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Loki Laufeyson fps fragmaster

Joined: 05 Dec 2006 Location: Beneath the Mushroom Kingdom
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Posted: Wed Nov 30, 2011 3:34 pm Post subject: rayman origins |
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so apparently there's a new rayman game? and it's 2d and on a disc?
has anyone played it? is it good? i don't want to give any money to ubisoft, but on the other hand, i do like the idea of a 2d platformer getting a physical release in the year 2011 _________________
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SuperWes

Joined: 04 Dec 2006 Location: St. Louis, Missouri
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Posted: Wed Nov 30, 2011 3:53 pm |
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There's a demo. Play it and let us know what you think!
Personally, I was excited about it, but the demo sort of turned me off. If I was Tim Rogers I would say the game isn't "crunchy". It's very pretty and well animated, but there's very little impact to anything. The death animation is the worst. Rayman just kind of jumps back and explodes whenever anything hits him. It makes it feel like getting hit wasn't what killed him, but he just randomly decided to explode. Checkpoints are also a bit too far apart, and there's a side scrolling shmup section that's kind of lame.
-Wes _________________
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firenze

Joined: 05 Dec 2006 Location: Bonus Round
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Posted: Wed Nov 30, 2011 6:01 pm |
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I wasn't willing to actually pay full price for it, but for $20 off during one of Amazon's sales this weekend I bought it. Tracking the package says I'll get it today, I'll comment on it once I play it a bit.
Also, it seems like at least a few 2D platformers are getting fairly high profile holiday retail releases every year now. I'd point to the massive success of NSMB Wii in 2009 as the biggest reason. After that, 2010 saw DKC Returns, Kirby's Epic Yarn, and Sonic Colors (plays like a 2D game), and Little Big Planet 2 (again, plays like a 2D game) just missed the 2010 holidays. This year we get Kirby's Return to Dreamland and Mass Attack, Sonic Generations (substantial 2D aspect), Rayman Origins. Even Mario 3D land, while obviously not exactly a 2D game, is clearly designed to have appeal to people who like the classic 2D platformers. |
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Gironika

Joined: 05 Dec 2006 Location: Dragon Range
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Posted: Wed Nov 30, 2011 9:08 pm |
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The checkpoints (at least in the Origins demo) feel like those in 1990ies 2D platformers, something that might be aggravating at first, but feels more natural if you think of other games back then. The question remains whether this game wants to cater to a new audience (→ that'd be a big minus) or to people who have played platformers back then (→ that could be a plus, nostalgia-rose-tinted glasses surely will love this).
I haven't played any Raymens before, but did absolutely like the demo. Maybe because it seems to support speed-running as well as a calculated-no-risk-approach by clever tricks (especially the electoons are asking the player to hurry up to keep a song going), something I did love in DKC?
Local 4-Player Coop is another nice thing which adds to the fun, I'll be playing this with my siblings when I get this. _________________
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cassievania cassie-no night zone

Joined: 16 Feb 2010 Location: Master, the batteries in your Wii Remote are depleted
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Posted: Thu Dec 01, 2011 8:02 am |
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I played the demo for this and I was really surprised by how much I enjoyed it. my only real problem was it's aesthetics, but it was only mildly irritating to me. _________________
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Loki Laufeyson fps fragmaster

Joined: 05 Dec 2006 Location: Beneath the Mushroom Kingdom
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Posted: Wed Dec 07, 2011 6:39 pm |
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i finally got an ethernet cable for my xbox and have now played the demo. i loved it! it's really fun to play, it looks amazing, and everything in the game just feels really alive!
i am definitely buying this when i can afford it. _________________
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wourme

Joined: 05 Dec 2006 Location: Building World
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Posted: Sun Apr 15, 2012 1:09 am |
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I've never had any interest in the Rayman series before (and I confirmed that I still don't by trying the Rayman 3 HD demo the other night), but I've been playing Rayman Origins and I think it's very good. I haven't been able to bring myself to play a lot of platformers over the years because, even if they might have great mechanics, I just can't get past the themes, characters, attempts at humor, etc. Fortunately, this one is closer to Earthworm Jim than to the more offensive ones in this regard. The look of the Rayman character still bugs me, but you can choose between three basic characters and I like one of them well enough.
Anyway, I'm enjoying this game a lot. It kind of feels like Super Mario World and (as I mentioned earlier) Earthworm Jim. The world is attractive and charming, and the game is full of fun challenges if you choose to be challenged. (I decided early on which medals and things I wanted to shoot for, and have been staying on each level until I reach that threshold.) |
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Booter

Joined: 25 Dec 2006 Location: NYC
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Posted: Sun Apr 15, 2012 2:04 am |
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i played the demo and thought it was totally horrendous on many levels. but i'm also sort of allergic to 2011-2012 platformers.
Where is gaming's missing All-Star Superman? _________________

Last edited by Booter on Sun Apr 15, 2012 8:50 pm; edited 2 times in total |
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Dark Age Iron Savior king of finders

Joined: 06 Dec 2006 Location: Spacecraft, Juanelia Country
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Posted: Sun Apr 15, 2012 2:57 am |
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| Booter wrote: |
| 2012 platformers. |
this doesn't mean anything |
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notbov

Joined: 14 Feb 2009
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Posted: Sun Apr 15, 2012 4:33 am |
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| Dark Age Iron Savior wrote: |
| Booter wrote: |
| 2012 platformers. |
this doesn't mean anything |
Also, Origins came out in 2011 |
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Tlon

Joined: 25 Sep 2008
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Posted: Mon Apr 16, 2012 2:11 am |
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I played the demo, and I really enjoyed it. I'll pick up the full game when it drops in price _________________ Someday somethings coming
From way out beyond the stars
To kill us while we stand here
It will store our brains in mason jars |
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cassievania cassie-no night zone

Joined: 16 Feb 2010 Location: Master, the batteries in your Wii Remote are depleted
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Posted: Mon Apr 16, 2012 3:08 am |
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I've found the game's look to grow on me, and the animation is really consistent and nice. I love globox's movements in particular.
and yeah, what i really like is how the game can challenge you in a lot of different but simple ways. there's a lot I like about it, though i don't really have my thoughts quite collected on it (i'm still not finished, it's a long game!). will say it's one of my favorite games from last year, though. _________________
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Rud31 forum ruler of Iraq

Joined: 05 Dec 2006 Location: SanAnTex
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wourme

Joined: 05 Dec 2006 Location: Building World
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Posted: Mon Apr 16, 2012 4:09 am |
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| cassievania wrote: |
| I've found the game's look to grow on me, and the animation is really consistent and nice. I love globox's movements in particular. |
Yes, this is the character I use. It's impressive just how many character animations he has. Even useless but amusing ones, such as raising his hands when you press up.
I like that the game has periodic scrolling shooter levels, even if they are pretty basic.
The music is also interesting in places. I like when the vocals come in. |
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Gironika

Joined: 05 Dec 2006 Location: Dragon Range
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Posted: Mon Apr 16, 2012 5:59 am |
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| wourme wrote: |
| Even useless but amusing ones, such as raising his hands when you press up. |
Not necessarily useless, since you can stack up to four players/characters, useful when trying to reach higher places.
This game feels a bit like it was meant to be played with at least 2+ players, since the ensuing chaos is making this game definitely better. _________________
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cassievania cassie-no night zone

Joined: 16 Feb 2010 Location: Master, the batteries in your Wii Remote are depleted
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Posted: Mon Apr 16, 2012 9:32 am |
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yeah, it's more fun with more players, but unlike something like NSMBWii I feel it's still really fun with one person.
also having more players is actually helpful too, despite all the trouble you can cause to each other! _________________
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boojiboy7 narcissistic irony-laden twat

Joined: 04 Dec 2006 Location: take me on a blatant doom trip.
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Posted: Mon Apr 16, 2012 1:15 pm |
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| sppeding through levels in this game is a lot of fun. my wife and i have enjoyed passing the controller to play it, as we found with newSMBwii that we get super mad at each other playing this things simultaneously, unless Rayman somehow makes it less easy to kill each other all the damn time (haven't tried, too afraid of ensuing marital strife, ha). |
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HarveyQ

Joined: 28 Jan 2009 Location: on a beach in a town where I am going to live
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Posted: Mon Apr 16, 2012 1:53 pm |
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my littlest brother got this for Christmas and he insisted on playing it with me at every given opportunity :)
it's cute, and fun. parts of it remind me a little of Yoshi's Island, by way of the first Rayman. i like that speed-running the levels is encouraged. _________________
ghosts appear and fade away |
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Mikey

Joined: 11 Dec 2006 Location: endless backlog
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Posted: Mon Apr 16, 2012 4:17 pm |
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| boojiboy7 wrote: |
| sppeding through levels in this game is a lot of fun. my wife and i have enjoyed passing the controller to play it, as we found with newSMBwii that we get super mad at each other playing this things simultaneously, unless Rayman somehow makes it less easy to kill each other all the damn time (haven't tried, too afraid of ensuing marital strife, ha). |
Every time we got to a difficult platforming section in NSMBW (well, difficult by that game's standards anyway) I told my GF to "get in the bubble!"
It was the only way to keep me from getting totally impatient with her, ha. |
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Jigsaw

Joined: 11 Sep 2008 Location: Eskilstuna, Sweden
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Posted: Mon Apr 16, 2012 4:18 pm |
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Got this game around christmas, enjoyed it immensely. Easily one of the most charming games I've played in years! In fact, I can't really remember the last time a game really made me smile and even laugh the way Rayman Origins did.
I reckon everyone who likes gorgeous 2D platformers (or at the least the idea of that being something that exists) ought to buy it. :) |
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boojiboy7 narcissistic irony-laden twat

Joined: 04 Dec 2006 Location: take me on a blatant doom trip.
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Posted: Mon Apr 16, 2012 5:28 pm |
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| Mikey wrote: |
| boojiboy7 wrote: |
| sppeding through levels in this game is a lot of fun. my wife and i have enjoyed passing the controller to play it, as we found with newSMBwii that we get super mad at each other playing this things simultaneously, unless Rayman somehow makes it less easy to kill each other all the damn time (haven't tried, too afraid of ensuing marital strife, ha). |
Every time we got to a difficult platforming section in NSMBW (well, difficult by that game's standards anyway) I told my GF to "get in the bubble!"
It was the only way to keep me from getting totally impatient with her, ha. |
we tried that, but if either of us broke the bubble (she is pretty good at platformers on her own, so sometimes i would be in the bubble) things got rough. |
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cassievania cassie-no night zone

Joined: 16 Feb 2010 Location: Master, the batteries in your Wii Remote are depleted
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Posted: Tue Apr 17, 2012 1:40 am |
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rayman origins has the same sort of bubble system, except you can move your guy around, which means you can stay out of the way if you want, and the bubble is only popped if the other player punches it.
also by all the trouble I meant you can hit each other, that's about it. it can still be frustrating and by no means a smooth ride but no where near as bad as NSMBWii. helpful in some rare cases actually: getting some of the coins can be a lot easier if somebody punches you upwards. _________________
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galaxyghost

Joined: 11 Jun 2010 Location: Ohio
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Posted: Sat Apr 21, 2012 11:20 am |
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| SuperWes wrote: |
The death animation is the worst. Rayman just kind of jumps back and explodes whenever anything hits him. It makes it feel like getting hit wasn't what killed him, but he just randomly decided to explode.
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This isn't as bad if you're playing multiplayer. The death mechanic is kind of cool because it offers redemption if another player can bust your bubble before it gets too bigs and bursts itself, ending in death. |
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Gironika

Joined: 05 Dec 2006 Location: Dragon Range
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Posted: Sat Apr 21, 2012 3:56 pm |
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| Quote: |
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if i'm not mistaken - that is the 1984ish Quasar-dashboard, isn't it?
| SuperWes wrote: |
| The death animation is the worst. Rayman just kind of jumps back and explodes whenever anything hits him. It makes it feel like getting hit wasn't what killed him, but he just randomly decided to explode. |
One could also argue that DKCs "fall-to-the-ground-and-scratch-your-head"-animation is "unrealistic", same as Mario deciding to switch to the topmost-(in)visible layer and falling out of the visible frame. It might be distracting, yes, but if you approach these animations from a HMI (Human Machine Interaction) point of view, each of them is actually a rather swift decision.
Say in DKC, you have a certain set of animations (idling, standing next to edges, riding DKs (gay, re:podcast) friends, walking) plus obviously an animation to indicate the failure of your alter ego. In the upper right corner (if I'm not mistaken) there's a life-counter that gets subtracted by one, accompanied by a unique jingle.
Add to that second order visual clues:
- The face of dk next to your life counter instead of a banana next to the banana-counter - easy to understand, change of state of your avatar is understood in an instant.
- The location of your dead avatar: Diddy Kong lies on the floor, next to the wasp - there's no doubt what happened.
- Your avatar fell into a pit - there's only one pit, your avatar was trying to jump over it and disappeared; what happened? You fell into it.
→ All these things are there to help the mental model of the player to explain what's happening on screen.
After all, there's never a doubt you lost a life in DKC - or at least I've never seen anyone being all "WTF why am I suddenly somewhere else?!"
And what's more important, the animation gives the player enough time to see what happened. This visual clue is the essence of the handling of the process "being killed".
Why are you dead? What killed you? How could you have avoided this?
These three (possibly more) questions can be answered in one or twoish seconds, like
| Quote: |
- I'm dead because I ran into Stinger, the wasp.
- Stinger killed me. (more abstract pseudocode version: intersection of Stingers hitbox-coordinate range and the players hitbox-coordinate range == true)
- Not running into Stinger; either jumping over it or waiting a moment longer and you can walk by unharmed. |
If none of those could be explained, you'd be clueless.
Try playing a jump'n'run without looking. You hear the sound-jingles, you know "I died", but not why. Nor might you know where you respawn.
If you have more than seven-ish lives, you might not even be sure how many are left if you do not pay more attention than necessary (like counting them "in your head").
Same thing applies for Mario, Kirby, even other Genres - the avatar is indicating clearly that you died, your life-counter gets subtracted, a jingle is informing you "shit happens, try harder". All these games are providing crucial feedback for the player, more or less effective.
You hardly can do worse than instant-replacing the scenery, placing the avatar somewhere else and not inform the player what happened. Or instant-reset'ing to the title screen, an excellent example for the ultimate failure of HMI-design.
Now, back to Rayman Origins:
I'd even go so far and say that the bubble-system is essential in multiplayer-games - four people playing, everyone has to know <immediately> that he/she's dead, other people need to be informed a ka "hey, Susi is dead, can someone revive her?" There are some levels where rayman et al are scaled bigger or smaller, according to the location in the level, and if the designer made a proper job, the dead bubbles should scale as big as normal, putting even more focus on the dead avatar(s). I have to take a look at this later, if someone knows this for sure (confirm/deny), feel free to answer.
And last but not least, I'd even go so far as to say that a "longer than usual" death-animation is inevitably necessary in fast-scrolling-games.
You can (and should(?)) clear a stage as fast and smooth as possible. This means that it'll happen often that you run into enemies or traps you didn't see, since the playing will be done mostly by reflexes instead of proper, well-considered decisions.
The player has to know, even if she has problems accepting it, that she actually didn't hit the obstacle that killed the avatar.
And therefore I find it hard to see how anyone could expect Rayman's bubble being caused by exploding out of nowhere, because
a) other games have helped your brain to outsource the process of creating that mental model - it's not like a player has to re-learn in each game what getting killed means, is it.
b) there's enough time for you to process the visual clues. Even if you do not want to, your brain and the accompanying model process this information automatically, or else you'd be infuriated because the game is buggy as hell and/or defect.
tl;dr:
From a HMI-standpoint of view, there's no doubt what happens with Rayman turning into a bubble.
Thus rarely will anyone deduct "Rayman randomly decided to explode!" and return the game in a fit of rage. _________________
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sticktion

Joined: 06 Sep 2011
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Posted: Tue Apr 24, 2012 5:20 am |
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I don’t think Wes’ issue is that the death anim fails to convey an avatar state change, but a delay in state-change feedback.
When you get hit in SMB, the very next frame after hit detection sees on-screen action and player input halted simultaneously, with a distinct “record halt" sound.
There's no doubt what just happened — more importantly, there's no doubt when it happened.
The brain’s already got a significant delay from the brain->button->screen->visual cortex loop; skilled play occurs when the player accurately predicts the future (whoa), so providing feedback as instantaneously as possible seems crucial.
Imagine if mario began auto-running for a second after a death hit. Say the player fails at trying to predict the future locations of mario and a koopa, and hitboxes intersect. Without the instant feedback, the player gets a squirt of dopamine instead (based on her previously-established mental model of death (“yay, i didn’t die”)) and progresses to the next set of predictions when — “wtf” — the death animation begins.
The player can roughly piece together when the death occurred, but the chemical reward can’t be taken back. When a single pixel’s width can determine success or failure, it would be laborious to hone your predictions with all the false positives.
When rayman's engine detects the fatal hit, only a standard "you smacked into something" sound is played and the controls are frozen. the avatar keeps bouncing around the screen in stun mode using up leftover momentum until the engine slows it down and initiates the dying animation + sound.
I was watching this "death is just around the corner" promo video:
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Gironika

Joined: 05 Dec 2006 Location: Dragon Range
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Posted: Tue Apr 24, 2012 5:39 am |
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Now that is a good explanation I can accept, thank you.
I (obviously) wasn't aware of this lag by now, and couldn't see what's wrong with it, so to speak the lag between fatal collision and start of death animation didn't throw me off.
I wonder why, or what/which game(s) made me not notice this.
This might even help me find out why I am no good at fighting games, where I feel that things are happening too fast, which would hint at insta-frame consequence instead of a slightly laggy version I prefer. I have to properly look into this later! _________________
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Ymer

Joined: 05 Oct 2009 Location: PAL region
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A New Duck

Joined: 08 Dec 2008 Location: Eugene, ORLY
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Posted: Sat Apr 28, 2012 5:33 pm |
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The trailer does reveal the interesting possibility of someone using the tablet controller in a multiplayer game to be a Dungeon Master of sorts. I'd like to see that explored. _________________
3DS/PokéMagic Friendz Code: 1289-8272-6032 |
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cassievania cassie-no night zone

Joined: 16 Feb 2010 Location: Master, the batteries in your Wii Remote are depleted
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Posted: Sun Apr 29, 2012 12:05 am |
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| thesycophant wrote: |
| The trailer does reveal the interesting possibility of someone using the tablet controller in a multiplayer game to be a Dungeon Master of sorts. I'd like to see that explored. |
more then likely you'll just move platforms or such.
i'm not a fan of the rendering engine, really. looks like it's too much.
also the social gaming part has me wary.
but if it's got more levels the same quality as rayman origins' then it might be something i look forward to. _________________
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wourme

Joined: 05 Dec 2006 Location: Building World
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Posted: Tue Dec 10, 2013 5:29 am |
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I got PS3 Rayman Legends at half price during a recent sale. I've been at it for a week or so, and I think tonight I reached the point where I will no longer make myself collect everything before moving on to the next level (because I can't (because of the timed challenges)).
As I'd expected, it's a lot like Origins. Which is a good thing, I think. One of my favorite new elements is that the bosses are not on the final stages of each area. Instead, the final stages are clever music-based ones that aren't really meant to be difficult (at least so far). |
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Robosaurus

Joined: 28 Jan 2009
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Posted: Tue Dec 10, 2013 7:12 pm |
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That reminds me: I played Legends on the Wii U. Controlling Murfy with the touchscreen is neat, but it did not seem more fun than playing the actual game. I was able to pawn Murfy off on someone else, though, so hey. I guess my recommendation is to play Legends on any console, because it doesn't matter.
I really liked the invasion paintings, but I was disappointed with the difficulty of the rest of the game. Spoiler: there's a Land of the Livid Dead music level, but nothing like the bonus level at the end of Origins, which makes me sad.
Last edited by Robosaurus on Wed Dec 11, 2013 12:21 am; edited 1 time in total |
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Ronnoc

Joined: 26 Feb 2010
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Posted: Tue Dec 10, 2013 11:39 pm |
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| You should do what I did, Robosaurus. About 75% through the game, I realized that 50% of the things I thought killed you actually didn't and the game was was easier than I thought it was ;) |
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Robosaurus

Joined: 28 Jan 2009
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Posted: Wed Dec 11, 2013 12:28 am |
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| I look forward to watching your "no lums" playthrough on Youtube. |
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Ymer

Joined: 05 Oct 2009 Location: PAL region
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Posted: Wed Dec 11, 2013 11:26 pm |
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Someone update Snoop-canon:
_________________
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