Featuring beautifully drawn 2D visuals and imaginative gameplay, Rayman Legends stands out as one of the best games released last year, showing that the humble 2D platformer still has much to offer amongst a sea of blockbuster first-person shooters and open world action titles. It's also one of the few games to deliver native 1080p visuals running at a smooth 60fps - an impressive feat rarely seen on the previous generation of consoles, and something which both the PS4 and Xbox One are struggling to achieve in an era where pushing prettier pixels on screen is still considered to be more important than targeting high frame-rates.
Ubisoft's decision to port Rayman Legends to the PS4 and Xbox One is a somewhat curious choice then, given that the title already delivers a solid 1080p60 experience on last-gen systems - with the existing art looking suitably crisp and clear, there's little to suggest a need for graphical overhaul. Instead, the decision to bring the game over to the next-gen consoles seems to have more to do with maximising the title's potential audience and revenue stream, as opposed to delivering a dramatic leap forward in visual quality. That said, Ubisoft is promising a few refinements with the next-gen versions of Rayman Legends, including faster loading times and the use of uncompressed textures across the game's 3D models. But are the changes worth upgrading for, and has anything been done to take advantage of the PS4 and Xbox One's unique features in the form of the Dual Shock 4's touchpad and Kinect's audio and motion sensing abilities?
First impressions reveal that the basic rendering set-up doesn't appear to have changed from the last-gen versions of the game, with Rayman Legends adopting a native 1080p framebuffer on both PS4 and Xbox One without any anti-aliasing on its 3D elements. While the lack of edge smoothing comes across as something of a missed opportunity considering the extra rendering bandwidth and available RAM compared to the 360, PS3, and Wii U, jaggies are never an issue due to the way the predominantly sprite-based artwork is displayed alongside various effects - such as depth of field and bloom.