From the first stage, a new mode of interaction is possible as Rayman’s guide Murfy now takes on an active role, hovering between points of interest and activated by the push of a button. While powers do have to be unlocked again, meaning early levels are simpler and less challenging, the difficulty increases much faster than it did in Origins. They’re torturing a Lum in some way, using it as a ping pong ball or a yoyo, and they transition beautifully between states, brandishing weapons, reacting to a punch, or taking a plunge and struggling for breath. It’s the detail in animations and backgrounds that give the world its life. I was initially concerned that additional 3d modelling and animations would detract from the painted vision that made Rayman’s return so remarkable, but those elements are non-intrusive. Incredibly, it’s a more attractive game than Origins, which was surely one of the most handsome games released last year. This isn’t Cecilia Giménez’ Sistine Chapel restoration. None of that would be relevant if the individual panels weren’t up to scratch but thankfully that’s not the case. A seemingly small package, with an apparently limited skill-set required, that unfolds into an enormous canvas. It’s the kind of game I dreamed of owning as a child, when my parents could only afford to buy me one new cartridge or set of disks once every few months. These then provide access to online leaderboards that lead to further rewards. If the enormous amount of exquisitely designed, illustrated and soundtracked content weren’t enough, there are also daily and weekly challenges, with ever-changing takes on smaller arenas and parts of levels. There are also lucky scratch cards, earned between the silver and gold rating for each level, which provide random rewards, from a collection of pet creatures to returning levels from Origins. Even a moderately successful attempt at a new level will usually provide access to at least one new area, including unique zones that change the rules of play in various ways. The generosity of the unlocks provides fresh options and entertainment following almost every few minutes of play. Anyone who isn’t immediately turned off by the idea of jumping, running and collecting trinkets will effortlessly while away many hours in the game. There’s no room for mistakes, although that’s not to say that this new Rayman is an impenetrable challenge. Rayman is a more competent protagonist than Nathan Drake, and almost anyone else in game, as are all of the other unlockable characters, who range from reskinned returning allies to barbarian princesses. As a set piece, it’s a brief and exquisite side-scrolling recreation of the kind of situation Naughty Dog throw Nathan Drake into – a mad scramble, impossible for the hapless hero to survive without just the right dollop of dumb luck. Like many of Origins most memorable levels, it’s a moment that jettisons any notion of exploration, relying instead upon timing and spectacle. I’d been playing for around an hour when I first sprinted into the desert, wall-jumping frantically through the interior of buildings even as they collapsed into the Sarlaccian maw that yawned below. In the game’s first set of levels, each of which is locked inside a themed painting, one particular event involves a chase through a sandstorm. Rayman shows his disembodied hand early, but he doesn’t run out of tricks until Legends is complete. But is this a rushed and inconsequential sequel or another platforming classic? Here's wot I think. With that in mind, I approached Legumes without any prejudice but instead with a deep-seated cynicism. The latter, starring a character that I had little interest in and whose style of running and jumping didn't seem particularly suited to the PC, was one of my favourite games of last year. Rayman: Legends Legumes is the sequel to the unexpectedly brilliant Rayman: Origins Oranges.
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