Like any story, video games are subject to feature a
myriad of environments of all kinds. Need your story to take place in a
populated city? In a desert? In a factory? In the sewers? There are so many
options! One thing about video games is that by their composition, they can
often feature multiple environments. Remember Super Mario Bros. 3: Grass,
desert, islands in the ocean, a world of giants, a world in the clouds, an ice
world, a maze of pipes and a fiery world! There is a very wide variety of
locations that can be visited.
I doubt there’s a game out there that has them all – there are so many! Although their strength lies in how they're used. so it’s interesting to see how a developer approaches them. I recall
Rayman Origins, which I reviewed two weeks ago; it had a desert world made of
musical instruments, and a food world that also included frozen and burning
lands.
I decided to pay tribute today to my 12 favorite video
game environments. The ones that allow for the most creativity, the ones that
offer great visuals. The ones that are tied to the plot, the ones that tend to
be memorable. Considering that there’s at least three dozen different possible
environments, I had to carefully pick my choices for the list, so if there’s an
environment you like that is missing from the list, be sure to share it!
12. Locomotive Levels
Jump from a car to another, and don't fall on the
tracks. These wheels are deadly.
Screenshot from: Road Runner's Death Valley Rally
Instant danger: Have the characters travel across
things in movement – like, say, the top of an airplane. But that’s kind of
outlandish even for video games, so let’s settle for a train instead. Plus a
train could actually be long enough to make levels of a decent length. Trains
make for interesting 2D platform scrolling levels – as long as you don’t mind
the blatant lack of wind pushing back on the hero, in some cases. Oh wait, did
you mean “inside” the train? That’s possible too. Less jumping there, more
fighting – I could see the interior of a train wagon being a set in a
beat’em-up game. But the top of the train is bound to be a dangerous place, one where the winds play against you. Not
to mention the possibility of falling off!
Note, if your game or show is set in a mostly realistic
world, don’t do that. Ask Archer.
11. The Lethal Lava Land
Fire everywhere, lakes of lava, artillery everywhere,
and a nopn-stop sense of dread. But our target audience
is kiddies, so we can't call it Hell.
From: Super Mario Bros. 3
Speaking of conventions and physics conveniently
ignored for a cool world idea… The convection would kill someone in real life!
Merely standing near lava is enough to die, there’s a reason no one goes near
that! But in video games, lava is usually harmless as long as you don’t
directly step into it. Therefore, it’s perfectly possible to feature multiple
levels in such locales. Due to the destructive nature of fire, this tends to be
the setting for final worlds in many games – what’s better than a world of friggin’
fire? Some go even further, featuring literal Hellish imagery, making it
effectively a world of fire and brimstone. It fits, no? I rank it pretty low on
the list because it’s a very common setting, and most gamers can attest to
seeing this at least once. Now, though, the really great thing is if you
actually apply the physics and have the main character lose life points by just
being near the lava if they’re unprotected, like in Super Metroid…
It's not just magma. It's alien magma. That makes it worse!
From: Super Metroid.
10. The Eternal Engine
What are those smashing pieces of machinery and these
spiky wheels for? We'll never know.
From: Rayman Origins.
Is it a factory? It can be. Is it a villain’s lair? It
also can be. What it is, though, is a giant machine that is never turned off. A
machine so large, you can run, jump and fight your way through it. Giant cogs,
worker robots, moving parts that can crush and break any intruder… And of course,
since it’s never turned off, one can only imagine how hot it must be in there,
from the machines that have seemingly been working for eternity – hence the
name. Now, will you enter an eternal engine that looks like it was made in the
Industrial Era, or will you walk into a sleek, futuristic place? Probably the
former more than the latter.
9. The Most Heavenly Level
You know things have gotten bad when even the Afterlife
is endangered.
From: Super Paper Mario.
The opposite of the Hellish world, the Heavenly world.
For some reason, Heaven is just as dangerous as Hell. Is it because of the
angels? Is it because the demons have overtaken it? Is it because the
characters have no choice but to meet their maker in order to solve their
problem? It’s like the solid cloud platforms of a level in the sky, with added
symbolism. Throw in some temples for good measure. Maybe do like in The
Simpsons Game and have the Simpsons battle folks like Benjamin Franklin or Shakespeare?
You could also create a Stairway to Heaven like in Super Paper Mario and have the
heroes jump upwards towards Heaven. Gotta say, though, one has to be gutsy to
be heading out to beat up God.
This level from The Simpsons Game went a step beyond and had you battle in the afterlife the dead opponents you killed in previous levels. Awesome idea.
8. The Ice Palace
Doesn't look very "Ice Palace"-y.
The slippery floors would beg to differ,
From: A Link To The Past.
Even better than the ice world: The castle made
entirely of ice. A perfect fortress for the local cool king or queen. A lair
formed by the crystallized, frozen water. Its interior could have been made
through magic, to create a beautiful interior with decorations and all. Or, it
could look like it’s been handcrafted by a thousand mooks, with the finesse of
a jackhammer – in which case the inside may feel like a natural ice cave, no matter
how pretty the outside may be. Places like this aren’t unheard of in real life,
either; in Quebec, during our winter festival, an ice hotel is built each year,
so I can buy that some ice-based villains get themselves a cozy, cool place to
live in. Or build it themselves. Obviously, not all of them are Elsa, not all
of them can build from snow and ice in a matter of seconds, but please! A bad
guy commands respect, and thus a respectable lair! If possible, a lair that
follows their theme. Thus, ice palace.
7. Band Land
My wheels! These piano keys, they do nothing!
From: Mario Kart 7 (Music Park track)
It’s a common locale in Rayman games, but it’s been
seen in various other games: Simply put, it’s a world entirely made of musical
instruments. Platforms make sounds when you land on them. The trampolines are
bongos. The enemies follow the theme in a way or another, either by being
instruments or by toying around with nearby instruments in the décor. Level
developers will frequently show off their creativity here, featuring every
single darn instrument and musical element they can fit in. Be careful, though.
Music can reveal itself to be quite the vindictive kind…
6. The Maze
Going back to the Mario well... Remember the Forest
Maze? The toughest part is to follow Geno and
remember where he went.
From: Super Mario RPG: Legend of the Seven Stars.
They come in all shapes and sizes. Sometimes they’re
built in such a way that you return to the start if you lose your way. Mazes
have always been an interesting element to add to a game, and they can
definitely give that little boost in difficulty. On top of that, mazes can be
applied in many genres – top down action game? Yes! Metroidvania? Those can
sometimes feel like one huge maze where you can’t progress until you’ve found
the equipment necessary – forcing the player to visit more areas of the maze to
find what’s missing. Platform games? Oh yes, it’s entirely possible. Remember
Level 8-4 in the first Super Mario Bros.? You had various rooms connected by
pipes, and had to find the right path! What about World 7, the Pipe Maze, in
Super Mario Bros. 3? It’s also very easy to turn dungeons into mazes, whether
it’s in action-adventure games à la Legend of Zelda, or in RPGs. Other Mario
example: Anyone remembers the Forest Maze from Super Mario RPG: Legend of the
Seven Stars? Mazes can be infuriating to visit in games, but they nonetheless
offer a very interesting experience – as long as you don’t quit in rage from
not finding your way out.
5. The Amusement Park of Doom
In Video Game Land, always check who owns the park that
you're about to visit. Or you're gonna have some nasty
surprises...
From: Sonic Colors.
Another favorite of book and film action climaxes, the
amusement park. Moving parts much like in the eternal engine, giant machines
normally built for the enjoyment of the masses – only to become deadly to our
adventurer! The Ferris Wheel will try to kill you! The haunted house will
contain actual monsters! What about the security? …What security? If it exists,
it’s probably hostile to the characters. The bright and colorful landscapes of
amusement parks makes them an ideal location for a level, or two, or five, or
more – amusement parks are common level types in the Sonic the Hedgehog series,
often bundled in with the casino-themed levels. Sonic Colors takes place
entirely in an amusement park! Ah, no matter how tempting it is, our poor
heroes can’t take a break by riding the roller coaster…
4. Hailfire Peaks
The trope namer, featuring frozen tundras and fiery caves
in close proximity.
From: Banjo-Tooie.
This list has had fire; this list has had ice.
Opposites attract, and nowhere is this truer than in video games where physics
can be bent to great effect. Thus we have a world that is all-cold on a side,
all-hot on the other. You could argue the logistics of that place don’t make
much sense… but it makes for a friggin’ awesome setting. At one point you’re
helplessly slipping left and right on the surface, avoiding the waters so cold
they burn like dry ice… and moments later you’re in a fiery world, dodging
streams of flames and jumping above the lava. Now, the name of the trope
actually refers to any video game world that combines two regular settings
(fire and ice, desert and music, temple and mountain)… If the two portions
blend together, it can result in worlds and locations that have never been done
before in video games! But I do have a preference for the fire-and-ice combo, I
think it’s one of the more interesting mixes in video games, even if it’s one
of the most common setting combinations.
3. The Abandoned Laboratory
Some freaky amoral things have been going on here.
That's, like, the most frequent reason for laboratories to
close down in fiction. Realistic reasons, like a lack of
funding, are far behind.
From: Undertale.
As a huge science-fiction fan, I associate
laboratories with scientific experimentation and study. And also, laboratories
are where the most amoral experimentations can take place. Freaks created from
a geneticist doing things he shouldn’t have done, creatures born from unholy
combinations. Dangerous machinery all around. Of course, you wouldn’t expect
the original scientist to stay in this Hellish place, so most such laboratories
are abandoned – and old enough for the walls to be dusty and cracked. The lights
have stopped working long ago, giving the location a creepy atmosphere. And you
can never tell what is lurking in the dark… what may be the monsters you’ll
encounter. Many video game settings have a horror element to them (the ghost
mansion, the creepy circus), and the abandoned laboratory is a shining example of those, as long as the developers know how to use the setting to its fullest.
2. The Macro Zone
This is an example of a game where your character is
naturally small, so everything else is big.
From: Chip and Dale Rescue Rangers (NES).
A bit of an unexpected entry, the Macro Zone is any
occasion where the Hero steps into a world much more gigantic than themselves.
Maybe they shrank; maybe the world they’re in is naturally bigger in every way;
maybe they’re naturally tiny and only now are they stepping into the big world.
Rats become large enough to be bosses, tiny toys become enemies to defeat, and
everything has to be scaled. It’s like World of the Colossus. The Pikmin
franchise is famous for this, and so are various other game series that have
featured a few worlds based on this idea – as a big Mario fan, I can list off
World 4, Giant Land, in Super Mario Bros. 3, as well as the Micro and Mario
zones in Mario Land 2: 6 Golden Coins; one is a house visited while Mario is
shrunk, the other is like a toy box made gigantic.
1. All the Worlds Are A Stage
Imagine that every single one of these connected rectangles
is a stolen piece of land from plains, peaks, volcanoes,
abandoned zoos, towers, and so much more.
No rhyme or reason, just all connected together by
doors.
From: Super Smash Bros. Brawl.
The video game equivalent of settings being back for
the finale: When all the previous locations somehow merge into one. The Great
Maze in Super Smash Bros. Brawl’s The Subspace Emissary is the biggest example
(literally so, being a 2-hour long level), but other games achieved this in different
ways. The fight against Zant in The Legend of Zelda: Twilight Princess, as an
example (video below), sees Link being teleported with his enemy and battling him in previous
boss areas. It could also be a way to reminisce on previous locations, by
seeing them all together – it’s even better if they’re still in the same order.
A wonderful throwback to an adventure that is coming to a close, a nice
reminder of trials and challenges passed, or a strong return of many of those
(as this type of level may often feature the puzzles encountered in previous
levels, or the bosses defeated previously). I always thought this particular
type of level was enjoyable for those reasons. Sure, they can be frustrating –
if, say, the levels return with an increased difficulty, or if this particular
setting drags on – but they’re well worth it.
Alright, that was my list. I hope you enjoyed. Tell
me, are there video game settings I could have forgotten? Cutting it down to 12
means I had to take out many, many interesting video game settings. Are there
any others that you enjoy, that you would have put in your own Top 12 list?
Feel free to share them!
I’m back with another of those, yes! Why, you ask?
Well, because I had time to play some other games in my collection since the last one. Yes, I know, it’s only been… er… six weeks? So what, I have so many
Steam games – so many that I got almost for free, others that were pretty
cheap… if I want to get through this humongous collection, at some point I’m
gonna have to speed up a little. And if making more Steam Packs is what it
takes… then, why not? Here, have my thoughts and comments on four more titles
in my Steam Library. I’m hopefully gonna get out of the Bs and Cs of my
collection soon enough!
Beat Hazard
I wish spaceships in real life could shoot bullets
that threw out so much color into the depth of space.
Audiosurf let you ride your music. Made by Cold Beam
Games, Beat Hazard sets a complete shoot’em-up to your music. In some ways,
it’s better. In others, it’s worse. Ever since I reviewed Audiosurf last year
for Steam Pack 2, I found myself less and less interested by it as I soon
realized that the game was too easy even on Normal difficulty (I got so used to
moving around catching colored blocks that the game didn’t seem all that tough
now, except on the hardest difficulty). It got monotonous after a bit.
Meanwhile, Beat Hazard manages to be even more creative… and even more
difficult, which is always welcome.
Oh, and fear the bosses, because those can be a pain
to fight. Especially in the special Boss Mode.
Here, you are a little spaceship floating in deep space,
and enemies come at you from all around the screen, in rhythm with the music
currently playing. A level usually starts with a few floating asteroids, after
which actual enemies show up. Then the enemies get stronger – we get some that
actually shoot at our ship, then we get some that are equipped with magnets attracting
our ship to them, or pushing it away. Then we get others that release a dozen
ship-seeking missiles when destroyed. Others fly around the screen, releasing
little destructive spheres. What about these that look like worms, with
indestructible heads, forcing the player to destroy only the body segments? Oh,
and let’s not mention the few different types of bosses that can appear
mid-track for you to battle!
Thankfully, like any good shoot’em-up, you’ve got a
wide selection of spaceships to use in this quest. Some are slower but pack a
bigger punch, some are fast and can easily avoid projectiles, and some others
shoot instantly as soon as there’s an enemy on the screen… And so you can see
them all explode into bits, leaving colored lights in the blackness of space in
the background. Blow up a whole ton of enemies and see the world around like a
mural of explosions of color! So much light, so much brightness! Thank God I’m
not epileptic, or I’d be having a seizure! Hell, even without epilepsy, this
thing hurts the eyes!
"Complete 3 tracks on Insane"? Sounds alright.
I'll just pick 30-second tracks. Oh, what? I have to
pick a song longer than 210 seconds? I'm doomed!
If you’ve got the Shadow Operations Unit DLC, a whole
new world opens for you; all the available ships in the hangar come with three
missions to complete (whether it’s collecting a few million points in total,
beating bosses, that sort of thing – most of which require you to avoid dying).
In-game, you can collect 10$ powerups that get added to your “wallet”, with
which you can buy upgrades for your ship, whether it’s extra bombs and lives
when you start a level, bigger score bonuses, and extra powerups like
enemy-seeking missiles, repellent shields, or death rays. However, you can only
equip a number of those upgrades, so choose wisely! You can even use that money
to unlock two harder-than-hard game modes, labeled Insane and Suicidal… just in
case the game wasn’t already hard enough as is. Oh, there's also a multiplayer mode, if you have a friend to share the fun with.
...This is so bright! And what an impressive boss!
...But where the **** is my ship?
For, you see, this game is pretty hard. It’s a very
awesome idea to have the music radically change the incoming enemy waves from a
track to the other. Things can be pretty hectic, though, especially if the
density of enemies on the screen makes it difficult to see incoming weapon
blasts and other attacks. Worse even, remember when I said that enemies exploded
into colored lights? Well, that too can make it hard to spot the deadly blasts.
The intensity of these flashing lights can be bothersome too – and while you
can set that intensity anywhere from 50% to 200%, even setting it at the lowest
doesn’t help much. Your eyes might tire after a while playing this game.
Thankfully, if you’ve got a big collection of music, and a desire to buy and
complete the Shadow Missions, you’ll have hours upon hours of fun. All in all,
despite these small issues, I find Beat Hazard to be pretty damn awesome – as
long as you’re not epileptic…
If you’re interested, you can buy the base game for
9.99$ USD, or buy the bundle that also includes all DLC for 16.99$ USD. Enjoy!
BEEP
Hello WALL-E! Oh, it’s not WALL-E? Well, it sure fooled
me!
Ready to explore the universe... or overtake it.
Big Fat Alien’s indie game BEEP is a story set in the
future, where armies of robots were sent to explore the galaxy. These robots
have jet engines to float, a cannon to shoot at hazards, and an antigravity beam to move
around giant rocks and other pieces of the surroundings. Since the spaceships
can build an endless reserve of BEEPs, there’s no worrying if you lose a few…
or many. Someday, a BEEP ship finds a solar system that can be visited…
And thus BEEP begins. Your task is simple: Collect
bits of antimatter. There are four in every level, with three that can be found
by exploring, and one that is created by gathering all the smaller pieces in that
level. You need them to unlock new areas. And thus, BEEP visits various worlds,
collecting antimatter, needing 60 to unlock the final world.
For such a small robot, BEEP certainly has a lot of room
inside for these many large bullets.
The game turns quickly into a puzzle platformer, a
term you’ve most likely heard already as it’s a popular indie genre. It soon
becomes necessary to drag around items with BEEP’s antigravity beam, in order
to reach higher ledges and get more antimatter. Not to mention every time where
you need to move a bunch of things around. Later levels include even more
elements of puzzles and precision games. And indeed, per video game rule,
things get pretty difficult as BEEP gets more antimatter and unlocks planets
closer and closer to that solar system’s sun. From the early. grassy lands, to
the fiery pits of Hell of a planetside that always faces the Sun… have fun
exploring these 24 levels and collecting all 96 antimatter parts!
The game ends as your umpteenth BEEP finds an alien tower
on a moon near the final planet. That place contains the control command for
all the enemy robots met during your robot’s journey. Upon learning that they
eradicated all biological life in this solar system, BEEP decides that they
must be dealt with… and thus heads out to these robots’ home world. The
adventure continues!
Well that sure looks like a planet on which life forms
had a chance to survive...
It’s a concept we’ve seen many times before, a puzzle
platformer protagonist who’s able to move around elements of the scenery in
order to access the next areas. On this, BEEP does fairly well, presenting some
puzzles that really make you think about what you have to do. The 24 levels,
spread over six very different worlds, are pretty fun to visit, and BEEP’s
abilities make for interesting gameplay. However, the difficulty is increased
in part by the fact that BEEP has only six hit points, and by many enemies
having also their fair share of HP, especially the wheeler robots that will
shoot at BEEP whenever they see him, and take at least four bullets to go down.
These are, without a doubt, the biggest obstacle after the many endless pits.
Also, while the camera can be moved left and right to view upcoming sections,
you also move around stuff through the anti-gravity ray with the mouse, making
it impractical when the camera controls decide to play along. And of course,
BEEP often has to move while the anti-gravity ray is working, making it often
difficult to move an item properly… All in all, not a bad experience, there are
definitely some good elements in this, but it’s rather middle-of-the-road. You
can check it out on Steam here, if you’re interested. Right now, it’s free… If
you buy a large bundle comprising many other games, which I’ll all be reviewing
someday for the blog…
Biodrone Battle
We had a robot on a mission… so here, have another robot on a
mission. Sort of. In Biodrone Battle, from indie developer voodoosoft, you
control a machine in an abandoned lab (Or arena?). Your robot is grossly
under-armed for the task, possessing only a basic cannon and a weapon that
takes control of other robots… wait, what? That’s actually pretty cool! You can
possess other enemies and use them on your quest! Okay, it's cool... on paper, at least.
Tell me, is there anything of interest here?
There are 21 floors in the first mode, named Man or
Machine, with a few rooms being unlocked when you’ve collected enough keys. You
usually have to defeat all the enemies on a floor in order to complete it.
That’s how you get keys, I suppose. A task that isn’t helped by the large
amount of hit points the enemies have – and the simply insane speed at which
they can shoot bullets before you’ve had time to deplete their life bars! All
robots have their own playstyle, and it becomes possible to switch between
those collected thus far at will. Not like you’ll actually see much of that…
Most of the rooms are in complete darkness, with the lights coming from the
robot you control as well as a few shining points here and there.
No?
It could be an interesting concept. But the
execution is so damn dull. There is simply nothing of interest here. There is
little music to get you pumped and willing to go forward, and the environments
are grey and boring. The worst part about this one, though, is the difficulty. You
can barely make it past the tutorial, with how brutal the opponents can
be. The first few enemies encountered
can kill you in mere seconds, while you need a number of hits to kill them! You
“could” try a stealth approach, but it’s tricky since, as I mentioned, your robot emits freaking light! In this completely dark environment! Most of the
time, you’ll get killed brutally either by an enemy that you didn’t see in the
dark, or cornered with no way to fight back efficiently. It’s not even worth
playing past a few floors…
Oh. I died. I got bored by this one in record time anyway.
On to something better.
…oh sure, you could try, if the game didn’t decide to
stop you in your tracks. I’ve been lucky not to run into any glitches, but
apparently those are common in the game. I did have issues connecting to the
single-player mode, seeking a server to play in... for a game that’s not nearly
popular enough to need a multiplayer mode and servers, much less 9 of them!
It’s incomprehensible!
This… this is just bad. Seriously, don’t buy it. But
if you must, well, it’s over there on Steam, where you can waste spend a
dollar on it.
Choice Chamber
Let’s end this on a game for all you streamers out
there. Choice Chamber, made by Studio Bean, allows full interaction with a
streamer’s audience in order to personalize the single-player adventure. Every
once in a while, a question pops up on the screen, offering a choice. The
viewers respond to it, and after a certain length of time has passed, the most
popular option comes in to impact radically the game.
Nondesript alright. Not like the character needs much of a
personality for this game, anyway.
In Choice Chamber, you follow Nondescript Unnamed
Colorful Protagonist #274, as they go from room to room. Enemies pop up at
random, kill them all, move to the next room. Collect special hearts, refill
your health, learn to use your weapon. Every playthrough should be different!
Just be sure to amass an audience that will make the game worth it. Would be a
shame if you connected the game to your Twitch account and ended up voting by
yourself on all the changes, by posting in your own chatroom…
Destroy the enemies! Your fans want you to!
How far can you go? How many rooms can you cross? How
long can you last until you lose all of your hit points? Aim for a high
“score”! (If you equate “score” to “number of rooms”…) New option: Do you want
more normal enemies, more flying enemies, more large enemies? Do you want more
hit points, more speed, more strength? Best case scenario, your viewers fight for the control of modules that will follow the character around and protect them from the monsters!
There’s even a multiplayer mode where you can race
against another player to the top of a tower to climb, with the viewers’
choices still affecting the gameplay. All of a sudden, sticky platforms! Or
maybe icy ones? No, wait! Bouncy ones! And this can lead to a fairly long race,
too, with the length decided before the game starts.
Literally powerd by your fans. Or dictated by what your
viewers decide. Either way, no fans/viewers...
not much of a way to play.
All in all, it’s a pretty great concept; the game
looks polished, pretty – I quite enjoy the art style – and has decent music.
Unfortunately, it’s one of those games that is best played when you’ve got an
audience. And not every Twitch streamer can brag about getting a large enough
audience to make this game worth buying and playing. Oh, certainly, it’s fun
if things work and you have anywhere from 5 to 80 people watching you and
commenting – and the game will keep track of every response – but if you can
barely get an audience of two or three people… well, good luck getting any
enjoyment out of this game… Without interactions from viewers, the game is
bland at best. If you are not a streamer – obviously, don’t buy it. If you are
a streamer but you can’t get an audience worth it – again, don’t buy it. Only
buy it if you can have at least some people contributing to the choices in the
game. After all, this costs 10.99$, and it would be a shame if you bought it
and ended up never using it…
Well, this covers all four games for this week. Be
sure to tune in next Friday for a Top 12 list!
"Et-lat e-may out-way!" Yeah, if you want to understamd
most of anything said by the voice actors in this game, you
got to brush up on your pig latin skills.
Ouldn't-shay e-bat oo-tay ard-hay, o-nay?
I spent most of Part 1 explaining the various elements
of Rayman Origins, like the levels, and everything the Electoons are used for…
I guess everything else will be discovered as we go through the game’s plot! I
only covered the first three worlds, so there’s got to be something more in the
8 remaining worlds, right?
Past Gourmand Land, we reach the Sea of Serendipity.
Immediately, we’re shown a land of pirates, and we save another nymph who gives
Rayman the power to dive! You heard that right, folks; at the start, Rayman couldn’t
punch or fly, and he couldn’t even dive underwater. He had to learn these
things by saving nymphs!
He's got a point there! Less bones to break!
Plus, Rayman has everything else that matters. And I do mean everything else.
It’s almost silly that he had to re-learn many of
these things, since Origins chronologically takes place between Rayman 2 and
Rayman 3, at a time where Rayman probably had some of these abilities already. We also
get to learn a couple things, especially through the Bubble Dreamer Polokus’s
comments: Apparently Rayman has no limbs because the nymphs, who made him to be
the protector of this realm, ran out of Lums and thus only made the important
parts. Arms, legs? Who needs that, right? Also, who knew that Globox is
supposed to be colored red like the other wizards we see from his species, but
a weird berry he ate turned him blue?
Only the Rayman series can make that stuff up, folks! It's good to have that comical edge in the mythos.
The Sea of Serendipity has a very distinctive
soundtrack – so far, we could hear the Lums singing in the music of the
previous worlds, but this is where they become very clearly audible. Oh gee, I
didn’t know Alvin and the Chipmunks had been reduced to singing on video game
soundtracks. And is that someone drowning in the
background of this track? Uh... let’s move on…
These sages should be happy. Yeah, their beards are tugged
in a pain beyond belief, but at least they're not on this
ultra-dangerous adventure.
Past this world is the Mystical Pique, a mountainous
area that also houses a monastery, where several of Globox’s wizard fellows can
be met. Believe it or not, they’re floating on air. And their beards can be
used as vines to jump from platform to platform, too! Rayman’s world is the
land of ultra-strong beards that never rip off. In the Mystical Pique, Rayman
saves the fifth nymph, who teaches him how to run on walls! Hurray, now Rayman
can replicate Sonic! And look at that Mario loser, only able to wall-jump…
Rayman can do that AND run up walls too!
We>'re eventually gonna defeat that thing... we just need to stay alive and
stop fighting each other. Easier said than done.
Advantage of nymphs: They're all hot.
Disadvantage: They all have the exact same body type.
At the end of this world, Rayman defeats a golem and
opens the next world… Moody Clouds? Actually no, as Rayman enters that world’s
first level and finds the nymphs trying to open a portal to the Moody Clouds. There’s only one
problem. The four sages of the lands are unresponsive, having morphed into
giant unspeakable creatures - without their power to rely on, the portal stays closed. And thus Rayman needs to defeat them in order to
access the Moody Clouds, where the true enemy lies.
On this, four new worlds open, each connected to one
of the previous four worlds. This is also where the game stops holding back.
You want it difficult? You’ll get it VERY difficult. This game has infinite
lives, and you’ll need every single one of them. I swear I must have spent over
a thousand lives in this game, possibly even more, I died so often.
That trailer's not even one hundredth of the ways to die.
The Jibberish Jungles open the way to the Ticklish
Temples, you can access the Grumbling Grottos from the Desert of Didjiridoos,
the Luscious Lakes are just across Gourmand Land, and the Sea of Serendipity
hides the Angsty Abyss. Each one of them has a King of a realm of Rayman’s
world, transformed and given a monstrous form by the mysterious mastermind
behind this mess.
The Ticklish Temples house Daisy, the cute, flowery
lord of the jungles. Only problem is, it’s been turned into… this:
Sheesh, is that what it looks like before putting on makeup
in the morning?
And that is how a giant, threatening monster loses all
dignity.
The battle starts with Rayman fleeing from Daisy by
taking altitude. Later he gets trapped in an enclosed space with the monstrous
plant and must fight it. This is where I realized, during my playthrough,
something that tends to be a recurring issue with ultra-difficult games like
this. See, Daisy’s pattern never changes regardless of what Rayman does. First
it yells, then it rams into the leftmost wall, and Rayman has to run up the
wall on the left, jump to the ground, run up the wall on the right to smash the weak point
appearing on Daisy’s forehead. Next it climbs on the ceiling and smashes its
head on the exact same spots in the exact same order, then Rayman smashes the
new weak point that appears on its ass. Then Daisy jumps forwards and
backwards, always in the same manner, then attacks with its tongue and the last
weak point is in its mouth. It’s always the exact same pattern regardless of
what you do. After realizing this with the boss fights, I realized the same happened in most of the later levels, especially the ones that had
tons of obstacles always appearing in the same spots and using the same tricks.
Beating every level in Rayman Origins for the first time is a grueling,
difficult task - in the last 5 worlds especially. Beating them again becomes easier and easier as you learn the
patterns. Then you will breeze through most of them. Enemies in games like New
Super Mario Bros. Wii have enough programming leeway that they can still make the game
difficult (as an example, Piranha Plants shoot towards Mario, not in a precise direction), but in platformers where the environment is the hero’s
greatest enemy, and said environment always behaves the same way, the challenge
gets diminished every time you beat one particular level and learn wat it does, and when it does it.
Well, that was a rant!
Here's a dragon stomach in serious need of TUMS.
When Daisy is defeated, it reverts to a tiny, cute
form. Aww, adorable! That’s one saved King, time to go save the others. We face
the Mocking Bird again at the end of the Grumbling Grottos. The Luscious Lakes
end with a battle against a giant dragon – or, well, a fight against the weak
spots in its belly, with accompanying rising and sinking lava and waves of
freaking fire, because no matter where Rayman is, everything wants him dead.
And of course, once it’s beaten, the battle isn’t over, then you have to make
Rayman run out of its mouth. Again; patterns, learn them, because the obstacles
are always in the exact same places. Then, we fight the final King in the Angsty
Abyss, a tiny shrimp that became a giant dragon-like monster shrimp.
Allergics beware, this is a King Size Shrimp.
With all four Kings saved, the way to the tenth world,
Moody Clouds, is open. What awaits for us in there is a land of clouds, of
course, as the name indicates, but it’s combined with a factory-like place containing robots and giant deadly machinery. Then again, that’s fine, it’s just the 666th
deadly thing in this world.
Yup, definitely a fan of Mister Dark.
Just check those posters behind him.
Rayman runs through a few engine levels, and then we get a
sequence of levels making up the “final dungeon”, if we can call it as such. In
“The Reveal”, we arrive in the room where the true villain appears: It’s a
Teensie known as The Magician. A big fan of Mr. Dark, apparently. May or may
not have hatched this entire plan only because he was bullied at wizard school; the beta script for the game is kinda unclear. Why is it such a twist? Because the Magician... it's also this same guy, who followed you around to track your progress all this time, and was overjoyed at your successes in collecting Lums and Electoons.
Can you say "Traitor all along"? I mean, I knew something
was up once I realized he wasn't sincere when dry-humping
the big tube full of Lums.
Mechas of all the bosses so far?
Yeah, no... weonly have two.
Can you imagine the insane cost for parts and maintenance?
Not out of resources, the Magician sends Rayman down a floor trap, and the
limbless wonder has to battle mechanical versions of Daisy and the Mocking Bird from earlier. With these beaten,
Rayman runs back to the Magician’s room. Caught off-guard, the enemy drops his
hat, realizes he’s cornered, starts bobbing his head, and then dances. Yup,
dances. Much like how other Rayman enemies just break into a dance number when
they’re beaten. So wait, since the Rabbids let Rayman join in their musical
competitions so easily, does that mean they were always defeated from the
get-go? I’m probably overthinking this. Rayman embarks on the dance number and has a fun time until the music ends… at which point the Magician flees. Oh, crap! He played
us! But that’s alright, we can follow him.
Fleeing from deteriorating evil lairs is intense workout,
even for big-name video game heroes.
What follows is a sequence awfully similar to the
Treasure Chest Chase levels, where the pattern of the level doesn’t change
whatsoever, and Rayman isn’t allowed a single mistake as he runs, jumps and
swings among the falling debris of the Magician’s Tower. It’s just as hard as
the later treasure chest levels, too! You need ungodly precision to pull it
off. Still, Rayman catches up with the Magician, who jumps into a flying boat
to flee some more. Rayman gives chase on his trusty Moskito, shooting at flies
and bombs on the way. Hey, are we ever gonna get to battle that damn Magician
and his damn ship? Technically, we get to weaken it, but we can’t stop it.
Sun-shattering kaboom in 3... 2... 1...
It eventually reaches the end of its course… that is,
breaking the glass around a miniature burning star in the deepest of the Moody
Clouds factory… shattering it, destroying the entire goddarned factory in the
process. All four playable characters (Rayman, Globox, any Teensies) fall from
the sky… and land right in the spot they were in when they were loudly sleeping at
the start of this entire mess, going back to their raplike slumber. Nobody
knows if the Magician survives, and it seems that nobody cares. But wait,
aren’t the inhabitants of the Land of the Livid Dead still angry?
AKA the land of Never-Catch-A-Break.
That’s okay. Beat the treasure
chest chase level in every world, collect the 10 ruby Skull Teeth, bring them all back to the skeleton blocking
the way to the Land of the Livid Dead, and then enter that level… which is, by
far, the most brutal one in the game. It starts with a quick platformer section
with attacking boney grannies, then Rayman has to run
and jump through a section that involves a giant skeleton spine speeding
through. That part continues with a lot of high-flying, which would remind one
of these chest-chasing sections… also, a lot of running upwards on falling
platforms. Every single part of this requires precise timing. The next area?
FIRE. FIRE EVERYWHERE. And you must carefully run across platforms, than
navigate your downward flight to avoid streams of fire… but you can’t be too
slow because there’s a goddamn spiky vine chasing you downwards!
Somewhere out there, Mario is watching with his mouth agape,
while Kaizo Mario brushes it off as "no big deal".
That's one Hell of a tough-looking boss.
What do you mean, it loses all of its eyes in one turn if
you're fast enough and then it just has one big weak spot?
Thankfully, the final room in this enormous level is
just another boss. Big Mama, the “Mother of Nightmares”, awaits here, bathing
in a pool of lava, staring at Rayman with her 15 eyes. Much like the level that
preceded it, the fight against Big Mama is all about patterns and the player’s
reaction speed. After Rayman runs a bit on Big Mama’s spiky arms, the weak
point appears only for a half-second. Punching it which brings the hero close
to her eyes – and you have to pop them all! Thankfully you have enough time to
pop them all in a single turn, but if you must go through the sequence that
precedes this, just know that it never really changes. Again – patterns.
Popping all of the eyes triggers a second sequence of arm movements for Big
Mama, then the weak point shows up again, and then you can pop the big weak point
on Big Mama’s forehead, which transforms her back to her real form, from a
gigantic monster to a… gothic nymph who actually looks pretty cool? She quips
that this was a nightmare – oh, ha ha, I went through all that trouble and died
150 times in the Land of the Livid Dead alone just to hear that joke, totally
worth it. And thus, with this, I can say we’ve seen everything the game had to
offer.
This whole game is a nightmare... the first time you play, at least.
Nice hair bones, by the way.
…Oh, of course, you can now go hunt every last missing
Electoon, as well as every medal (for collecting the maximum number of Lums in
every level) and trophy (for beating the best time in every level). All for
bragging rights, of course. And two extra playable characters with the
remaining Electoons.
Quite a lot of levels to explore, spread across 10 worlds.
(Technically 11, if you count the Land of the Livid Dead)
So, my verdict of this game? It’s pretty damn awesome.
Hard enough to make you pull your hairs out, but awesome. Seriously, this is
hands-down the hardest platform game I’ve ever played – although its difficulty
is greatly diminished after a first playthrough. As soon as you know the game
by heart, it’s not much of a challenge anymore. You could say that it’s true of
every game out there, but it’s particularly noticeable in Rayman Origins where
the world itself wants to kill you, perhaps moreso than the enemies – but since
the world’s behavior in a level hardly, if ever, changes, if you know what’s
coming, you’ll never have any issue avoiding the various death traps. It’s
different from other platform games where the enemies and their AI lead to
risks of death as soon as their behavior is a little less predictable. The first time you’ll play this game, however, you will think of it as insanely
difficult.
Multiplayer does make the Moskito sections easier.
What is really awesome, though, is the option to play
with up to three friends. Michel Ancel took inspiration from other multiplayer
platform games released around that time (such as New Super Mario Bros. Wii),
implementing a similar system where characters who die reappear in bubbles and
can be saved by other players. The creator of Rayman felt, however, that many
of these recent games lacked a form of player rivalry; you could jump on other
players, toss them around, but never actively harm them; thus, in Rayman
Origins, he made it possible for players to smack around and punch each other,
with actual life losses. As if the game wasn’t already hard enough! Still, I
applaud the idea, I agree with Ancel that some games would have benefited from
that little extra possibility for rivalry.
Gotta admit, this all looks really great.
The art is simply fantastic, the game is an absolute
treat, a marvel for the eyes. Things couldn’t get prettier than that… well,
until we get to Rayman Legends where they give 3D lighting to the 2D models to
give an awesome style. The lands to explore are wonderful, helped by the ton of
detail put in every environment. It’s especially great seeing as said
environment tends to move a lot, making things even more interesting to look
at. The music greatly complements this, even changing mid-level depending on
the mood of the new area Rayman entered. They even manage to be funny with some
of these tracks, adding elements that you might only notice when listening to
the track alone!
16 playable characters, 246 Electoons to collect,
eleven worlds, multiple challenges… Honestly, this game is awesome. You could
buy it on Steam for 19.99$... Or, if you got lucky, you could have received the
game for free through Ubisoft’s UPlay platform. In which case, play it! You
will rage, you will swear, you will probably give up and then come back, and
then you will enjoy it.