Rayman Origins Review
Drawn to the past.
Version tested: PlayStation 3
In 2004, Disney Studio Head Michael Eisner made a business call that had devastating creative implications. He announced that the labour-intensive 2D animated cartoon style that had defined the studio's output throughout the 20th Century was no longer financially prudent or culturally relevant. Rather, the company's creative future lay in 3D CGI, the Pixar aesthetic that was both cheaper to create and animate as well as being more current for young audiences.
There seemed, to Eisner, to be nothing to lose: he would incur fewer costs, audiences would experience increased happiness. So, in one fell swoop he fired all of the studio's 2D animators and sold off the equipment used to create so many animated classics, from Snow White and the Seven Dwarves to Aladdin.
It's a trend that's been echoed by the video game industry since the advent of 3D, with hand-drawn 2D art rarely seen outside of indie games and mobile titles today. The cost of creating and animating 2D assets is exponentially higher than doing the same with 3D models that can be given a virtual skeleton and then posed and manipulated with ease. Higher resolution screens have exacerbated the decline of the 2D form, as the amount of work needed to create pin-sharp 2D graphics has multiplied with each technological leap. Blockbuster gaming's embrace of 3D makes sense on paper, then. But it also comes with the implication that 3D art is the natural evolution of 2D art.
1/7 You have the option to play as Rayman or one of his three comrades, with new skins for each unlocking as you play through the game.
This is as much of a lie as claiming photographs are watercolours evolved. And it's a lie that Rayman Origins viciously skewers while maintaining a kooky Gallic grin. Just as Disney's Enchanted had Eisner's successor re-hiring those same animators he laid off a few years earlier, having sheepishly recognised that their craft had not been superseded but merely complemented, so Ubisoft Montpellier has returned to the series' 1995 origins in 2D, hiring ex-Disney animators to work with a revolutionary 2D engine that has been part-funded by the French government.
And what a revelation the artistic re-visitation brings with it: a cartoon come to vivid life. Each frame could be paused, printed off and hung on the wall. Each sprite is packed with light-touch charm that's endlessly engaging: the character that clings to the edge of a ledge using his upper jaw, arms slack by his sides; the giant eyeballs that must be poked to gain access to the next area; the rope-swing characters that extend an arm to help you over a chasm between two pillars; the giant, armoured canary that has more character packed into one squinting eye than the entire cast of Angry Birds.
It's also beautiful. The forest glades, like something out of My Neighbour Totoro, through which Rayman and his friends bound in the early stages of the game - a parade of generous stacked parallax layers - dazzle, while the more generic fire, ice and underwater worlds exhibit such artistic imagination as to transcend their predictability. Bespoke animations pile high, testifying to the developer's commitment, enthusiasm and talent for extracting the DNA not only of Rayman himself but also of the classic 16-bit platformer. In doing so, they offer a window back into what was once the most popular genre in the medium while evolving it into something fresh.
The use of floating hearts to indicate a health safety net is far less integrated than Mario's size enhancing mushrooms.
Creator Michel Ancel and his team's love for the platformer reaches beyond the graft on display in the visuals. This is a playful, witty game filled with nods to the Nintendo greats. One pick-up changes Lums (the game's equivalent to Mario's coins) red, increasing their value for a few seconds while a slightly off-kilter take on Koji Kondo's iconic theme plays out. Elsewhere the team riffs on classic levels plucked from Donkey Kong, Boulder Dash and Super Mario Bros. 3 before twisting them with French flair. Rayman Origins reaches back to the core of a series that has always leaned heavily upon its inspirations, and in doing so, offers a celebration of those inspirations as part of the package.
"Rayman Origins is the best-looking 2D game released in a decade."
However, Ubisoft Montpellier lacks Nintendo EAD's seemingly limitless imagination: those recurring themes and one-shot ideas that spill from the greatest 2D Mario titles with such rude generosity. Miyamoto and his designers' genius is often in the way in which they establish themes and riffs and then subvert them. Rayman Origins is a more conservative game in this regard which takes fewer risks and therefore, in raw mechanical terms, offers fewer moment-by-moment rewards for the attentive player.
Still, the underlying structure is robust. The game is divided into worlds which are divided into stages which are unlocked when you've collected the requisite number of Electoons - pink, anthropomorphic berries. Each stage has between three and six Electoons, one won for simply completing the level, the others won for doing so quickly, or thoroughly, or by discovering the secret area hidden in each. At the close of each world, Rayman earns a new tool, such as the ability to flap his arms and float to the ground, or to shrink to half his size. While these widen the interactive scope of the game, the designers sometimes fail to keep apace with this expansion of abilities with interesting scenarios. The same ideas repeat too often.
But when the team does play around with the core mechanics - in the memorable stages that have you chasing a terrified treasure chest at breakneck speed through a shifting landscape, or the stage that plays out along a musical stave, each step triggering a different note in a xylophone melody - the results are stupendous.
Indeed, in its finest moments, Rayman Origins goes toe-to-toe with the 2D platform game greats, combining tight, responsive controls with assured level design, a clutch of varied tools and, of course, some of the finest HD animated art yet seen in the medium. One area plays out in silhouette, like a French cartoon version of Super Meat Boy, while another has you swimming through pitch-black murk towards pockets of light emitting from the lamp on an angel fish or a swarm of luminous plankton. These stand-out moments elevate the whole.
Charm and ingenuity aren't the only artefacts to have been recovered from the past by Ancel and his team. Rayman Origins is also a decidedly challenging game, demanding excellence from any player hoping to collect all of the Electoons available in each stage. While your character enjoys infinite lives, many stages require repeat attempts and the game teeters on infuriating too often in its latter half. Play in the well-designed co-op, however, and the challenge softens considerably, especially as players can use one another as moving platforms to press into those tough-to-reach areas. While the lack of online multiplayer may be consistent with the series' origins, it's a disappointment here, especially as the game is often at its best when played with a friend.
The shadow of negative thoughts about the game's core is, in the main, cast by the brilliance of its exterior. While the cast lacks a certain creative coherence and its star lacks the iconic gait of a Mario or Sonic, Rayman Origins is the best-looking 2D game released in a decade. As such, expectations about the quality of the underlying experience are perhaps elevated too high.
Viewed with these expectations in check, Ubisoft Montpellier has indisputably crafted a delightful, playful, occasionally exhilarating platformer. But while this is a game whose visuals point to a bright, alternative future, its systems too often rely on the dusty past. Half of a classic, then.
8 / 10
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Comments (62) Latest comment 6 months ago
Comments for this article are now closed, but please feel free to continue chatting on the forum!
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I've just picked up Tintin for £14.99 (new) in the Play.com Monday Deal, which should sate my plaform gaming needs until this is cheaper in the New Year :0)
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Will definitely be buying this in the near future.
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Rayman looks great, by the way.
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Like the latest Sonic game it's too expensive. Will get when it drops to £20.
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I also don't really understand why people are saying this is too pricey. Why is a platformer somehow less worthy of your attention than, say, the latest shooter? Just to clarify, what was your most recent purchase?
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I definitely prefer to play online-oriented games closer to their release otherwise you're either playing against a bunch of players familiar with the maps and getting your ass handed to you (more than usual), or you've missed the boat and find yourself scratching around for games on empty servers.
Now, what I found was happening was that I was buying these SP titles then not touching them for months. By the time I come to play them, I could buy new copies for half the price (or less). Being SP-focused, it doesn't matter that others have moved on from the title.
My Tintin comment relates to this - I could have spent £30+ quid on that, but now 2 months later I've bought a new copy for £14.
Bit of a boring answer, but it's an honest one.
There are still SP games that I buy at release because I'm a huge fan of the series, or it's a new, interesting IP, or it's a game that's had rave reviews. RO has had very strong reviews, but I still feel like I can wait for this :0)
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I'm on all three consoles this generation and have seen this before for Wii games, (A Boy and His Blob, Muramasa, Wario Shake Dimension etc).
People just seem to adopt this ignorant attitude that 2d games somehow offer less value for money.
Don't get it either.
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I never called for pointless MP to be tacked-on. That would not encourage me to buy the game any earlier and likely lead to a poorer SP experience (something so many of us are worried about with ME3, for example).
As I said, there are SP titles that I'll still buy on day of release - but a Rayman title (even a great one) released at full RRP in a jam-packed November is not one of them.
If this had released at a quieter time of year (surely a fun platformer would be perfect for the school summer holidays!??!?) then I may well have purchased day 1. That's the gamble Ubisoft take at releasing at this time of year, hoping for xmas sales.
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Starting to get worried lately what with the mistake they made on the Skyrim score.
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Hur Durrr.
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Just sayin'.
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Makes it sound like some sort of secret service black ops operation
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Another example of them going about things differently than some others I could name!
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The clicks don't lie - our Popular Now section works according to what is most read, shared and commented on on the site, and at the moment, that's Skyrim textures.
By the way everyone, this game is in fact out next week in Europe (on the 25th), not on the same day as Zelda, Mario and the rest.
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I'll be buying this in a shop at full price and I'll love it all the more for doing so.
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Any news on the Shinobi 3DS review?
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£40 in those titles gets you upwards of 50-60 hours of gameplay if not more. In comparison I completed Warioland (without collecting everything, admittedly) in less time than Limbo - which costs about a tenner!
I know we can't just judge games on length, but it is a perception of value - the way Sonic Generations for example pads out the core experience just to make it to a reasonable playing time, compared to say a decent action game who's core campaign still lasts a good 10-12 hours without much side-tracking.
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I played and loved DKCR, Mario Brothers Wii, Limbo et al this genration, but there was nothing in those games, bar Limbo's art-style, that was anywhere near as innovative or fresh as some of this generation's shooters (stressing SOME!!)
Surely painting all FPS with the 'normal brown' brush is about at accurate as decrying platformers because they're all colourful?
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But yes, it's all about perception of value (in your reply to jaguarwong) that a lot of people seem to misunderstand. Unless a game has dozens of hours of gameplay (which is in itself open to interpretation, dozens of hours of unique experience or repeated plays?), an open world to explore, side-missions, DLC etc then it's just thrown out with a comment of "might get it when it's cheap."
I'd like to know how many people/how many hours/days went into Rayman Origins and Modern Warfare 3. If it's vastly different then do we start introducing a specific pricing structure?
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No worries from me about value for money, I've had hours of fun just from messing around in the demo, particularly speedrunning the first stage (managed to get my time down to around 35 seconds, but it seems like I can still go a bit faster), and it seems like there's plenty to see and do in the full thing.
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What are you on about? He gave it 8 which is an outstanding score.
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I just hope people don't miss out on your other content, for the sake of your site and for the sake of titles other than AAA's which occasionally display blurry shields/ carpets/ bucket-on-heads.
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I mean how many of you judged zelda's price as "too high" ? Saying you will wait for it because you have already bought other games or other games are on your A list, is understandable.
Stating though that it is "too expensive", means that it should have been cheaper to begin with. Why should it? Have you read enough reviews of it? It offers many many hours, it is challenging, drop dead gorgeous graphics, and offers local multiplayer for up to 4.
You are all victims of hype and FPS clones, and that is my subjective belief.
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With all the serious and perhaps dull games doing the rounds at this time of year its nice to just have some fun.
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Me too, I was very impressed with the demo and can't wait to get this
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Unfortunately skyrim and zelda are going to take up all my playing time.
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Someone at UBIsoft needs their head examining.
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Also on the PS3 (and probably also 360), the game runs in 1920x1080p if your TV supports it, which makes the graphics even more stupenduosly good, although I personally had a sense that the controller response was even better in 1280x720p.
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