New Levels for Rayman 2? Share Your Ideas
Posted: Wed Sep 13, 2023 3:17 am
As a kid, I always wished I could jump over the border of levels to discover the rest of Rayman's world. I was unaware of the job of level designers, and I thought for sure, an entire world was waiting to be discovered out there.
This demonstrates how good of a job Michel Ancel has achieved with his "swiss cheese level design": small areas, turns and tunnels that make the overall level feel gigantic.
What kind of levels would you add/expand to the game, while staying true to its dark, serious undertones? I've thought of the following:
1. A level centered on robopirates buildings, in the style of Hoolum Headquarters from Rayman 3. Rayman Revolution added something similar with the Pirate Factory level. One of my favorite moments from Rayman 2 is the "Infiltrating the fortress" part of the The Woods of Light, when the stealth music plays. All robopirate buildings throughout the game are begging to be further discovered. This would also help deepen the lore: what do robopirates do besides guarding cages and napping?
2. The Prison Ship/The Crow's Nest should be modified or expanded: there are two major inconsistencies. First, some 45,263 are claimed to have been freed, despite the Buccaneer being blown to smithereens in the final cutscene, and Rayman never interacting with any of them (surprising for a character who loves to break cages). One addition I've always thought of would be to revisit Rayman's jail from the intro, freeing the poor slaves who were locked around it. This would make a fantastic loopback, just like the shortcut between The Echoing Caves and The Fairy Glade. The second inconcistency, in my opinion, is how Polukus instantly wipes out all robopirates, but not those on the Buccaneer. Combining that with the fact pirates still show up in level revisits, it seems nothing more than a bandaid on the plot. More large-scale battles should be showcased, with perhaps better powers or better tools (à la Heckler or Armaguiddon from Rayman 3).
3. Underground mines: the sublevel called The Pirate Mines (where baby Globoxes are enslaved) doesn't feature any mines. One might be wondering where the robopirates get all their metal from. A level featuring industrial quarries and foundries, as well as some natural mines and underground caves as a display of duality between the harmonious world and the evil, environment-destroying robopirates would be great.
4. Sanctuary of Stone and Fire boss: Umber stands out from the other guardians in shape and purpose. While some edge versions of the game incorporate dialog that makes him feel, the popular versions make him do nothing more than sink into lava for the sole purpose of helping Rayman jump a few meters further -- a ludicrous action compared to immenseness of the level.
5. Lush forest of luminescent mushrooms at night. Spirits and fairies are somehow an important part of the dialogs and the F1 lore, yet never appear in gameplay besides Ly. This kind of level could help further connect the lore to the gameplay.
6. Sewers level: cliché but already displayed in the game: always found the area below the trapdoor in The Fairy Glade where you dodge falling barrels while climbing a spiderweb quite rad. Besides, the Rayman world is littered with robopirate pipings dumping polluted waters into rivers and lakes.
What do you think of these suggestions? What else would you add?
This demonstrates how good of a job Michel Ancel has achieved with his "swiss cheese level design": small areas, turns and tunnels that make the overall level feel gigantic.
What kind of levels would you add/expand to the game, while staying true to its dark, serious undertones? I've thought of the following:
1. A level centered on robopirates buildings, in the style of Hoolum Headquarters from Rayman 3. Rayman Revolution added something similar with the Pirate Factory level. One of my favorite moments from Rayman 2 is the "Infiltrating the fortress" part of the The Woods of Light, when the stealth music plays. All robopirate buildings throughout the game are begging to be further discovered. This would also help deepen the lore: what do robopirates do besides guarding cages and napping?
2. The Prison Ship/The Crow's Nest should be modified or expanded: there are two major inconsistencies. First, some 45,263 are claimed to have been freed, despite the Buccaneer being blown to smithereens in the final cutscene, and Rayman never interacting with any of them (surprising for a character who loves to break cages). One addition I've always thought of would be to revisit Rayman's jail from the intro, freeing the poor slaves who were locked around it. This would make a fantastic loopback, just like the shortcut between The Echoing Caves and The Fairy Glade. The second inconcistency, in my opinion, is how Polukus instantly wipes out all robopirates, but not those on the Buccaneer. Combining that with the fact pirates still show up in level revisits, it seems nothing more than a bandaid on the plot. More large-scale battles should be showcased, with perhaps better powers or better tools (à la Heckler or Armaguiddon from Rayman 3).
3. Underground mines: the sublevel called The Pirate Mines (where baby Globoxes are enslaved) doesn't feature any mines. One might be wondering where the robopirates get all their metal from. A level featuring industrial quarries and foundries, as well as some natural mines and underground caves as a display of duality between the harmonious world and the evil, environment-destroying robopirates would be great.
4. Sanctuary of Stone and Fire boss: Umber stands out from the other guardians in shape and purpose. While some edge versions of the game incorporate dialog that makes him feel, the popular versions make him do nothing more than sink into lava for the sole purpose of helping Rayman jump a few meters further -- a ludicrous action compared to immenseness of the level.
5. Lush forest of luminescent mushrooms at night. Spirits and fairies are somehow an important part of the dialogs and the F1 lore, yet never appear in gameplay besides Ly. This kind of level could help further connect the lore to the gameplay.
6. Sewers level: cliché but already displayed in the game: always found the area below the trapdoor in The Fairy Glade where you dodge falling barrels while climbing a spiderweb quite rad. Besides, the Rayman world is littered with robopirate pipings dumping polluted waters into rivers and lakes.
What do you think of these suggestions? What else would you add?