Re: Rayman Legends
Posted: Fri May 31, 2013 4:40 pm
The fourth could be the last lol
No i couldn't. There are going to be at least 5 worlds, the medieval world, the Olympus world, the Fiesta de los Muertos world, the beanstalk world, and the underwater world, not in that order. The Magician isn't the final boss.Rulez wrote:The fourth could be the last lol
Not "Perhaps". Definitely.Rulez wrote:Perhaps.
Toad Story from the demo, and Orchestral Chaos are both part of the beanstalk world, which is why, you know, they have beanstalks in them.Robotic Teensie wrote:Wait what's the beanstalk world? Pics or it didn't happen.
Same thing here, especially the swinging cylinder of metal to partially cover the security light.sergiomonty wrote:Yup, already shown, I like how they use Murfy to solve puzzles in this level.
My opinion:- Xbox 360/PS3 versions do not provide any form of touch gameplay (no options to use Vita or Smartglass as a second screen). Murphy is mapped to a single button that automatically triggers his actions.
- Touch levels design has been completely re-worked from Wii U/Vita version to match with the other consoles. The purpose was to obtain the same kind of difficulty/rythm/balance.
- The overall difficulty has been toned down compared to Rayman Origins, leaving more space for a "progressive" evolution. They however focused on implementing a lot of secrets and challenges to satisfy gamers looking for more while avoiding frustration for the others.
- The Preview Demo was including a new sub-aquatic level, with a more "open" structure. The level included a central hub to return to, with several switches to activate around the open level to free the way to continue.
- The extra-time given by the infamous delay allowed them to work on an "Invasion" version of the existing levels. These are completely re-worked versions of the levels ("à la" Super Mario 3D Land extra levels) including Time-attack challenges.
- Christophe Héral, who was in charge of Rayman Origins' music, is back for Rayman Legends "with a surprise" for those completing the game at 100% (excellent news, I LOVED Rayman Origins soundtrack)
- PS Vita Version is identical to Wii U version in terms of gameplay (including touch levels). It even adds 5 exclusives "touch" levels. Performance-wise, the Vita version tested ran smoothly but with some dips below 60 FPS (whereas Wii U was rock-solid 60 FPS).
- There is no over-arching scenario that builds a logic to the entire game. These are stand-alone "universes" that are pure context excuses for the fun, gameplay and art. Hence the nice quote from Michel Ancel in the title : "In a way, it's a bit like porno : you go straight to the essential without really wondering why the plumber was there in the first place"
sergiomonty wrote:Here's the entire info from the article:
- Xbox 360/PS3 versions do not provide any form of touch gameplay (no options to use Vita or Smartglass as a second screen). Murphy is mapped to a single button that automatically triggers his actions.
- Touch levels design has been completely re-worked from Wii U/Vita version to match with the other consoles. The purpose was to obtain the same kind of difficulty/rythm/balance.
- The overall difficulty has been toned down compared to Rayman Origins, leaving more space for a "progressive" evolution. They however focused on implementing a lot of secrets and challenges to satisfy gamers looking for more while avoiding frustration for the others.
- The Preview Demo was including a new sub-aquatic level, with a more "open" structure. The level included a central hub to return to, with several switches to activate around the open level to free the way to continue.
- The extra-time given by the infamous delay allowed them to work on an "Invasion" version of the existing levels. These are completely re-worked versions of the levels ("à la" Super Mario 3D Land extra levels) including Time-attack challenges.
- Christophe Héral, who was in charge of Rayman Origins' music, is back for Rayman Legends "with a surprise" for those completing the game at 100% (excellent news, I LOVED Rayman Origins soundtrack)
- PS Vita Version is identical to Wii U version in terms of gameplay (including touch levels). It even adds 5 exclusives "touch" levels. Performance-wise, the Vita version tested ran smoothly but with some dips below 60 FPS (whereas Wii U was rock-solid 60 FPS).
- There is no over-arching scenario that builds a logic to the entire game. These are stand-alone "universes" that are pure context excuses for the fun, gameplay and art. Hence the nice quote from Michel Ancel in the title : "In a way, it's a bit like porno : you go straight to the essential without really wondering why the plumber was there in the first place"oh my god, did he really say that?
My opinion:
-... then why adding Murfy and not simply changing the platforms? why are they even adding mandatory Murfy levels? it's not like keeping a button pressed is gonna bring any great experience to the gameplay. It feels like a forced port.
-Great... now the original Wii U experience has been downgraded thanks to the ports, probably like Rayman Origins when it was confirmed for Wii.
- I don't know, I saw the right spot on difficulty in the demos already shown. In fact, I appreciate that the newest levels do actually require skills instead of just beating up baddies and finding the last electoon cage. Does this mean that there won't be any Tricky Treasure levels? :c
-Saw this level, loved it. Finally some exploration! maybe not to the point of becoming a metroidvania, but still, it's a pretty awesome level.
-Totally expected, there's no way they could come up with very complex ideas in such a short time
-Christophe Héral is a badass. I can't really imagine what kind of surprise he's preparing for us, but it's gonna be great.
-So... that means the PS Vita version is not the definitive version? yay! no more whining from Wii U owners![]()
-Eh... so.... it's confirmed, right? a new story for every world. All of them barebones just for the lulzies.
they announced themselves 5 worlds, yet it seems there will be more settings. medieval, fiesta de los, beanstalk, 20,000 lums under the sea, olympus, land of the livid dead, possibly mystique chinese, possibly forest/prehistoric world.Rulez wrote:Perhaps.
Nope, bug hunting is the most important. Making sure a level is playable comes after looking for bugs. Bugs make a game nearly unplayable and have to be handled with first.Robotic Teensie wrote:Lol... did he not have to sign a non-disclosure agreement?
Was he really hired just to look for bugs? I'd imagine that playtesters would mainly be used to determine whether the game is fun, easily understood, etc. Bug-hunting sounds more like a secondary task... the people at Ubisoft can hunt for bugs themselves too.
You're right. But the Ubisoft developers can do that. They need outsiders to tell them whether the difficulty is just right, whether they find the game fun to play, etc. You don't necessarily need outsiders to hunt bugs.Bionichute wrote:Nope, bug hunting is the most important. Making sure a level is playable comes after looking for bugs. Bugs make a game nearly unplayable and have to be handled with first.Robotic Teensie wrote:Lol... did he not have to sign a non-disclosure agreement?
Was he really hired just to look for bugs? I'd imagine that playtesters would mainly be used to determine whether the game is fun, easily understood, etc. Bug-hunting sounds more like a secondary task... the people at Ubisoft can hunt for bugs themselves too.
yeah, this is my fave!Reiska wrote:I'm specially happy that music seems to be nicely varied.
This is one of my favourites, though the whole soundtrack is awesome: http://youtu.be/RTYb2CK3obI?t=5m20s
By the way, does anyone have any idea what the icon with suitcase does?