player input. While playing as Rayman, you could still push one of the spare buttons on your controller to have Murfy do something. A bit of a multitasking problem, maybe, but it'd work, I think.

Re: Rayman Legends

Posted: Mon Sep 17, 2012 11:17 pm
by Droolie
Shrooblord wrote:
stan423321 wrote:If game becomes an uber-hit, they could technically remake the Murfy to work with mouse and/or some kind of quick time event-like mechanic, except not quick.
That's a pretty good idea; leave the flying around of the Murfy character up to a pre-defined path, but have the actual moves wait for player input. While playing as Rayman, you could still push one of the spare buttons on your controller to have Murfy do something. A bit of a multitasking problem, maybe, but it'd work, I think.
The problem is that, as shown in the gameplay videos so far, Murfy will have to be used to do a whole lot of things (more than the amount of buttons) in a very short time. Take a look at the Greek world where Rayman flies through the fireballs on that shield for example - there's just way too much for Murfy to do there (not enough buttons to link the actions to) and without touch/mouse controls it would take ages for Murfy to fly from one side of the screen to the other to do it manually. This means they'd have to redesign the levels. And I think there are a lot of levels that would need to be redesigned for this reason...

Re: Rayman Legends

Posted: Mon Sep 17, 2012 11:48 pm
by Haruka
What a disappointment. Here's a good thing: it opens chances of later ports being released.

Re: Rayman Legends

Posted: Tue Sep 18, 2012 1:30 am
by sergiomonty
Haruka wrote:What a disappointment. Here's a good thing: it opens chances of later ports being released.
No it doesn't... the big deals doesn't come with poor sells, but with the big amount of Murphy levels that the game includes. If you got a port, a lot of levels would be scrapped, I guess...

By the way:

http://www.nintendoworldreport.com/media/29993/1/14.jpg

Isn't this new screenshot gorgeous?

Re: Rayman Legends

Posted: Tue Sep 18, 2012 4:23 am
by Adsolution
Whoa, jeez, that is gorgeous. :o

My only complaint is that the characters are too bright, and some have a strange white line around them.

Re: Rayman Legends

Posted: Tue Sep 18, 2012 5:48 am
by Sabertooth
I hope they spell his name as Murfy in the game. It's not a big deal, but I like that spelling better.

Re: Rayman Legends

Posted: Tue Sep 18, 2012 1:16 pm
by sergiomonty
In most of the articles he's spelled as "Murphy"... and he's no longer a greenbottle but a "flying frog" :boon:

Re: Rayman Legends

Posted: Tue Sep 18, 2012 1:32 pm
by Haruka
I think if I didn't know the Rayman series I would say also that Murfy is a flying frog.

Now indeed, the screenshot is pretty cool! I wanted those kind of trees in Rayman Origins, not Earthalike palm trees.

Re: Rayman Legends

Posted: Tue Sep 18, 2012 2:28 pm
by Nannerb3
I might as well change my name to Flyingfrog3. :boon:
Honestly I think this may be the first Rayman game I won't buy.

Re: Rayman Legends

Posted: Tue Sep 18, 2012 2:42 pm
by saerleiya
Greenbottle3 wrote:I might as well change my name to Flyingfrog3. :boon:
Honestly I think this may be the first Rayman game I won't buy.
Honestly, i don't know if I would buy it when it will be released on PC (if it's done). RL has very good parts but so many other very odds. I think ubi should have worked on it at least 6 months more or even 1 year more and studied more possibilities in order to make a it a real good game.

Indeed there is a lot of improvements since RO, but the "Murphy's part" of the game is going to really spoil it at many levels...especially since we know taht we will have to play Murphy in at least half of the game with Rayman running like a dumbass on his side...weird :boon: :boon:

Re: Rayman Legends

Posted: Tue Sep 18, 2012 2:48 pm
by Haruka
Modesty apart, I fear that Rayman Legends will end up more boring to experienced Rayman players like me, than Rayman Origins. I find more fun controlling Rayman with syncronization with the music than tapping the screen to match the rhythm. That I can do in my desk when I'm listening to music.

Re: Rayman Legends

Posted: Tue Sep 18, 2012 2:55 pm
by saerleiya
Haruka wrote:Modesty apart, I fear that Rayman Legends will end up more boring to experienced Rayman players like me, than Rayman Origins. I find more fun controlling Rayman with syncronization with the music than tapping the screen to match the rhythm. That I can do in my desk when I'm listening to music.
I agree with you. as I said many times yet, I'd enjoy to play a good Rayman game again with only Rayman to play ^^.

Re: Rayman Legends

Posted: Tue Sep 18, 2012 4:13 pm
by sergiomonty
Haruka wrote:I find more fun controlling Rayman with syncronization with the music than tapping the screen to match the rhythm. That I can do in my desk when I'm listening to music.
Hm.... I'm pretty sure those aren't the levels where you play as murphy.

Remember that the Murphy levels are supposed to be multiplayer-friendly, and the music levels require way too much syncronization to be like that. Everyone would end slapping each other and constantly die, similar to the Tricky Treasure Levels. Also, Murphy doesn't seem mandatory in these levels... he's just there popping eyes to boost the score.

As far as I've seen, the Murphy levels will only require moving Rayman from left to right, while Murphy has more tasks than the normal. Obviously, the level with the flying shield is one of those "Murphy levels", and seems pretty fun. There's also that level were Murphy has to use his slingshot to kill dragons and Rayman and Globox do basically nothing but moving forward while breaking cages. I guess the cages are there so in multiplayer the "earth players" have something to do while moving forward, because the level design seems too pretty simple for exploration. I hope they don't overuse these levels (at least one per world) and propose fresh ideas on each . It would be annoying if all of the levels were about "pulling levels and moving platforms". The flying shield seems more strategic, however...

Re: Rayman Legends

Posted: Tue Sep 18, 2012 5:21 pm
by stan423321
Although I think you're right about those levels being not-Murfied in single-player mode, they could for example turn off slaps during beats.

And the question on percentage on Murfy levels/segments is really the key to the thing. I mean, some of you were talking like it would be 70%, and I would personally estimate it to be 25-45%, though obviously I'm as clueless as you do and wish it to be rather lower than higher.

For a long time I didn't know Murfy is a greenbottle, so I imagined it to be a frogquito. That said, journalists' depictions aren't canon; they're still mostly sure Murfy's a new character even if he showed up in RO.

Re: Rayman Legends

Posted: Tue Sep 18, 2012 5:29 pm
by Master
sergiomonty wrote: http://www.nintendoworldreport.com/media/29993/1/14.jpg

Isn't this new screenshot gorgeous?
Gorgeous, but eye-searingly bright.
In honesty, I don't mind some rhythmic sections, but I would still like to be given a little more free reign.