Rayman Origins doesnít take an old school approach to game design merely because itís a 2D sidescroller based around an aging Ubisoft mascot. Itís old school because itís hard. Not Demonís Souls hard, perhaps, but it would still rather send you to your doom than provide you with a glowing breadcrumb trail or one of those last-minute rewind getaways beloved of The Prince of Persia. Youíll die in Rayman Origins, and youíll die quite a lot. Youíll get over all that, though, because the game is so precise, and because itís so joyfully intricate.

Leaving the Rabbids behind him, Raymanís back on pure platforming territory, assisted by drop-in co-op buddies in a hand-drawn adventure thatís delivered via Ubisoftís new UbiArt framework. Thatís a suite of tools that apparently lets the publisherís designers put games together without half the fuss thatís normally associated with that sort of thing, and what the publisherís designers Ė Ubisoft Montpelier, in fact Ė have put together on this occasion is a grinning cavalcade of dribbling freaks.

Rayman Originsí art is beautiful, but its subject matter is very rarely beauty itself. Instead, this is a world built of gorse bush thorns and slack-jawed bullies. It's a place where horrible gummy monsters lurk in the bottom of gooey pits, and where plants come with glittering fangs and huge, bulbous noses. It looks like European political cartooning at its meanest Ė which is saying something Ė and when it moves, when it bounces and oozes and squelches before the unblinking gaze of your HD television, it recalls the boils and gristles and Band-Aid love of early Ren & Stimpy.

The story shouldnít bother you for too long. The Glade of Dreams has been over-run and the Fairy Council needs a limbless hero to sort things out. Sounds kind of implausible to me, Rayman, but luckily itís all just a simple excuse to chuck you into some wonderfully detailed environments, with sixty levels of sticky mayhem awaiting you across 12 different backdrops.

And the scenery isnít the only thing that Ubisoft swaps in and out. Like a 2D Mario Galaxy, this promises to be one of those games thatís brimming with ideas, and where a jungle level sees you swinging from cartoon hand to cartoon hand at one moment while you navigate rushing gorges, and slide down waterfalls the next, zipping through tinkling arrangements of collectables. A boss fight turns out to be an opportunity to be chased from a deep hole in the ground by a huge many-toothed mouth. Later, a trip into a cavern sees you wall-springing between the spars of a collapsing shrine and ducking falling spikes before riding Tetronimo-shaped icicles across a lava floe.

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About the author

Christian Donlan

Christian Donlan

Features Editor

Christian Donlan is a features editor for Eurogamer. He is the author of The Unmapped Mind, published as The Inward Empire in the US.

More articles by Christian Donlan