Tag Archives: 3ds

FGC #349 Tetris Axis

TETRIS!What if someone made a Tetris game for people that hate Tetris?

Many “basic” games have the same problem: you only need one. Too often the gaming community focuses on every little thing about videogames and forgets that, before we had the technology of today (or the 80s), “games” had to be simple things to be at all practical. Poker might have nuances and strategies, but a second grader can learn every rule available inside of five minutes. Nobody ever has to explain checkers, and chess is just a matter of knowing that your horsey is clearly drunk. This is why these games have persisted for either hundreds of years or maybe seven weeks, depending on which Snopes article you’re reading. And the side effect of that is that your average person can literally inherit such a “game” from an ancestor, and never need a replacement. Granted, you don’t usually see a deck of cards passed from father to son (assuming your father isn’t Gambit, of course), but a family chess set isn’t all that uncommon (for nerds). Why reinvent the wheel when your current hooptie gets you everywhere you need to go?

Tetris is much in the same boat. While you could make new stages for Mario or design new Hyrules for Link, the simple tetromino needs only one home, and it’s a narrow playfield where the vertical line is king. Like Solitaire or Minesweeper, when the average person discusses “Tetris”, they might be picturing a black and white screen or a PS4-based colorplosion, but, one way or another, it’s the same game they have in mind. Tetris is Tetris. You could make a million different NBA Jams or NBA 2KXXs, but they’re all still based on basketball, and basketball is basketball. Tetris may have started as a videogame just the same as Mega Man, but we have never needed a Tetris 2 featuring Quick Man. Alexey Pajitnov got it in one, and, give or take a feature or two, Tetris need not ever change.

Which is not to say that producers haven’t tried.

My old friend is back!Let’s see here… before we even got past the age of the Gameboy, we had Tetris, Tetris 2, Tetris Blast, Super Tetris 3, and Tetris Attack. But that was the heyday of Tetris, right? The inevitable age of imitators that happens to every franchise from Mario to GTA? Well, yes, and some of those games had about as much to do with Tetris as Dr. Mario had to do with Yoshi’s Island, but the exploitation of the brand certainly didn’t end there. You want Tetris with Mickey Mouse? Tetris with online features? Goddamn Hatris? We’ve seen Tetris in every possible way with every possible system. There was a Tetris designed exclusively for the Virtual Boy! That system lasted twelve minutes and had six games! Tetris isn’t just ubiquitous, it’s also been adapted more times than Romeo & Juliet.

So, by the time we got to Tetris Axis for 3DS (released in the fall of 2011, the 3DS’s launch year) we were already looking back at over twenty years of Tetris remixes. In fact, we had just seen the preeminent Tetris remix a few years earlier with “what if Tetris, but sometimes Mario shows up”. That was the best! Now… what? 3-D graphics? Half-assed augmented reality modes? The 3DS shop wasn’t even quite live by the time this hit the streets, so we couldn’t even claim that a version of Tetris constantly loaded onto the system was the latest innovation worthy of our attention. Tetris Axis seemed doomed from the get-go to be yet another forgettable Tetris port, and it would soon collect dust next to The New Tetris.

And, at first blush, Tetris Axis seems to have plenty of reasons to be forgotten. It’s got your basic endless Tetris mode, and… we don’t really need much more than that, right? Well, we’ve also got survival mode, which limits the play area, and fever, which is all the Tetris you can play in one minute. That’s a pretty neat idea, particularly for a portable version of Tetris on a system with a handy sleep mode. Play Tetris at a stop light (note: never do this)! And there’s a two player mode that is ready for some 3DS communication or tetrising against the computer, so that’s handy. None of this is completely original, one way or another, but it’s not bad for a game from the Tetris franchise. Good, but forgettable.

But then there’s “party mode”. Despite the name, these modes seem to be dedicated to a one player, no parties experience. Or maybe I’m just some kind of weirdo that doesn’t find jigsaw puzzles to be party material. Yes, “jigsaw puzzles” is basically the theme of two party games, Shadow Mode (not that Shadow) and (appropriately named) Jigsaw. What do jigsaw puzzles have to do with Tetris? I guess they both involve blocks? Kinda? Then we’ve got Climber, which involves stacking your blocks so they don’t disappear, and an anonymous little stick figure can climb said blocks to the heavens. That’s the complete opposite of Tetris! And speaking of which, we have Stage Racer. Guide a tetromino through a maze like so…

Weeeee

And tell me that isn’t Life Force, Abadox, or any other damn shooter in the world. Except, ya know, minus the shooting. Guiding a tetromino? Does that sound exciting to anybody? This would be akin to someone looking at a Mario game, and commenting that it would be a lot more fun if the guy in the hat didn’t jump as much.

Such lightingAnd, ultimately, that’s how Tetris Axis feels. It’s a Tetris game that incidentally involves a number of modes that are barely Tetris. It’s a poker game where the main goal is learning to shuffle. It’s a football game where you see who can eat the ball fastest. It’s a chess game where you see if you can make the pieces kiss. It’s Tetris, but as an added bonus, here are a bunch of games that have nothing to do with Tetris. Did you want more Tetris in your Tetris, dawg? Too bad!

Tetris Axis is a Tetris game that, incidentally, wants nothing to do with Tetris.

FGC #349 Tetris Axis

  • System: Nintendo 3DS. And it’s got the lame 3-D mode to prove it!
  • Number of players: Two seems to be the right number here. There might be some additional, even more players modes, but they’re not readily apparent.
  • Favorite Mode: I can’t complain too much, because Tetris Blast does return in Bombliss Plus. It’s not as robust as the game that came out twenty years ago, but it’s always a fun time to play Tetris and make things explode.
  • Most Confusing Mode: Capture Mode is available, and it’s Tetris, but with some light color matching. It’s not terrible, but it indicates what you’re supposed to do so poorly that it really stands out as a dud. Or I’m just bitter because it took me forever to figure out and I lost a bunch of times. It’s one of those.
  • Did you know? There are AR modes in here, and they involve the question mark trading cards that came with your 3DS. Am… am I the only one that keeps those things handy for just such an occasion? I wouldn’t want to miss the opportunity to play a crappy Tetris mode on my real live floor.
  • WeeeeWould I play again: Tetris? Yes. Tetris Axis? Not so much. Maybe if it were to become a free downloadable title, I’d go for it, but I’d rather play Gameboy Tetris any day of the week. And, conveniently, guess what is already on my 3DS?

What’s next? Random ROB… is wearing an unusual red cap with eyes. What the heck does that mean? Guess we’ll find out! Please look forward to it!

FGC #339 Castlevania: Lords of Shadow – Mirror of Fate

Here comes a special boyCastlevania: Lords of Shadow – Mirror of Fate is likely the most ill-advised videogame in gaming.

Castlevania: Lords of Shadow was not made for sequels

Castlevania: Lords of Shadow (no additional verbage) was a Playstation 3/Xbox 360 game meant to revitalize the Castlevania franchise. Koji Igarashi held the reins of the Castlevania universe for years, and, in that time, he produced exactly one (1) decent console Castlevania. Granted, it was one of the best games of all time, but every time Iga hit the consoles again, we wound up with something… less than stellar. The PS2 outings were rote and boring, and the Wii saw a Castlevania fighting game that was maybe the most bonkers bit of plotting in an already supremely bonkers franchise (Super Mega Death traveled through time so Maria could be jealous of Sypha’s rack). None of these games presented any sort of justification for Castlevania to exist on the “next gen” consoles, and, since portables have long been considered the ghetto of gaming, Konami was understandably concerned about its Castlevania franchise. If one of your top franchises was simply languishing in the portable market, how could you ever marry said franchise to successful slot machines?

Lords of Shadow was basically a gritty reboot for an almost accidentally gritty series. You’ve got a Belmont hero, but now he’s working for a very real and very present Christian church. You’ve got your old standbys like the werewolf, succubus, and Grim Reaper, but now they all have tragic backstories with (fantasy) logical origins (if you ascend to Heaven as an immaculate being, obviously your body stays behind and becomes a vampire slut). The environs are more Lord of the Rings (popular at the time), combat is more God of War (also popular at the time), and everything is a lot more bloody (always popular). Lords of Shadow does a lot to simultaneously distinguish itself as a fresh, new look at Castlevania and be, incidentally, an experience that is fairly indistinguishable from the rest of the HD action game flock (of 2010 or so).

ScaryBut LoS did one remarkable thing: spoilers, but you were Dracula the whole time! Gasp! You were playing through the secret origins of this brand new Dracula, and now you’re the Lord of Darkness himself! And the final boss is Satan. Yes, that Satan! Dracula is kind of a good guy! Or something!

And the only problem is that that’s a neat trick, but you can only do it once.

The whole “you were the bad guy all along” thing is a great twist, but it doesn’t really lend itself to a franchise. It can work in many pieces of media, but for a videogame, you inhabit the protagonist, so the fresh new nasty boy either has to be the final boss of the next adventure (because killing off the previous protagonist in any lesser manner would be an insult to the first game), or said “villain” has to be supremely misunderstood. In fact, it seems like the Lords of Shadow staff realized this immediately, and tacked on a postlude that featured New Dracula awakening in modern times. Cool! He’ll be “misunderstood”, but Dracula in modern times is a fresh new direction for the Castlevania franchise! Maybe a sequel could work!

The sequel absolutely doesn’t work

Let's reflect on thisOkay, maybe the real sequel does actually work, but Castlevania: Chain of Memories absolutely does not.

So, first, in order for this whole game to work, we have to retcon in Gabrielle Belmont, star of Lords of Shadow, and his brand spanking new son who never got mentioned before this very moment. Okay, Gabrielle was a prophesized warrior that was incidentally being controlled by Patrick Stewart, so, sure, maybe the family bought into not telling Gabrielle “for his own good”, and, since the player exists behind Gabe’s eyes, we just weren’t privy to that information. Fine. But this also means the story has to start a maximum of twenty years (good hero’ing age) after Gabrielle became Dracula, and… is that going to work? Gabby kind of accidentally became Dracula, so is he going to settle into the whole “malevolent dictator” thing that quickly? And Lords of Shadow started in 1000 AD or so, so how does humanity even get to the modern era teased during the LoS finale if Dracula has been awake and active for the last millennium? So many questions!

But, okay, let’s move past that. Let’s just say that Dracula is simultaneously very quick to come into his powers, but very slow to actually do anything with his powers. And, hey, that’s basically the original canon, right? Oh, wait, no, there’s always a Belmont slapping down that Dracula before he can do anything. But we’ve got Belmonts here, though, right? Like, that’s the whole point of the “Gabrielle’s son” conceit, right? Sure, we’ve got (new, LoS) Trevor Belmont here, husband of Sypha, and he’s going to… Wait. Wasn’t the whole point of LoS that a Belmont became corrupted to become Dracula, so we’re not so different, you and I, and all that riot? So if we now have a whole crop of Belmonts… what was the point of this new franchise again? Castlevania, but with slightly larger trolls? I thought this was supposed to be new? This franchise really isn’t built for soldering on pieces of an already convoluted franchise. Castlevania: Lords of Shadow – Mirror of Fate is a real live person wearing a cartoon princess dress, and that’s not a good look.

Same Trick, Two Games

ALUCARDIn Lords of Shadow, Gabrielle Belmont is eventually revealed to be Dracula.

In Lords of Shadow: Mirror of Fate, Trevor Belmont is eventually revealed to be Alucard.

There. Just saved you all twenty hours of “mystery”.

“Linear” is not a dirty word

Presumably in order to build tension for that all-important Alucard reveal, Mirror of Fate is played in a sort of reverse chronology. First you play as Simon Belmont, who is being helped by a mysterious white-haired ally. Then you play as said ally, Alucard, who is fighting Dracula, but he doesn’t quite remember why. And then, finally, you play as Trevor from twenty years earlier, who is eventually defeated by Dracula in order to be revived as Alucard. It’s all very clever and cute and mysterious assuming you didn’t guess that exact twist from the first trailer. And even if you managed to go into the game fresh, you’d have to have the intelligence of a fleaman to miss all the anvilicious clues being dropped every ten seconds. And, oh yeah, if you played the first game, you’d be expecting that exact twist, and why the hell would you be interested in such a tiresome sequel if you didn’t play the first game?

It's not really a spriteAnd, frankly, it is heartbreaking that the plot seems to be stuck with this en media res nonsense, as there are a good number of characters and events along the way that really benefit from linear understanding. There is very little benefit to a new player being confused by Simon’s “mysterious ally”, but there is emotional heft to be gleamed from Simon being assisted by his cursed ancestor. The Daemon (ugh) Lord was mutilated by Trevor, and then revived by arcane science to return and menace Alucard… but when you first encounter the mechanized monster during Alucard’s story, he’s just another unrecognizable, barely threatening boss. And it sure would be nice if we weren’t saddled with yet another immortal protagonist that is suffering from amnesia just as long as the plot demands!

A linear Mirror of Fate wouldn’t have solved all of the story’s problems, but it would have made a number of the generational plot beats wildly more effective. But, no, I guess it wouldn’t be a Lords of Shadow game if the gameplay didn’t end in a shocking (not shocking) revelation.

It’s a metroidvania without the exploration

Enough about this silly plot! How’s the gameplay?

Not great, Goggle Bob.

ZZZZAAAPLords of Shadow was an attempt to turn Castlevania into a new God of War-like franchise. And it was mostly successful! But for the portable version, the decision was made to return to the metroidvania-like format of the last decade’s worth of portable Castlevania titles. This was a clever move, and an obvious way to bring lapsed Castlevania fans back into the fold. Don’t worry, old fans, this franchise is still for you! Look, here’s a platinum-haired dhampir exploring a big ol’ castle just for you.

Except… everyone involved kind of forgot how a metroidvania game works.

First of all, this adventure was doomed from the start, as the three different characters in three different stories (and 2.5 different time periods) kind of preclude the traditional “one big castle/planet” of most metroidvanias. But it could still work! Order of Ecclesia and Portrait of Ruin both had “level” like areas, so it’s not completely alien to the genre. Oh! And the “generations” thing could lead to a lot of different, fun puzzles! Break a gateway in the past to allow for entry in the future! Drain the moat as Trevor so Simon doesn’t have to take a dip! It could be a thing of beauty!

But, no, it was not to be. Mirror of Fate put an emphasis on two things: plot and battles. We’ve already covered the plot ad nauseam, but be aware that no “time travel” shenanigans are allowed when we’re telling a very serious story about seriously inept Belmonts (you just have to kill one vampire! One!). And that leaves us with the combat, which is…. kind of sad.

Moving right alongThere’s a reason that the greatest heroes of 2-D just jump. There’s a reason previous Belmonts were limited to a whip and a few subweapons. There’s a reason that even the mightiest of blue bombers are limited to a life of pew pewing. 2-D combat can only be so interesting. When you have a limited field of movement, you have a limited set of abilities, and whip/dodge/jump only gets you so far. In many Castlevania games, this is masked by a great wealth of monsters from across time and space. In this Castlevania game… not so much. Lords of Shadow seems to put a premium on combat with recurring enemies in tight corridors, but, give or take a few interesting boss battles, it feels fairly flat. And when you hang a game on something that feels perfunctory, the entire game feels kind of boring.

And, when you get down to it, that’s the problem with Castlevania: Lords of Shadow – Mirror of Fate. Everything about it winds up being tedious and predictable. And hanging a flagship franchise on a game that is that boring is… ill-advised.

FGC #339 Castlevania: Lords of Shadow – Mirror of Fate

  • System: Nintendo 3DS initially, and then an HD version was released to follow Lords of Shadow 2. This is basically the same trajectory as a certain Kingdom Hearts game, which is never a good sign.
  • Number of Players: Technically four playable characters if you include the opening tutorial, but only one player at a time.
  • Favorite Monster: The Executioner is a wonderful bit of Mirror of Fate storytelling.

    Grrrr

    He’s not just a scary giant, he’s a scary giant with brain problems. Be sad for the hulking creature chopping your protagonist in twain.

  • Absolutely Favorite Part: So this game has fall damage. That’s terrible for a metroidvania. But! The fall damage scales to the height you’ve fallen, so a falling just a little over a body’s height will cause little tiny damage. This pairs wonderfully with any given character’s blood-curdling scream o’ death, which triggers no matter how the protagonist dies. This all adds up to an unstoppable shriek of agony every time your health is low and you miss the last step on a staircase… and I can get behind that.
  • Sexual Dimorphism is a Scourge: Trevor is now the first son of Dracula and the new Alucard. Simon is a deadly barbarian that is the first Belmont to defeat Dracula (with a little help). Sypha… is an obedient and immediately dead housewife. Woo.
  • Did you know? It seriously bothers me that Trevor starts with a double jump, but Alucard, who is Trevor, has to earn the skill. It kinda bothers me how much this simple bit of gameplay bothers me.
  • Would I play again: Absolutely not. Not ever. Bah! You make-a me so mad!

What’s next? Random ROB has chosen… Tekken 3 for the Playstation! Let’s see who can become the King of the Iron Fist after most of the cast retires! Please look forward to it!

Youch

FGC #335 Rayman 2: The Great Escape

And now a comprehensive list of videogame consoles that support Rayman 2, and whether or not they ever needed Rayman 2.

Nintendo 64 (11/6/99)

DONT DO ITIt all started here… Rayman 2: The Great Escape is a 3-D platforming collectathon that premiered on the N64. This is appropriate, as the N64 was home to some of the most collecty collectathons that ever collected. Remember Donkey Kong 64? Jet Force Gemini? … Probably other Rare games? The N64 was made for either 3-D collectathons or racing games (and Diddy Kong Racing, the first racing collectathon), so one might assume this would be a good place for Rayman’s collectathon. Rayman was basically a 16-bit platforming mascot on the previous system, so aping Mario 64 on the next gen seemed only natural.

Of course, the downside to this is that Rayman 2 had to compete with the previously mentioned Mario 64. Good luck with that! Don’t worry, Rayman, it’s not your fault. Pretty much no one could compete with the raw joy of Mario skipping and hopping around a perfect wonderland built perfectly for his stubby little plumber legs, and no amount of quirky British humor was going to change that. And it probably doesn’t help that Mario’s robust moveset is right there from the moment Lakitu clicks on his camera, while Rayman feels sluggish and woefully underequipped for most of his journey. It’s a poor first impression, and that’s not so great when Mario 64 is inevitably right there. Never compete with the launch title, kiddies!

Did the N64 need Rayman 2? This is a firm “maybe”. On one hand, the N64 needed more games, as it was Nintendo’s first foray into the fun and frightening world of supporting a console almost exclusively with first and second party releases. On the other hand, Mario 64 is arguably the greatest 3-D platforming game of the generation, and no gang of mechanical pirates is ever going to change that. So I guess Rayman 2 is good for the N64 if you want a decent platforming game, but don’t want to make eye contact with Jolly Roger Bay.

Dreamcast (3/21/00)

Here we go!Okay, now we’re talking. The N64’s release list was anemic, but it looked like a bloodbath next to Dreamcast’s “twelve fighting games, and, I don’t know, that one game with the mice” output. And the Dreamcast controller! Do you see that analogue stick there? You know that is meant to assist with rad analogue movement, right? Did that come in handy in Street Fighter 3? SoulCalibur? A third Dreamcast game I haven’t already mentioned? No, it was there for Sonic Adventure, and then ignored for the rest of forever. The Dreamcast was practically made for at least one sweet 3-D platformer! And here’s one sweet 3-D platformer! Yay!

Did the Dreamcast need Rayman 2? Absolutely. The Dreamcast version of Rayman 2 is improved in every way (particular in the camera way), and it’s a great match for the system. With no Mario to compete with, Rayman shines (but does not collect Shines), and the emphasis on strafing/shooting is a lot more tolerable when you can see what you’re doing. The visuals are much improved, too. Rayman N64 is a clunky mishmash of 2-D and 3-D, but Rayman 2 DC feels 100% 3-D all the way. Couple this with a dearth of options on the Dreamcast, and it seems like these two failures were made for each other.

Playstation (8/31/00)

SPEAK!You gotta recoup your losses somehow. Rayman 2 was never meant for the tiny discs of the Playstation, and it shows. The graphics took a hit falling from the grace of the Dreamcast, 200 collectible whatsits are entirely missing, and a handful of levels are just gone. But on the plus side, there’s voice acting! So now you can sit around and wait for the damn tutorial… thing to finish its speech about properly pressing the R1 button. Progress! Has any game ever been enhanced by characters suddenly gaining the ability to talk? I love you all, Sonic, Samus, and Rayman, but I’m pretty sure you’d all be better off in the silent protagonist camp. Or at least just speaking Sims.

Did the Playstation need Rayman 2? I guess that if this was your only console, this would have been your only route to Rayman. I suppose there’s something noble about that. However, it seems that this is more a case of Ubisoft needing the Playstation, as both the N64 and Dreamcast were not well received consoles, while the Playstation had an install base of every cool kid on Earth. This is a severely compromised port, but it was likely more than worth it to get a few bucks off the Tony Hawk crowd (I assume that if you love being radical, you love Rayman). Of course, it would have probably all made a lot more sense if Ubisoft just waited for…

Playstation 2 (1/30/01)

Move alongOh, I get it. They had to get a Rayman out in the US before Christmas. Five months after the Playstation release, the Playstation 2 got Rayman 2. Wait, no, not Rayman 2, now it’s Rayman: Revolution, so as to properly trip up anyone with the kind of brain disease that encourages buying every last Rayman title. At least this seems to be the apex of Rayman 2 upgrades, as now we have voice acting, all the levels, all new levels, one extra Lum, and a hub world to replace the “world map” of previous versions. Your mileage may vary on whether or not any of these upgrades actually improve the game, but more is always better… right?

Did the Playstation 2 need Rayman 2? This is a better fit than the Playstation 1 version, and all of the new bells and whistles are certainly nice. On the other disembodied hand, though, this game was released almost a full year after the launch of the PS2, and that’s about a full year past when a system should be supporting ports from the previous generation. This is still a game that isn’t quite at Banjo Kazooie levels of playability, and it should be completely ignored in favor of other big Playstation 2 releases, like The Bouncer.

Gameboy Color (1/1/02)

This one barely counts, but I suppose it should be noted for posterity. This is a 2-D platforming game, and is an entirely new experience. An entirely new experience that has the exact same plot, but gameplay is king here on Gogglebob.com, so we’re sticking to our assessment. What’s important is that this is not a Gameboy Advance title, but a Gameboy Color release. Remember the Gameboy Color? It could barely support Super Mario Bros. I wouldn’t hold out much hope for… Oh my God, this thing looks like it was made in MS Paint.

NO!

Did the Gameboy Color need Rayman 2? I don’t even understand why this game is Rayman 2. Couldn’t they have just made this its own thing? Rayman and The Pirate’s Curse? I don’t know, something like that. Was it really worth preserving (and sullying) the Rayman 2 extended universe? And does this game do absolutely anything for the Gameboy Color? Not on your life. Let those Lums die.

Nintendo DS (3/25/05)

Up we goWe thought we were safe, but three years later, Rayman 2 returned. After somehow skipping the Gameboy Advance, Rayman followed Mario 64 back down to the DS. This is a port of the N64 game, so can anyone confirm if the DS was somehow running on N64 parts? Seems like we got a lot of N64 ports on that little system, and it can’t just be because the world wanted to see a version of Star Fox 64 that wasn’t slathered in the N64 fog. Regardless, this is N64 Rayman 2 all over again, so most of the improvements seen on the intervening systems are nowhere to be found. Like Mario 64 DS, touch controls where implemented to compensate for the lack of an analogue nub. … Which was just another way to copy Mario…

Did the Nintendo DS need Rayman 2? Same N64 game, same N64 problem. Just play Mario 64! It’s right there! Available right from the launch! Or play that damn Yoshi game! Don’t play Rayman 2! You’re encouraging the wrong kind of behavior!

iOS (3/1/10)

It’s the Dreamcast game! But with touch controls! UGGGGGGGGGH.

Did iOS need Rayman 2? UGGGGGGGGGGGGGGGGGGGGGGGGGH.

Nintendo 3DS (3/22/11)

So hot!How does this keep happening!? It’s been twelve years! You already had a Nintendo portable system, Rayman 2, you didn’t need another one! Couldn’t Ubisoft have pinched out a Rabbids title? Maybe upscale the GBC release for a little variety? No, this is the Dreamcast release, again, but now with minor 3-D features. Is Rayman 2 somehow this beloved? It has to launch with another damn system? Another damn system that already plays better games? Why does Rayman 2 keep coming back? Are robot pirates eating things they should not eat that perennial? WHY?!

Did the 3DS need need Rayman 2? Are people still buying Firefly Blu-Rays? Like, they were already discounted down to $10 two decades ago, and the show got cancelled after a season, and, like, it’s cool that you still support the series, but… we’ve moved on. The franchise has moved on. Everyone has moved on. It’s over. Let it go. Let it rest. Some things are best just… done. Go collect 999 Lums somewhere else.

FGC #335 Rayman 2: The Great Escape

  • System: Did you read the article? Note that all images are from either the N64 or PS2 version (and one GBC shot). I ain’t playin’ anymore Rayman 2 than that.
  • Did I miss anybody? I guess the PS2 version is available on PS3. Also, the PSX version is available on PS3. Huh. I wonder if that’s just for Rayman purists.
  • Number of players: Just one Rayman.
  • Yay!Say something nice: No matter the version, I do enjoy Rayman interacting with the weird little denizens of his world. This is clearly the company that would eventually give us a gaggle of Rabbids.
  • Sexual Dimorphism is a Scourge: I’m not even going to touch the difference between the traditional (male) Rayman, Globox, or Pirate vs. your average fairy. Actually, is there a female Rayman-looking creature anywhere in the series? Nothing immediately comes to mind.
  • Did you know? Apparently the 3DS (and hopefully final) version of Rayman 2 includes at least one glitch that makes collecting all of the Lums completely impossible. This is important, because it indicates that not even the producers of Rayman 2 are playing through these ports anymore.
  • Would I play again: Did I mention that this game was outclassed when it was first released two decades ago? Rayman 2’s time was over before it began, and I’m not going to waste any more of my time on it.

What’s next? Random ROB has chosen… World Heroes Anthology! Let’s gather up all the heroes of time… and make ‘em fight! Please look forward to it!