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Another batch of Rayman Legends details

Posted on May 31, 2013 by (@NE_Brian) in News

Another round of Rayman Legends details have emerged from Ubisoft’s recent press event. Gamekult published a preview of the game, which has since been partially translated.

Information from the site’s article can be found below.

  • Touch levels design has been completely re-worked from Wii U/Vita version to match with the other consoles. The purpose was to obtain the same kind of difficulty/rhythm/balance.
  • The overall difficulty has been toned down compared to Rayman Origins, leaving more space for a “progressive” evolution. They however focused on implementing a lot of secrets and challenges to satisfy gamers looking for more while avoiding frustration for the others.
  • The Preview Demo was including a new sub-aquatic level, with a more “open” structure. The level included a central hub to return to, with several switches to activate around the open level to free the way to continue.
  • The extra-time given by the infamous delay allowed them to work on an “Invasion” version of the existing levels. These are completely re-worked versions of the levels (“à la” Super Mario 3D Land extra levels) including Time-attack challenges.
  • Christophe Héral, who was in charge of Rayman Origins’ music, is back for Rayman Legends “with a surprise” for those completing the game at 100%
  • PS Vita Version is identical to Wii U version in terms of gameplay (including touch levels). It even adds 5 exclusives “touch” levels. Performance-wise, the Vita version tested ran smoothly but with some dips below 60 FPS (whereas Wii U was rock-solid 60 FPS).
  • There is no over-arching scenario that builds a logic to the entire game. These are stand-alone “universes” that are pure context excuses for the fun, gameplay and art.

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