Impressions: Rayman Origins

Impressions: Rayman Origins

The game is absolutely gorgeous. It runs at 1080p—60 frames per second—and the hand-drawn art is colorful, dynamic, and inspired. Included are over 60 different levels spread across 12 different environments (one reason why a full retail release was eventually chosen over digitally-distributed format), and on display at E3 were merely a handful of those. The demo itself was split into four different areas, three of which were not too difficult, and the fourth of which (called “Showcase”) was actually exhibited at the Ubisoft press briefing.

Beautiful, hand-animated environments and characters
Beautiful, hand-animated environments and characters

Again, as in New Super Mario Bros. Wii, if you wind up dead, you’ll be transformed into a little balloon figure, cursed to float around the screen, nudging yourself toward the remaining players, until (if) one of them pops your bubble and revives you. Should all players happen to reach this state simultaneously, you all start back at the last checkpoint. Gameplay couldn’t be more straightforward: it’s classic platforming, running left to right and leaping over obstacles and through perilous environments to reach your goal. Each player does have a short hovering technique which can be used as a bit of a failsafe, but beyond that, there’s nothing forgiving or mitigating about this adventure.

Of course, it’s been proven repeatedly over the past thirty years that enough variation on this theme can be applied to produce a new, rich experience in spite of the simplicity—and that’s just the case with Rayman: Origins. The game’s levels are attractive and exciting. Each area is augmented by cinematic polish, and new characters and concepts present themselves at every turn. The design is immediately reminiscent of other (excellent) recent games of this type such as Donkey Kong Country Returns—it’s challenging, thrilling, and meticulously animated to produce just the right amount of tension and excitement as you traverse the environments. Plus, the central idea seems to be one of constantly fresh gameplay; just when you’ve mastered one concept, the next thing you know, you’re sailing through the air, shooter-style, or swimming desperately to evade a terrible aquatic beast.

One of many challenging chase sequences
One of many challenging chase sequences

It’s rather pointless to try and verbally describe the sort of stuff which was on display, especially since much of it was showcased at the Ubisoft press conference. Suffice it to say, however, that the game looks and plays fantastically. Its challenging, endearing, and varied. It was easily some of the most memorable fun I had at this year’s expo, and as a platforming fan, it’s hard to find anything not to like about such a carefully-constructed product—one which was clearly designed with the same sort of scrupulous passion that has earned Michel Ansel his reputation to begin with.

Watch for Rayman Origins Q4 2011, and keep your eye on DigitalChumps for more coverage to come.