<![CDATA[ Latest from GamesRadar+ in Rayman ]]>
//344567.top 2025-05-21T16:23:21Z en <![CDATA[ Latest from GamesRadar+ in Rayman ]]>
After a decade of doing pretty much nothing with the character, Ubisoft is hiring staff for a "prestigious AAA title" in the Rayman series.

It's been over a decade since Ubisoft casually released one of the greatest platformers ever made in 澳洲幸运5开奖号码历史查询:Rayman Legends and then decided to do nothing substantial with the character since. A couple of mobile games and an appearance in the Netflix series Captain Laserhawk: A Blood Dragon Remix later, Rayman showed a spark of hope by appearing in the DLC for 澳洲幸运5开奖号码历史查询:Mario + Rabbids: Sparks of Hope in 2023.

But it looks like that DLC was a bit🐬 of a trial run, as Ubisoft has now put up looking for staff to work on "a prestigious AAA title for the Rayman brand." Notably, the game d🐼esign roles are for Ubisoft Milan – who developed the Mario + Rabbids games – while the lighting and FX artist roles are at Rayman's usual home of Ubisoft Montpellier.

Outside of its existence, the job descriptions don't reveal much about the Rayman project. Although it's interesting to note that one of the roles is for a 3D gameplay animator, which could hint at the series going back to being a 3D platformer for the first time since 2003's Rayman 3: Hoodlum Havoc. Although it could just as easily be a 2.5D platformer akin to Ubisoft Montpellier's latest game, 澳洲幸运5开奖号码历史查询:Prince of Persia: The Lost Crown. Or even a continuation of the Mario + Rabbids series,💦 ditchingꦛ Mario for Ubisoft's own mascot.

Regardless, it's nice to see that Rayman could be coming back, considering Origins and Legends are far and away better than anything the publisher has released in the time since, in my eyes.

After several rough years, Ubisoft says "the launch of Assassin’s Creed Shadows was a defining moment" and its Tencent deal to basically make Ubisoft 2 is coming along.

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//344567.top/games/rayman/ubisoft-casually-confirms-its-best-series-is-coming-back-with-job-postings-for-a-prestigious-aaa-title-for-the-rayman-brand/ F3LCxZtPZzRevPXGpTB3HE Wed, 21 May 2025 16:23:21 +0000
<![CDATA[ Latest from GamesRadar+ in Rayman ]]>
Rayman Origins is available♔ as a free gift from Ubisoft right🏅 now, as part of its rolling 35th anniversary celebration. 

The cartoon platformer is available for free on the through December 22 at 9 am local time, and the offer only applies to the PC version of the game. Thankfully, since Rayman Origins originally came out in 2011, its recommended system requirements - which include a graphics card with at least 128 MB of memory - are quite modest by the standards of today's 澳洲幸运5开奖号码历史查询:best gaming PCs.

Rayman Origins🐷 takes the series back to its roots as a 2D pla🍬tformer, letting players take control of the eponymous hero, his big pal Globox, or a small but fierce Teensy. All stages can be played either in single-player or via drop-in/drop-out local co-op, which makes this an especially good offer to capitalize on if you're looking for some new games to play with family over the holidays.

It was followed in 2013 by Rayman Legends, another cartoon platformer, which remains the last main entry in the Rayman series. OK, you might also count the Rabbids games as Rayman titles, since they started off as Rayman's enemies, and there's been more of them since then - but the swoopy haired, floating-hands-and-feet hero has 💟been largely absent from Ubisoft's output since then.

To be fair, Ubisoft already has a lot on its plate just with the franchises that it's made games for recently, including kicking off Assassin's Creed Crossover Stories with the first centuries-spanning meeting of Eivor and Kassandra.

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//344567.top/rayman-origins-is-free-on-the-ubisoft-store-right-now/ CtuD6DXQP2UtzLnDbF6eAP Tue, 14 Dec 2021 21:58:48 +0000
<![CDATA[ Latest from GamesRadar+ in Rayman ]]>
There will come a point during your time with Rayman Legends where you'll run out of ways to express how much you enjoy it. By a few hours in, you'll have exhausted every synonym you know for "pretty." A few stages after that, "fun." By the end: "challenging." And only in the rarest occasion will you mutter the likes of "confusing," no thesaurus necessary. Don't be fooled by its disarming charm: this 2D platformer eventually becomes as difficult as it is visually alluring. But Rayman Legends' precise level des🔯ign and controls, coupled with its gorgeous art style, catchy music, and impressive stage variety make overcoming that difficulty a memorable and worthwhile experience, regardless of whic🌼h version you play. If you've already played through and finished the game on a current-gen console, either skip to the end for my verdict on Rayman Legends' next-gen release, or check out the new boxout that details the cross-gen differences. But if you missed out on this fantastic game in 2013 and are hungry for something to play on your PS4 or Xbox One, read on...

There's not much here in the way of story: a bunch of Teensies--tiny blue people with huge noses--have been kidnapped by nightmares come to life. Still, the minimal narrative is enough of a foundation to keep you moving from stage to stage. There are multiple worlds to take on, each with a dozen or more themed levels full of collectible Lums and hidden Teensies to save. In addition to these, you'll find daily and weekly challenges tied to online leaderboards, tons of characters to unlock, and an immensely addictive soccer mini-game that will siphon hours of your life without you eveﷺn knowing--and if all that wasn't enough, a sizable number of remastered stages from Rayman Origins are ready to be discovered all over again.

At first, you'll be oꦛverwhelmed by how much there is to do, and Legends' initially-confusing interface doesn't really help you parse through that barrage of information. Frequent pop-up notifications try to pull you in a dozen directions at once, urging you to check out everything on offer without establishing what is and is not a part of the "main" game. It takes awhile to get your bearings, but you'll be blown away by the sheer variety of content once you do.

Rayman Legends on PS4 and Xbox One

So, how does the next-gen version of Rayman Legends compare to its last-gen counterpart? Actually, the two are nearly identical. Playing on the PS4 / Xbox One has a slight advantage, as these versions are marginally prettier 🌸than last year's PS3 and Xbox 360 releases and ⛄have no load times when transitioning into a new level. PS4 players can also use the controller's touchpad to pause the game, swipe around the screen, and snap a screenshot at anytime. Revolutionary? No, but pretty cool nonetheless.

That impressive variety even extends to the level⛦ design. It's not uncommon to eat your way through stages made entirely of cake in the food-themed levels of Fiesta de los Muertos. In 20,000 Lums Under the Sea, you'll have to swim through treacherous underwater grottos, avoiding the ever-searching spotlight of enemies to the backdrop of a music track that will instantly remind you of the famous theme from James Bond films. Each level is a visual delight brought to life by a wonderful attention to detail and an accompanying soundtrack that reflects its theme. It's almost impossible not to spend at least a little bit ꩲof time just staring in awe at the hand-drawn backgrounds, or the goofy creatures that inhabit each location.

What's more, every single stage is challenging in its own way. Some are more about exploring at your own pace, where the difficulty lies in seeking out every hidden secret; others will test your twitch reaction skills as you sprint and jump from platform to platform while a wall of fire 🐬races to catch you. Best of all, each world wraps up with a stage that plays a spoof of a popular song (think Black Be🌸tty, but with monster grunts in place of lyrics). Here, success relies on your ability to jump and kick to the beat of the music. You'll encounter a little bit of all of these things within each world, preventing Legends' numerous levels from ever feeling too much alike. There's just one thing that occasionally interrupts the excellent pace that pervades the entire game: a little green fairy named Murfy.

Murfy is an AI-controlled character that shows up in about half of the levels. Only with his help can you move certainℱ platforms, or, say, stop a stream of fireballs from impeding your progress. In all but the Wii U and PlayStation Vita versions of the game, Murfy moves on his own accord, hovering above objects that he can manipulate.♍ With the quick tap of a button, he'll do his thing and hover along until he's needed. At best, Murfy adds a minor but noticeable layer of challenge to the platforming experience; at worst, he's an unnecessary complication in already-fast-paced levels.

If you're playing on Wii U or Vita, however, the action is jarringly interrupted once he appears on-screen. You'll be forced to take control of Murfy even when 💮playing solo, while an AI-controlled Rayman (or his friend Globox) runs along the level as you sit there and swipe at platforms, watching the computer have all the fun. Being forced to play as Murfy without even the option to revert control back to Rayman is shockingly bizarre and disappointing, especially considering Legends was initially built as a Wii U exclusive--instead, that version ends up being the least enjoyable way to play it.

Murfy does, however, make a good fit for less-skilled players who still want to join in on the fun without having to worry about precision jumping. But for those looking for a more intense multiplayer experience, up to four players (five on the Wii U) ෴can join in the fray at once. Unfortunately, Legends faces many of the same cooperative challenges of its 2D-platformer brethren. Adding another player into the mix is genuinely enjoyable and a totally viable way to play through the game. But once you get three or four players competing for collectibles and slapping each other to their deaths, everything devolves into utter chaos, and it's extremely difficult to keep track of your character on the screen. That's not to say playing this way doesn't make for some mindless fun, just don't expect smooth sailing.

Even after ten hours of play, you'll have a wealth of content just waiting to be unlocked, pushing you to revisit already-completed stages or tackle challenges you'd passed up entirely. Rayman Legends is easily one of the most feature-rich platformers you'll likely see, rife with accessibility and challenge in equal measure. By a few hours in, you'll have exhau🍎sted every synonym you know for "pretty." A few stages after that, "fun." And by the end, just one word 𓄧will accurately describe the whole experience: "fantastic."

Is it worth shelling out the cash for the next-gen version if you fell in love with last year's release? I suppose if you're desperate for something to play and have been itching to save Teensies all over again. But for most Rayman veterans, the PS4 and Xbox One♒ version of Legends offers little incentive to return. For those who missed out the first time around, however, this is a no brainer--one that deserves your attention immediately.

One of 2013's greatest platformers is at its best on the PS4 and Xbox One. Those who have already coᩚᩚᩚᩚᩚᩚ⁤⁤⁤⁤ᩚ⁤⁤⁤⁤ᩚ⁤⁤⁤⁤ᩚ𒀱ᩚᩚᩚmpleted a playthrough have little incentive to return, but it's a g♚reat value for anyone who hasn't.

This game was reviewed on PS3, Wii U, and PS4.

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//344567.top/rayman-legends-review/ UPDwdG2XAq84H2QUCaXkeB Tue, 18 Feb 2014 17:00:00 +0000
<![CDATA[ Latest from GamesRadar+ in Rayman ]]>
Giant slayer

Accepted gaming🍷 wisdom has always placed Mario and Sonic as the kings of platforming. Accepted gaming wisdom no longer holds true. While he was just another also-ran when he first appeared in '90s, another wannabe platforming mascot without the thrills or imagination to compete with old Red and Blue, Rayman is now--in many ways--mightier than either.

It's easy to imagine that Ubisoft's limbless hero limped away after his initial defeat, beaten but vowing to come back stronger. It's easy to imagine that he spent the intervening years watching and studying his Japanese cousins with obsessive attention to detail, learning what made them tick and what made them great, and deconstructing their strengths and weaknesses ready for the day that he would come back stronger than either, and use their own tricks against then. And now he has. Because 澳洲幸运5开奖号码历史查询:Rayman Legends is incredible. Nꦗot only brilliant in its own right, it's a better Sonic and Mario than Sonic and Mario. Here's why.

It's precision engineered like few games out there

This is the first thing that will strike you about Rayman Legends. Like any truly great 2D platformer it thrives🌼 pixel-perfect jumping demands. And thats just the way it should be. To truly get the best out of the genres capabilities, a 2D platformer needs to be able to get extravagant with its design, exploring the full possibilities afforded by 2D level structure. T♚o be able to do that, it needs to be able to put high demands on its player. And to do that, it has to control with total precision and be presented with utter clarity.

You see this property in all of the be♒st ඣMario games, from the NES onwards. Sonic has always been pretty good for it too (in 2D at least), though not quite as polished as the plumber. And its the reason the likes of the Donkey Kong Country series have never quite made the A-list. With their broad-strokes platforming and fuzzy-edged, level architecture, they just cant accommodate the kind of stuff that makes the big guys great. Rayman however, nails it, miraculously blending anarchic, organic looks with utter platforming precision thanks to its painterly but razor sharp hand-drawn art style. And with the basics down, it then sets about combining and improving upon everything else that Sonic and Mario do well. For instance

It's effortlessly versatile

A classic Mario trope, this one, but one whౠic♔h the plumber has strayed away from slightly in recent years. One of the hallmarks of excellent game design--exemplifying a powerful grasp of both control mechanics and level design--is the ability to create endless new spins on the core gameplay without adding any conspicuous extra elements.

Its an oft-underrated ability, precisely because when its executed well, the end result is utterly seamless. But its an absolute art, requiring the development of deep, versatile core systems that play with instinctive simplicity, as well as an insightful eye for designing levels that draw that versatility out. Super Mario 3D Land throws out some excellent examples of this when you start playing through the hardcore level remixes of its Special Worlds, and New Super Mario Bros. U is a much deeper game that it at first appea🥂rs, though its greater intricacies will be seen mainly by the more dedicated speed-runner. Rayman though, ♚takes adaptability as a core tenet of its idea generation from the start.

The controls are solid but immensely 'bendable'

The reason Rayman is so versatile? Brilliantly nuanced controls. They seem like a stock platformer set-up on intial touch (walk, run, jump, float), but some practiced play reveals something more akin to the set-up of a good fighting game, with almost every action capable of adapting, cancelling or transforming the properties of Raymans movement in some way. Combining the precision after-touch of Mario, the bendable momentum physics of Sonic, and the subtle tweakability of Ryu or Chun-Li, theres a wealth of context🌳-sensitive control mastery to be found underneath Raymans seemingly simple gameplay.

A jumping attack can lead to triumphant, foe-demolishing rampage of glory in Raymans sprinting levels, but if you mess up your timing and momentum it can stall you (literally) dead. Though sometimes an improvised air-brake is exactly what you need. Wall-jumps are fairly straight-forward, but when you work out how to scamper up sheer surfaces, your traversal will get just that bit sharper. Some of the Invaded time-trial levels will seem physically impossible at first, but by seeing through the Matrix of level design and control hacks youll eventually smash them with seconds to spare. Mario and Sonic both provide deeper levels of control to the dedicated player, but not onﷺ this level.

Its basic core gameplay does EVERYTHING

Straight platforming levels. Speed-run obstacle courses. Vertical speed-run jungle gyms. Flying levels. Stealth levels. Swimming levels. Swimming stealth levels. Full-blown, bullet-hell shmup levels. Rayman throws out all of these as part of a continually evolving, constantly shuffling playlist of 2D gameplay greatness. And there's only one additional power-up in the whole game. Thats pretty amazing d♒esign right there.

The rest of the above is created using nothing but the games standard gameplay mechanics and some really creative level structure. Not only is that a Hell of an economical design feat, but it allows some really organic mix-and-match level design. You wont know what youre going to get from level to level, but you also wont know what youre going to get from second to second within a level. To blend platforming, flying, shooting and swimming in one stage, Mario would require some fairly segmented level design and a host of tactically placed power-ups 🐠and costumes, each of which would come with usage stipulations and restrictive requirements that Rayman just doesnt have.

It has a seriously confident difficulty curve

Mario and Sonic ne𒊎ver used to shy away from a challenge in the old days. But both have softeꦺned up over the years. Where Mario games used to acclimatise the player during the first few levels and then steadily crank things up over the course of everything following, they now tend to save their hard stuff for their last sections, or an unlockable post-game area. Sonic games used to work similarly, but since going 3D their challenge has come more from Simon Says reaction tests and level memorisation than genuine gameplay complexity.

Rayman however, feels much more robust. This is a game confident in its core🉐 gameplay, and confident in its designers ability to experiment, expand, and escalate. Rayman knows that simply throwing in a boatload of ideas isnt enough. It knows that the best way to wring the most potential out of those ideas is by exploring them to the fullest. That means challenging the designer and challenging the player. Things rapidly get tough in Rayman Legends, but because that toughness comes entirely as a result of the game getting more creative and in-depth with its ideas, it never feels unfair or punishing. In fact it only ever gets mor𓆏e rewarding.

It's fast and demanding without being cheap

Think of Sonic the Hedgehog and you think of speed. If asked to come up with an iconic Sonic 🌟image, youll always think of him burning around the Green Hill Zone loop at 100 mph. What you wont think of--because nostalgia dictates that no-one ever does--is how goddamn tacky the early Sonic games could be with their speed. For every cathartic burst-run after a tricky platforming section, there was a cheesy enemy or spike-wall placed precisely in Sonics path to create cheap difficulty.

Rayman doesnt do that. While Legends is packed with breakneck, do-or-die sprints, it only ever uses its speed to excite, not bewilder. Obstacles are perfectly paced to provide exhilaration and ample reaction time. Rather than hindering, enemy placement is carefully designed to assist with showboating jump chains and hit combos. Rayman rewards skill and creativity where Sonic so often punishes daring. With his various chain-slides, rope-swings and wall-hops deliberate and controllable whatever the pace, Raymans high-speed handling is friendly and nuanced enough to cope with anything. Thus, Legends' spectacular takes on the time-trial concept make traversal not a frustrating reaction challenge, but a deep and r🗹eward🍎ing environmental puzzle.

It's fast and exhilarating without being shallow

As sonic has got faster over the years, his gamplay has become more superficial. Its a trade-off between whizz-bang spectacle and interactivity. When the whizz-bang comes in the form of rattling through levels at speeds only Dishonoreds Corvo could properly process, youre inherently going to be looking at a game 🌄based on twitch reactions and QTEs. Thats modern, 3D Sonic right there. Glorified Temple Run at a thousand miles a second.

But Rayman doesnt take that route. Its careful pacing packs in a wealth of deep, multi-layered gameplay even when youre sprinting across (or up) a level without a second to spare. In fact, if anything, the faster sections present the more intensive, more cleverly intricate challenges, as well as some of the most creative deconstructions of Legends core gameplay. One of the early time-trials, for example, has you racing through a level defeating each enemy in the area to unlock stone barriers. You must constantly push forward, fully harnessing every bit of hidden momentum available while deciphering and maintaining the optimum route along one big comboed hit-chain. And thats in the first world.

It has more personality than any other platformer

Neither the Mario or Sonic series is devoid of character. The Mario series in particular is great at imbuing every elem🍌ent of a level with life, from hills that (literally) have eyes, to the hapless, bumbling malice of its Goombas and Koopa Troopas. And while Sonics world is a little more sterile, there are still plenty of char🥂acter tropes to love (and hate). But Rayman trumps both of them for personality.

Its there in the confused, not-cut-out-for-the-job countenance of the Frog People, whose vacant, dazed stare always gives way to shocked surprise that half-second too late to react to attack. Its in the omnipresent musical skeletons, happily but lethally going about their business in the world based on the Mexican Day of the Dead. And it pours out of the multitudinous layers of parallax in the forest sta꧃ges, filled as they are with half-told tales of secret civilisations and unfathomable monsters. For an unvoiced, 2D game, Rayman Legends has a damnably well-rounded world. When you have visual storytelling this good, who needs dialogue anyway?

A legendary victory?

༒So that's the full low-down on Rayman's epic return. Have you played Legends yet? Do you agree that the balance of platforming power has now shifted? Let us know your feelings in the comments.

And while you're here, why not check out some of our similarly analytical content? Maybe start with 澳洲幸运5开奖号码历史查询:Lara Croft: Most real hero of currenꦦt-gen, and then move onto Why The Last of Us is the first truly mature act𓆏ion game nܫarrative.

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//344567.top/why-rayman-legends-better-sonic-and-mario-sonic-and-mario/ rGd7uaRZM9hwoJ7FAp5fQU Wed, 11 Sep 2013 14:05:16 +0000
<![CDATA[ Latest from GamesRadar+ in Rayman ]]>

Ubisoft has acknowledged complaints that the Vita version of 澳洲幸运5开奖号码历史查询:Rayman Legends doesn’t include all of the stages featured in the home con💖sole and PC versions of the game, but has promised to release them “at a later date” via a free patch. Specifically, the Vita version is missing 28 Invasion levels, which are a series of speed-run stages featured in the Xbox 360, PS3, Wii U and PC releases.

In a statement issued to , Ubisoft communications manager Gary Steinman said: "Due to a longer development time than expected, we couldn't initially include the Invasion mode - essentially, a second take on existing Rayman Legends maps -- in the Vita version of the game. However, we can confirm that the Invasion Mode wil🦄l be added via a free patch, at a later date.”

We reviewed the game on PS3 and Wii U and said: “Rayman Legends is easily one of the most feature-rich platformers you'll likely see, rife with accessibility and challenge in equal measure.” Get our impressions of the Vita version in this 澳洲幸运5开奖号码历史查询:Rayman Legends preview published in May.

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//344567.top/rayman-legends-patch-add-missing-vita-stages/ RQqZsffJ4wS6YrZW63iyJN Thu, 05 Sep 2013 06:47:28 +0000
<![CDATA[ Latest from GamesRadar+ in Rayman ]]>

澳洲幸运5开奖号码历史查询:Rayman Legends on Vita doesn’t include all of the stages featured in the home console and PC versions of the game, according to users who have purchased t♛he title. While the Vita edition of the platformer was expected to offer the full experience found in other versions, users say it features about 12 per cent less content than it does on Xbox 360, PS3, Wii U and PC.

Specifically, the Vita version is said to be missing 28 'Invasion' levels, which are a series of speed-run stagಞes, meaning users have to collect 615 Lums to complete the game, compared to 700 in other versions. We’ve requested comment from Ubisoft on these claims and will upda🐻te this story if we hear back from the company.

Just last week, Ubisoft 澳洲幸运5开奖号码历史查询:delayed the Vita version of the titleꦓ by two weeks in Europe, from August 29 to September 12, “in order to apply the final level of polish gamers expect from a Rayman game”. The title released on other platforms as planned in Europe, while it appears to have launched on all systems, , in the US yesterday.

Rayman Legends was originally due for release as a Wii U exclusive in February 2013, but 澳洲幸运5开奖号码历史查询:was delayed to allow for a multiplatform launch on Xbox 360 and PS3. A Vita version was then 澳洲幸运5开奖号码历史查询:announced in May, while a PC version was 澳洲幸运5开奖号码历史查询:revealed just last month.

We reviewed the game on PS3 and Wii U and said: “Rayman Legends is easily one of the most feature-rich platformers you'll likely see, rife with accessibility and challenge in equal measure.” Get our impressions of the Vita version in this 澳洲幸运5开奖号码历史查询:Rayman Legends preview published in May.

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//344567.top/vita-version-rayman-legends-reportedly-missing-content/ eqmm5JB7LpTzHo5vehYeEL Wed, 04 Sep 2013 07:30:04 +0000
<![CDATA[ Latest from GamesRadar+ in Rayman ]]>

Ubisoft has delayed the Vita version of 澳洲幸运5开奖号码历史查询:Rayman Legends by two weeks, from this Thursday, August 29 in Europe (August 30 in UK) to September 12. The 澳洲幸运5开奖号码历史查询:Rayman Legends release date on other platforms remains this ෴week in Europe and ne💖xt Tuesday, September 3 in the US.

Explaining the move, a spokesperson told ꦯ: "The release of Rayman Legends on PS Vita has been delayed in order to apply the final level of polish gamers expect from a Rayman game. With unique touchpad controls, five bonus maps and two bonus costumes, we're certain that Rayman fans will be fully satisfied.”

Rayman Legends was originally due for release as a Wii U exclusive in February 2013, but 澳洲幸运5开奖号码历史查询:was delayed to allow for a multiplatform launch on Xbox 360 and PS3. A Vita version was then 澳洲幸运5开奖号码历史查询:announced in May, while a PC version was 澳洲幸运5开奖号码历史查询:revealed just last month.

We reviewed the game on PS3 and Wii U and said: “Rayman Legends is easily one of the most feature-rich platformers you'll likely see, rife with accessibility and challenge in equal measure.” Get our impressions of the Vita version in this 澳洲幸运5开奖号码历史查询:Rayman Legends preview published in May.

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//344567.top/vita-version-rayman-legends-delayed/ AMkkoMvrJyP3GabASaqt7E Wed, 28 Aug 2013 12:28:36 +0000
<![CDATA[ Latest from GamesRadar+ in Rayman ]]>
澳洲幸运5开奖号码历史查询:Rayman Origins was such a delightful, underrated game. It makes us happy that Rayman and his silly group of friends return for more cooperative platforming in 澳洲幸运5开奖号码历史查询:Rayman Legends. And while we enjoyed playing the game on a console, its the Vita version that got our attention. Legends takes place in what seems to be a diverse set of colorful locations that are a treat to explore. The Vita version, while only supporting two players instead of four, looks fantastic, and the levels we played were short enough to be enjoyed on a portable device. You may have seen the entire level in a 澳洲幸运5开奖号码历史查询:previous trailer, but the Mariachi Madness level is a blast to play once you got the timing down. Even if you struggle a little and face plant into an enemy, it's still a cheery, well-designed, musical exper🅷ience that can easily be played over and over again. Plus, who doesn't want to listen to kazoo rendition of Eye of the Tiger?

The other level we played was called "Once Upon a Time," which 🐲showcased the Vita's touch controls, where we would swipe the screen and move things aro🅘und in the level for our character to continue. Some movements required the Vita's gyroscope, which is always a bit awkward in public, but we do what we can to avoid faceplanting into a row of spikes.

Each console version will have their own exclusive levels, but t𒁃he majority of the game will be similar across platforms. The Xbox 360 level we played involved a bit of stealth and underwater finesse, as we deftly danced our way around the level to turn off the power and dodge enemies. We'll have more to come as we approach this year's E3. Rayman Legends is set to come up on September 3 on the Wii U, PlayStation 3, Xbox♓ 360 and PlayStation Vita.

Check out the following slides for additional images and more information.

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//344567.top/rayman-legends-on-the-vita-is-touching/ Ne5tHXBAuucf5kWPiUWhed Thu, 30 May 2013 16:00:00 +0000
<![CDATA[ Latest from GamesRadar+ in Rayman ]]>

Ubisoft has announced that 澳洲幸运5开奖号码历史查询:Rayman Legends will be released on Vita later this year alongside the previously confirmed console versions. The Vita edition will include five exclusive maps, playable with green bottle fly Murphy and controlled through the system’s rear touchpad. Local and online multiplayer will be supported, as will the title’s 澳洲幸运5开奖号码历史查询:online challenge mode. Buyerꦯs will also receive two exclusive character costumes: a Prince of Persia outfit for Rayman and a Sam Fisher one for Globox.

Rayman Legends was originally due for release as a Wii U exclusive in February 2013, but 澳洲幸运5开奖号码历史查询:was delayed to allow for a multiplatform launch on Xbox 360 and PS3 too. Developer Ubisoft Montpellier has said that the extra development time afforded by the game’s delay will allow the studio to add new characters, bosses and levels to the final product. Last month, Ubisoft brought forward the 澳洲幸运5开奖号码历史查询:Rayman Legends release date from September to August 29 in Europe and August 30 in the UK. The game will 🥀launch in the𓄧 US on September 3.

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//344567.top/rayman-legends-coming-vita/ jS3MdbtQCn4GV3VpvkJzha Tue, 28 May 2013 12:58:03 +0000
<![CDATA[ Latest from GamesRadar+ in Rayman ]]>

Ubisoft has brought forward the 澳洲幸运5开奖号码历史查询:Rayman Legends release date from September to August 30 in the UK. It will launch in the US on September 3, reports. The game was originally due for release as a Wii U exclusive in February, but 澳洲幸运5开奖号码历史查询:was delayed to allow for a mu🃏lti♌platform launch on Xbox 360 and PS3 too.

While news of the delay clearly frustrated some Wii U owners, the wait should be made a little easier by today’s release of the Rayman Legends 澳洲幸运5开奖号码历史查询:online challenge mode exclusively on eShop. Playable alone or with friends, it features a range of regularly updated challenges and supports leaderboards and ghosts. You can check it out in the trailer below. Developer Ubisoft Montpellier 澳洲幸运5开奖号码历史查询:has also said that the extra development time afforded by the title’s delay will allow the studio to add new characters, bosses and levels to the final produc꧋t.

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//344567.top/rayman-legends-release-date-moved-forward/ Pkvvkvtpt8aXT83Y5c5hy6 Thu, 25 Apr 2013 12:30:44 +0000
<![CDATA[ Latest from GamesRadar+ in Rayman ]]>

澳洲幸运5开奖号码历史查询:Rayman Legends' six-month delay was upsetting for many fans of the series (and 澳洲幸运5开奖号码历史查询:creator Michel Ancel), but the developers aren't just twiddling their thumbs as the content is 澳洲幸运5开奖号码历史查询:ported to Pla💞yStation 3 and Xbox 360.

In an interview with , Ancel and Senior Game Manager Michael Micholic said the extra time is being used to craft 30 extra levels and several new bosses--"trust me, the things we arᩚᩚᩚᩚᩚᩚ⁤⁤⁤⁤ᩚ⁤⁤⁤⁤ᩚ⁤⁤⁤⁤ᩚ𒀱ᩚᩚᩚe adding aren't minor," Micholic said.

Ancel said the delay wasn't surprising, but it was still disappointing. A♈t least Ubisoft Montpellier is making the most of it.

"No, I wasn't shocked, but it was really hard for us," Ancel said. "Of course, there are more important issues and problems in the world but we worked really hard to make something and were so involved, i�🥀�t was difficult for us and the fans."

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//344567.top/rayman-legends-delay-means-30-more-levels-new-bosses/ Vwt8pVyQ3kVGhBZtnZgTTe Wed, 10 Apr 2013 22:30:57 +0000
<![CDATA[ Latest from GamesRadar+ in Rayman ]]>

Ubisoft is to release the 澳洲幸运5开奖号码历史查询:Rayman Legends online challenge mode𓆏 as a timed exclusive on the Wii U 🐻eShop.

The move is being made to appease Wii U owners unhappy about the recent 澳洲幸运5开奖号码历史查询:Rayman Legends delay - instead of releasi⛄ng as a platform exclusive this month as originally planned, the game will now launch in September alongside Xbox 360 and PS3 editions.

Ubisoft recently to offer a new Wii U exclusive꧅ Rayman Legends demo as compensation for the delay, but it has now decided to release the series’ first online game mode instead. In a new video featuring Ubisoft Montpellier senior game manager Michael Micholic and creative director Michel Ancel, the pair said the challenge mode will be made available for free exclusively on the eShop "around the beginning of April".

Playable alone or with up to five players simultaneously, the five challenge types will take place in different settings offering “unique gameplay styles”. Featuring leaderboards and ghosts, new challenges will be generated on a daily basis. One challenge type called The Dungeon has been created exclusively for Wii U.♛ It will require users “to master speed and rhythm on the GamePad's touchscreen".

On the subject of the game’s delay, Ubisoft Montpellier also said that✃ the extra development time will allow the studio to add new characters, bosses and levels to Rayman Legends.

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//344567.top/wii-u-getting-rayman-legends-online-challenge-mode/ 3JFWUL3dfHTGxZqVKQ7J3a Tue, 19 Feb 2013 13:18:05 +0000
<![CDATA[ Latest from GamesRadar+ in Rayman ]]>

Fans weren't the only ones disappointed by Ubisoft's decision to 澳洲幸运5开奖号码历史查询:delay Rayman Legends to September𓃲. has published images of series creator Michel Ancel standing with Ubisoft Montpellier employees🍨 in protest of the slipped date.

The sign reads (in French),"Release Rayman - Support Ubi Montpelier." The speech bubble emerging from Rayman's distraught face reads "SVP," an abbreviation for "Please," and fa🥃ns in the background hold aloft signs saying "Rayman," "Wii U," "Michel Ancel," and "28/2/13," the game's previous release date.

The mini-demonstration ♈comes a week after an anonymous ex-developer posted a seething response to the news, saying the game was completed for Wii U after months of strenuous crunch. The universal delay is only to get Rayman Legends working on Xbox 360 and PlayStation 3, , meaning that the strain to meet the original deadline was needless.

You've got to admi🎉re Ancel's bravery/foolhardiness--not 𒐪many developers would stage a public protest to their own bosses' decisions.

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//344567.top/michel-ancel-protests-rayman-legends-delay/ rriYwXQPQimqPDNK4TUfhS Tue, 12 Feb 2013 18:42:17 +0000
<![CDATA[ Latest from GamesRadar+ in Rayman ]]>

Former Wii-U-exclusive platformer 澳洲幸运5开奖号码历史查询:Rayman Legends is now coming to Xbox 360 and PlayStation 3, but Ubisoft's pushed the platformer back once more to get it ready. The follow-up to 澳洲幸运5开奖号码历史查询:Rayman Origins will launch in September, Ubisoft announced today, further delayed from its 澳洲幸运5开奖号码历史查询:Wii-U-launch-turned-first-quarter 201ও3 date.

Ubisoft Montpellier, the same studio which created ꦬRayman Legends, will develop the game for PlayStation 3 and Xbox 360. The publisher said it's responding to calls from fans on both consoles for an expanded release.

Only 4 percent of Ubisoft's sales came from Wii U las✤t quarter, despite releasing seven games for the syste🐈m within weeks of its launch. We wouldn't be surprised if the modest figures also contributed to the Ubisoft's decision to hedge its bet.

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//344567.top/rayman-legends-delayed-coming-ps3-and-xbox-360/ xatZ76zVNyLM2vLiSi7VoM Thu, 07 Feb 2013 18:15:49 +0000
<![CDATA[ Latest from GamesRadar+ in Rayman ]]>
Rayman made a name for himself in the platforming genre and impressed gamers with 2011's Rayman Origins. Early next year, Rayman will be returning on the Nintendo Wii U with five-player cooperative, platforming action. We had a chance to speak with the developers about the game and play through a brand new level, which is inspired by the Jack and the Beanstalk fairy tale. Have a look in the video below.

Rayman Legends will be available in early 2013 on the Wii U.

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//344567.top/rayman-legends-gameplay-and-interview-developers/ 5NNLYxcDf4bW4BySdtscBF Thu, 25 Oct 2012 16:00:00 +0000
<![CDATA[ Latest from GamesRadar+ in Rayman ]]>
At Ubisoft's E3 press conference, Michael Micholic took the stage to show off the features of Rayman Legends, the next Rayman s📖idescroller coming to Wii U. Boasting a new character, fresh levels, and content tailored for the Wii U controller, it's sure to be a hit with fans of Rayman Origins and/or nifty touchscreen gameplay.

The biggest change is the new character, Murphy, a flying green goober who'll help Rayman and co. make it through each level. The demo introduced his mech♚anics with a level set in a jungle treetop village, from which Rayman and Globox had to escape. Murphy is controlled entirely via the Wii U touchscreen, and his inclusion means that five player co-op is now possible. Swiping the touchscreen makes Murphy dash about, attacking enemies with a flying headbutt or collecting doodads that Rayman can't reach.

Murphy is also essential to passing certain obstacles; the demo showed him slicing out-of-reach ropes to drop a platform on top of a creepy tentacle monster, allow🐬ing Rayman and Globox to pass by unharmed. That said, Murphy players should be cautious - a mistimed spike drop by a Murphy rope-snap ca🍰used Globox to die later in the level.

Murphy's other talents include pulling platforms into place (complete with drawer-like handles) and spawning tings that both guide and r♒eward precise jumping. He'll also be central to new levels that emphasize rhythm, where the touchscreen must be tapped in time with an excellent electric guitarꦡ riff to speed Rayman through the level. Murphy's looking like he'll made a great addition to the franchise, and the promise of five player co-op has excited to platform with Rayman and friends all over again.

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//344567.top/rayman-legends-coming-wii-u/ 6hMo9dpoMqmib8iddinwVE Mon, 04 Jun 2012 22:55:58 +0000
<![CDATA[ Latest from GamesRadar+ in Rayman ]]>

In what seems likely to be the match-up of the century, Rayman Origins will be coming to the Nintend💜o 3DℱS on June 5, Ubisofttoday.

They also revealed that the game will be coming at a slightly lower price than is typical of a 3DS game at♚ $29.99. Whereas a typical 3DS game usually costs about $39.99.

We're very much looking forward to giving this 澳洲幸运5开奖号码历史查询:excellent platformer another spin with (hopefully) some great 3D effects. Rayman Origins sports some fantastic multi-tiered backgrounds and wonderful character animations that we're dying to see represented in 3D. Perhaps even more than the (also excellent) 澳洲幸运5开奖号码历史查询:Vita version, 🌜this could be the game that reignitesꦏ our love for Rayman Origins.

And if you haven't tried it yet, the 3DS version may be your best jumping-in point. It's a great showcase for why the platformer ruled gaming for two decades, along with all the advancements and accouꦛterments we've come to expect from a top-tier mo🍨dern game.

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//344567.top/rayman-origins-3ds-release-date-price-announced/ WgLo4mpd6Fbv7v7K49WgEZ Thu, 17 May 2012 22:52:41 +0000
<![CDATA[ Latest from GamesRadar+ in Rayman ]]>
Rayman has played secoꦛnd fiddle to the Marios, Links, and Master Chiefs of the video game world, but that may soon change judging by this leaked trailer for Rayman Legends on the Wii U from french website . Keep your eyes glued until the final seconds to see why our interest in Nintendo's next machine just kicked up a notch or💃 two:

Prettඣy cool, no? It appears Wii U's tablet controller may indeed be capable of porting real world objects into the game using Skylanders-esque RFID tag technology. There have been rumblings of this feature earlier this year (via ), but this is the first we've seen it in action. On the positive side, this opens up a ton of potential (Assassin's Creed cameo?), but it also blows open the door for each Nintendo game to be sold with its own line of toys.

The trailer also hints at other Wii U functionality. For one, it indicates only a single Wii U tablet will be assigned to the Wii U home base, which is something Nintendo has more or less confirmed already (E3 2011: Don't worry, extra Wii U controllers might not cost you a thing (because you might not be ab🦹le to buy th▨em). Seco🧸ndly, those visuals are looking pretty clean on the tablet. Mi🅘nd you, we'll have to wait until E3 2012 to make a hands-on judgement, but consider us optimistic.

As for the game itself, Rayman Legends is all but official. This week, Ubisoft was spotted registering two domains through Whois: and . Unless the studio is working on a game sta💫rring Ray M♒anlegends, this is a shut case. Now the question becomes: When can we play it?

UPDATE: has posted a statement from Ubisoft stating the video does reflect Rayman's final product, but rather what the game is capable of🐈 achieving.

"This video wasꦅ intended as a purely in♌ternal demonstrative video, and in NO way represents the final game, the final console or their features," insisted the studio, explaining, "This video was destined for internal production teams who often create game prototypes with work in progress development kits. Ubisoft confirms the development of Rayman Legends handled by Michel Ancel and his team in Montpellier."

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//344567.top/leaked-rayman-legends-trailer-reveals-wii-u-features/ v9xzhmh8MSZC2peFwqRXVE Fri, 27 Apr 2012 13:50:56 +0000
<![CDATA[ Latest from GamesRadar+ in Rayman ]]>
For many, Rayman 3 was where💞 the series hit its 3D stride, offering powerups to transform the titular hero in all manner of gameplay-altering ways. This new gameplay-heavy trailer for Rayman 3 HD serves as a reminder (or an introduction, for younger playeꩲrs). Not only is Michel Ancel's armless hero returning to PSN and XBLA, but he's bringing all the shape-changing washing-powder (it was 2003, just go with it) players can handle.

Rayman 3 HD will be released on the 21st of this very month. Creator Ubisoft recently 澳洲幸运5开奖号码历史查询:announced that 2D reboot Rayman Origins also managed to ꦏacquit itself comfortably on store-shelves, saying the title “has the capacity to become a long-term seller.” Whether ౠthat means another 2D Rayman or an Origins remake 10-odd years from now, we'll have to wait a while to find out...

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//344567.top/rayman-3-hd-new-trailer-all-powered-/ 7ecDto9afkuexe8hGAenTj Thu, 01 Mar 2012 23:44:39 +0000
<![CDATA[ Latest from GamesRadar+ in Rayman ]]>
Rayman Origins “can be too tough for some,” we said at the time of release, “but we’re betting even the more casual players wilღl soon find themselves hopelessly addicted.” That turned out to be a sound bet. With the game's sales never making headlines, many feared that the title could become another beloved failure – but Ubisoft's that a🙈ctually, Michel Ansel's 2D reinvention of his own signature character did just fine.

While exact budget or sales figures weren't released in the conference-call between Ubi and its investors, the company confirmed that Rayman: Origins has turned a profit and "has the capacity to become a long-term seller for the company." Which is great news, showing that even in a climate of aggressively-hyped cookie-cutter Big Guns Army Mans titles, a title like Origins can still hold its own. But an article about a commercially-successful videogame in which we don't get to berate you for neglectin🥀g Psychonauts or Okami? This is scarcely the Internet as we know it...

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//344567.top/ubisoft-rayman-origins-turned-profit-could-be-long-term-seller/ EW6SnxcYBKK8aSLuYEUjST Thu, 16 Feb 2012 00:34:10 +0000
<![CDATA[ Latest from GamesRadar+ in Rayman ]]>
Ubisoft announced it will keep the Rayman hype train running this March 21 with the release of an HD remastered version o✱f Rayman 3: Hoodlum Havoc on Xbox Live Arcade and the PlayStation Network.

The high-definition remake will ship with enhanced aꦛudio and a faster framerate of 60 fps. It will also be supported with online leaderboards, the standard swath of 𒆙trophies and achievements, and bonus content to boost game's estimated 10-15 hours of gameplay. Watch as Rayman parties in fancy HD style in the gameplay trailer.

Rayman 3 Hoodlum Havoc was originally released for consoles in 2003. It follows Rayman and best friend Globox as they cut through a Hoodlum army to stop the Black Lum Andre from bending the Heart of the World t൲o his dirty, evil ways. It was the first game in the series to feature a scoring system wherein players could rack up points in a combo mode and submit their final tally at the end of the game for a spot in the worldwide rankings.

According to Ubisoft's earlier , Rayman 3 HD is a “fan-favorite” meant to compliment Rayman's full-on return in the recently released Rayman Origins. Read our review to learn why that i🐲s indeed cause for celebratiꦏon.

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//344567.top/rayman-3-hd-re-make-arriving-march-21/ px3DmLvpTxqPVdUMiYXbt8 Thu, 02 Feb 2012 18:24:30 +0000
<![CDATA[ Latest from GamesRadar+ in Rayman ]]>
The visuals alone are enough to lull even the most seasoned gamer into a false sense of security. Vibrant colors abound, preposterous characters gambol and cavort with giddy abandon, and vivacious animation breathes life into the already-fecund levels. But don’t be fooled by Rayman Origins. Th🎶is intensely beautiful 2D platformer can easily crack open and scramble even the most hardened of hardcore gamers.

And that’s a very good thing.

Despite starring a limbless character, Rayman Origins pulls no punches. In many ways, this is a retro platformer with high-def trappings. Gone are the rubber-cement ledges along with the heroes who can stick landings like a Soviet gymnast during the height of the Cold War. In their place? Momentum. Timing. Precision. And lots and lots and lots of dying. During t💟he eight hours we spent in Rayman Origins’ world, we were constantly on edge, both literally and figuratively. This isn’t one of those relaxing platform adventures we’ve come to enjoy in recent years. This is a lean-forward, pay-the-#^&%-attention-or-else-you-will-die ki♍nd of game that left our thumbs sore while reminding us what we love about the genre.

Most impressive: Rayman Origins achieves its gameplay greatness almost entirely through its incredible level-design. The game uses only two buttons – jump/hover (that’s a single-jump only, mind you) and attack – three if🗹 you count the shoulder button/trigger, used for running. This isn’t about picking the right move, or the right tool, or the right weapon. Instead, it’s about nailing a tricky leap from lillypad to lillypad with absolutely no margin for error – all while piranha-like fish lurk below and spiky plants linger above. Or, it’s about ever-so-carefully hovering through an obstacle-laden sky, blipping the jump button to hover and drop in perfect harmony, using wind currents to soar ever higher while desperately trying to avoid a sudden plummet to our death. Or, it’s the jaw-clenching🍰 challenge of wall-jumping up a series of underground pipes to grab a Lum-granting coin sparkling up above, knowing we’re likely to meet our maker as we negotiate through a gauntlet of enemies on our way back down.

Indeed, we get the impression that every platform, every collectible Lum, every bouncy drum, every floating/dissolving cloud, every prickly Psychlops, every electrified jellyfish, and every hidden Electoon challenge room (more on those in a bit) was perfectly positioned to be just out of reach. We can almost feel the hand of the designer in the gameplay, pushing and pulling and tugging at everything to make it just right. Rayman Origins feels like it was built to tap into a gamer’s Pavlovian response to virtual temptation: Sure, we♐ can finish a level without grabbing all the collectibles, but knowing they’re right there – being able to see th𒁃e equivalent of the forbidden cookie jar on the proverbial top shelf, just beyond our grasp – helped constantly drive us toward the goal of perfecting each and every level.

Of course, we’re also rewarded for perfection – the better we do, the more we unlock – which makes the pursuit of Lums (those shiny, smiley floating gold orbs) and the hidden Electoons (also smiley, but locked away in chests, hidden in secret rooms) even more enticing. It became an obsession for us to find the hidden rooms in every level, listening closely for the aural clues indicating their proximity. Once found, these rooms offer a discrete puzzle challenge: We have to eliminate all the bad guys before we can open the chest. Simple enough, sure, but the way the devs incorporate the latest gameplay hazards is just astounding, constantly layering in new baddies along with new environmental and jumping puzzles. These were among the most difficult bits in the game, ♔but they elicited an intensely satisfying feeling of accomplishment whenever we nailed a nigh-impossible room after a few dozen gut-wrenching tries (never mind the profuse cursing and ill-advised attempts to twist ou⛎r controller like a dishrag).

To be sure, some of the occasionally crushing difficulty in Rayman Origins is ameliorated by the game’s lush visuals. And it’s not just the lovingly hand-drawn 2D art. The game is alive with constant feedback: plant-like bulbs burst into climbing-vine platforms, oversized drums offer percussive platforms for high jumps, kettles boil over in hellishly hot kitchens, undersea flora explode with Lums and other treats. The visual feedback is heightened by the aural pleasures on offer here: from the furious strumming of a ukulele to the tinkling of every Lum when captured, the music is in perfect harmony with the on-screen action, completing a joyous feedback loop that helps remind us how much fun we’re having. The game also got a bit more manageable as we came to terms with its somewhat punishing nature; once we learned to not expect Origins to be so forgiving, we began to fully master its limited controls. Soon enough, we found ourselvesℱ blasting through segments that had given us fits earlier, including those brutally challenging chase levels that unlock in every world.

Once caveat: Rayman Origins is at its very best as a solo experience. With one player, the camera draws in close enough to see all the action, and it’s much easier to manage the mayhem on screen. As a co-op game, it’s still pretty darn amazing; two players can help each other out, surv𒅌iving some of the tougher passages in tandem. But with three or more players, it quickly devolves into a manic mess. Get all four players into a single-screen couch co-op game, and Rayman Origins quickly devolves into something to do with your hands while all four of you yell at each other. (Plus, everyone wants to be either Rayman or Globox; no one ever wants to be one of the two Teensies.)

At a time when games seem to offer a whole lot of everything, Rayman Origins stays focused on pure platforming pleasure, and it delivers. Yes, it can be too tough for some, but we’re betting even the more casual players will soon find themselves hopelessly addicted to the finely tuned challenges on offer here. Play it for the love of platforming, or pick it up as a pa💖late cleanser between bouts of this fall’s bigger releases.

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//344567.top/rayman-origins-review/ deGkaj3ebv2yxB2snQuvGT Tue, 15 Nov 2011 02:17:49 +0000
<![CDATA[ Latest from GamesRadar+ in Rayman ]]>
We know all you have on your minds today focuses on 澳洲幸运5开奖号码历史查询:Warfare that's Modern, but if you get tired of World War III and need colorful cartoon people to unwind, tomorrow you’ll get an early taste of next week’s release of Rayman Origins. Maybe you’ve seen gameplay from it before, but were confused about the game’s story, so today’s launch trailer for Origins m𒆙akes things a little clearer. Though we’re less clear on why this launch trailer was released a week before the actual launch…

The downloadable demo out tomorrow includes tastes of stages including Jungle, Food and Ocean. And should you have enough friends, you can even give it a try with up to four players. Rayman’s return to 2D adventure has 澳洲幸运5开奖号码历史查询:impressed us so far, so we think it’s at least worth trying a free sample. The retail release ha❀ppens November 15🦹.

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//344567.top/rayman-origins-launch-trailer-arrives-just-time-tomorrows-demo/ Frfh6diuzG39sf9TgVxEbH Tue, 08 Nov 2011 22:54:53 +0000
<![CDATA[ Latest from GamesRadar+ in Rayman ]]>
As adorable and stunningly animated the upcoming Rayman Origins is, it’s got the dark specter of death looming over it. No we aren’t talking about the fact that it comes out November 15 when it’ll be overshadowed by a dozen AAA-budgeted titles. We’re ta♏lking about all the danger lurking around the world that Rayman and pals explore. So many things can (and definitely will) kill you during your playthorugh of the 2D throwback. Here are just some of the ways…

We expected to see death via spikes and blowfish, but getting punched by an old lady? We hardly expected that. If you watched to the end you’ll also notice that a demo for the title will be out November 9, so you’ll be able to give the lovely game a spin for free before you 💮ignore it for Assassin’s Creed or Skyrim. We’re not saying you’re wrong to anticipate those other games more, we only ask you give Rayman a chance.

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//344567.top/rayman-origin-gets-grim-ominous-10-ways-die-trailer/ VV3ucUjG9NWZgHVnY8aukC Fri, 04 Nov 2011 01:11:12 +0000
<![CDATA[ Latest from GamesRadar+ in Rayman ]]>
Rayman and his sidekick Globox will have at least 10 ways to traꦛverse their colorful and wacky surroundings in Ubisoft's upcoming Rayman Origins. How can we possibly know this, you ask? Because we've been spending part of our Friday fawning over the studio's latest “10 Ways to Get Around” trailer—and yes, we're willing to share:

For those keeping track at home, Rayman and company ▨will be able to run, bounce, wall-run, zip-line, swim, ride vehicles, slide, fly, destroy objects to create new paths, and link hands in precarious situations. These aren't revolutionary platforming skills by any means, but♔ it's nice to know Rayman will have no lack of options for completing his missions.

Rayman Origins will leap, run, climb and piggyback his way to PS3, Xbox 360, Wii, 3DS on November 15 in North America, and November 2꧟5 in the UK. It will also zip, dive, and explode onto the PS Vita early next year.

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//344567.top/rayman-gets-around-latest-rayman-origins-trailer/ B4Qayrk3QJBMoJLHAxPf74 Fri, 28 Oct 2011 16:51:35 +0000
<![CDATA[ Latest from GamesRadar+ in Rayman ]]>
Outside of the seemingly endless party games on the Wii, it’s increasingly rare to see games designed to be played by (up to) four people in the same room. Rayman Origins is one of them, however, and as 2D throwbacks go, it’s outrageously silly, beautifully animated and surprisingly addictive. As we found out recently, it 澳洲幸运5开奖号码历史查询:works great as a single-player game – but what’s it like wဣith four heroes on board? To find out, Chris Antista, M🔯ikel Reparaz, Hollander Cooper and Henry Gilbert packed into our podcast room to record 15 minutes of goofy platforming, testing of different powers, repeated deaths and increasingly loud swearing.

As chaotic as the four-player madness gets, Origins is a lot more fun than we expected it to be (or at least, the parts we’ve played are). Look for it on Nov. 15, when every single other game you want will either release, be on the verge of release or will have just been relea𝄹sed.

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//344567.top/rayman-origins-full-access-preview/ XmFVUB7j4C3XcYmxJWv6No Wed, 26 Oct 2011 22:39:17 +0000
<![CDATA[ Latest from GamesRadar+ in Rayman ]]>
Bad day at the office? Crummy class at school? Sometimes all you need to turn your afternoon around is a new trailer for the gorgeously illustrated Rayman Origins; and wouldn't you know, that's exactly what we stumbled across this morning. See? You and us, we're like this.

That man in the bubble is Rayman Origins' creative head Michel Ancel, who we had a chance to 澳洲幸运5开奖号码历史查询:chat with him earlier this month. Asked where he drew his inspirꦗation fr✅om for Rayman Origins' overall style, he told us:



“Rayman is more, I would say, close to nature, and the fact that when you were a kid, you were always discovering things. We don’t remember those periods, but when you are two, when you are three, everythi⛎ng is new, in fact.

Some people say, 'no, supernatural things, this is not good, this is not rational.' 🐻But we always live in an irrational world, because we don’t understand the worl🔴d exactly as it is, especially when we were kids. Imagine when you go back in a place, when you were kids, you had the feeling that the place was giant. When you go back when you’re an adult, the size is normal. So that means that when you’re a kid, you thought giants were existing.”

Rayman Origins will be out for PS3, Xbox 360, 🍒Wii on N🌌ovember 15 in North America, and November 25th in Europe. Future versions for Nintendo 3DS and PS Vita have also been announced.

Oct 20, 2011

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//344567.top/new-rayman-origins-trailer-will-cure-whatever-ails-you/ 5ZHutbMae2F2JjJK3spvpd Thu, 20 Oct 2011 17:57:42 +0000
<![CDATA[ Latest from GamesRadar+ in Rayman ]]>
Whether or not Rayman Origins actually stands a🦂 chance in hell when it arrives in stores next month remains to be seen, but judging by what we’ve played so far, it certainly deserves to. It’s vibrant, fast and beautifully animated like few other games out there, 2D or otherwise. It’s also surprisingly fun, with inventive, cleverly designed levels that range from quick, easy romps to crushingly difficult speed runs. Most importantly, though, it has an “OK, just one more level” appeal that sucked us in and kept us playing for hours longer than we intended.

Above: This giant bird boss will also suck you in. Seriously, stay away from that beak

That m💫ay be too generous for a preview. We’ve only been able to play t🧸hrough about the first half of the game, after all, so it’s entirely possible that Origins turns to crap right after that. Possible, but unlikely.

Origins is pretty light on story, so here it is in a nutshell: Rayman and his friends (including a creator deity known as the Bubble Dreamer) snored too loud and pissed off some underworld dwellers known as the Livid Dead. Not content to cage Rayman and co., they also rounded up all the Electoons – lit🌱tle pink🎀 creatures that apparently help the Bubble Dreamer maintain his sanity – and hid them in cages around the game world.

Above: You know what, we'll just show you Origins' intro movie and let you figure it out

To find them, Rayman, his toadlike 🌳friend Globox and an assortment of little hangers-on known as the Teensies (you can play as whichever ones you like; all have the same abilities) will have to charge through a wide variety of 2D stages, smashing enemies, dodging environmental hazards and collecting Lums, little floating creatures that can unlock bonuses if you grab enough of them. They’ll also hunt for little secret nooks and passageways that hide skull coins (needed to open the way to the game’s final stages) and Electoon cages (which are always guarded by enemies in some kind of puzzle room).

Each stage, as a rule, hides three Electoon cages, which are pretty easy to find; you’ll know you’re nearby when you hear a squeaky little voice yelling for help. It’s a constant in nearly every stage we visited, lending a little bit of comforting stability to the otherwise diverse stages. That kind of consistency also crops 🌺up across the overall structure of the game. For example, each of the “worlds” we played through begin with a level where you’ll have to free a buxom fairy from a cage (which will try to run away from you). Once freed, she’ll grant you a new power, like the ability to attack, float, shrink, dive underwater or run up walls. That power then factors pretty heavily into the following stages, which culminate with a bonus level and flying shooter stage (often with a boss fight) that bridge the world you’re in with the next one.

Above: Also, you can absorb an extra hit by grabbing a floating heart. Here's one's face exploding into halves

We tackled five worlds in all, beginning with the Jibberish Jungle, a green-tinted training ground filled with cliffs,caves and waterfalls, and moving on to the music-themed Desert of Dijiridoos, which was filled with super-windy areas that forced us to float through spiny, floa♌ting blowfish.

Next came Gourmand Land, which was food-themed and alternated between arctic ice floes (with giant hunks of watermelon and lime thrown in for good measure) and jalapeno-filled magma kitchens. After that was the Sea of Serendipity, with giant eel bosses, monster-filled underwate🌄r caves and occasional seaside villages. Finally, we visited Mystical Pique, a mountaintop retreat filled with bearded monks and plenty of curved walls to run🅘 up.

Above: And golems. Lots and lots of boulder-throwing golems

It all makes for a fun item-hജunt that lets you hammer the jump and attack buttons a whole lot. In the main, though, it’s not especially challenging; the Electoons are always easy to find, the enemies almost all go down with one hit, and most🎃 obstacles are easy to get around if you know what you’re doing.

If a good, stiff challenge is what you r💧eally want, however, you’ll want to keep an eye out for the “chest chase” stages. These ratchet up the difficulty to absurd levels, forcing you to follow a living chest that rapidly scrolls the screen right and killing you instantly if you fall behind. At the same time, you’ll have to contend with obstacles and enemies that spring up suddenly, meaning that success comes only with perfect memorization and timing (or lots of luck), with no room for error.

Above: Much tougher than it looks

Played the way it’s intended, with 澳洲幸运5开奖号码历史查询:four players onscreen at once, Origins can be wildly enjoyable. Chaotic and often confusing, sure, but still fun. However, and in spite of creator Michel Ancel’s 澳洲幸运5开奖号码历史查询:stated disinterest in making Origins a single-player game, the solo experience might be where the game’s๊ real appeal lies. When playing alone, for example, the camera zooms in close enough that it’s much easier to𒈔 appreciate just how good everything looks. And without the confusion of trying to figure out which flailing onscreen character is you, it’s possible to better appreciate and understand each level’s design.

Add to that an insanely catchy soundtrack, a handful of neat tricks to squeeze more Lums out of every level, a cast that speaks almost entirely in Pig Latin and a big assortment of (similarly shaped) characters to unlock, and Rayman Origins is shaping up to be something tremendous 🍨for fans of 2D, old-school platforming. Whether that can draw attention away from the likes of Skyrim and Modern Warfare 3 when Origins launches on Nov. 15 is anyone’s guess, but here’s to hoping it doesn’t get lost in the holiday shuffle.

Oct 17, 2011

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//344567.top/rayman-origins-extended-hands-preview/ CYjXFwcCB7pz4jpFbtK9nX Mon, 17 Oct 2011 16:00:00 +0000
<![CDATA[ Latest from GamesRadar+ in Rayman ]]>
Yesterday, you may have caughtthe newsthat Ubisoft is bringing Rayman Origins – along with five other titles – to the PS Vita when it launches sometime next year. Wღ꧂hat wasn’t announced was that Ubisoft had already let a small group of gaming-news outlets in on the secret a couple of weeks ago, and gave us the opportunity to be among the first to try the game on Sony’s upcoming handheld.

While our 澳洲幸运5开奖号码历史查询: latest hands-onwith the console version of Rayman focused mainly on🦄 its mulitiplayer craziness, the Vita version supports just one player, making for a slightly quieter experience. Apart from that key difference, however, we’re told the Vita version will be more or leꦫss identical to its console cousin, and what we’ve seen so far seems to bear that out.

Gameplay-wise, it certainly felt identical, as we hopped around and coౠllected coin-like Lums in a jungle level near the beginning of the game – and then had to quickly start hopping up a series of floating platforms as a giant plant-monster boss pursued us, taking up most of the screen as it went. Probably the biggest difference (aside 💯from the odd feeling of loneliness) was the addition of a manual camera-zoom feature; while the camera will still zoom in and out on the action automatically, you’ll be able to get a close-up or wide-angle view of the action by “pinching” the touchscreen, like you would to expand or contract an image on a smartphone.

It’s difficult to make any real judgments based on a single, early level of the game, but what little we played of the Vita version𒊎 was fun – and aside from a slight (but noticeable) hit to the clarity of the visuals, it looks to feature the same brilliantly animated craziness and depth of gameplay as its full-sized version. If nothing else, it’ll certainly appeal more to those who prefer a more solitary experience.

Aug 17, 2011

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//344567.top/rayman-origins-vita-hands-on-preview/ DDSf8zmBSD7orQ7WgEWeCW Thu, 18 Aug 2011 07:10:43 +0000
<![CDATA[ Latest from GamesRadar+ in Rayman ]]>
Normally, when a bunch of jaded games journalists get together to preview an upcoming game, most of the noise in the room comes from the game itself. Within minutes of being let loose on the Gamescom demo of Rayman Origins, however, we heard something we hadn’t heard in years, at least not in a professional context: a lot of laughter and shouting, all of it coming from the suppo꧑sedly world-weary writers at the controls. Clearly, this merited further investigation.

As it turns out, tackling Rayman Origins with four players is pure, unbridled chaos – think New Super Mario Bros. Wii, but with more abilities, and more things onscreen trying to kill you. As Rayman, his froglike friend Globox and two teensies (the crown-wearing Grand Minimus and the wizard-looking Dark Teensy, for those who care), players tear through beautiful, hand-painted worlds, leaping past obstacles and smacking monste🃏rs – and, more often than not, each other. You’ll normally want to cooperate with your friends, but there’s also a competitive aspect in the form of Lums, Origins’ glowing, ubiquitous, coin-like collectibles. Collecting the most in a given level gives you a higher score than your friends, and means you’ll “win” that level when you finish it.

Our time with Rayman was enormously fun, and opportunities to both help and grief our fellow players presented themselves constantly. The latter were often unintentional, though; as the action grows thick and the camera zooms out to take it all in, it can get extremely difficult to tell whether you’re the teensy accidentally smacking his teammate off a ledge, or th🔴e one plummeting to his doom.

Fortunately, the confusion of having four players onscreen is o⭕ffset by your teammates’ ability to resurrect you if you die. With more than one player, death means blowing up like a bubble and floating around freely until someone else tags you back in – again, like NSMBW. Unlike N♓SMBW, however, you’ll start farting out Lums if you’re a bubble for too long, meaning players who try to drift through tough spots stand to lose big (and jerk players stand to gain if they ignore their “dead” partners for a little while).Also, multiple players can occupy the same space, which comes in handy when everyone has to stand on the same tiny, floating platform.

If by this point you’re under the impression that Origins is a Mario knockoff with pr🎃ettier visuals, then we’re doing the game a disservice. While the levels we played were immensely, chaot🐻ically fun, they were also surprisingly complex.

Like in the first Rayman, players earn new, permanentabᩚᩚᩚᩚᩚᩚ⁤⁤⁤⁤ᩚ⁤⁤⁤⁤ᩚ⁤⁤⁤⁤ᩚ𒀱ᩚᩚᩚilities as they progress through the game and meet fairies, who have to be freed from walking cages that don’t particularly want to be caught. The stages that we played through helped underline this; for example, in Frosty Delight (an ice-themed stage filled with giant hunks of fruit), we had the ability to slide down hills and – once we’d caught up with the fairy –🎉 to shrink when confronted with tight spaces and Rayman-shrinking devices.


Above: Like this one, for example

In another stage, set in the entrails of a dragon who’d swallowed the heroes, the ability to sprint up walls (and 🦹run on the ceiling, when the walls curve around just right) was essential, as we dodged lethal, rolling puffs of smoke and climbed rapidly through curvy intestines in an attempt to flee from an advancing wall of flaming indigestion. And in more than one stage, Rayman’s signature helicopter float (which the other characters imitate by flapping their arms) made all the difference between nailing a jump and winding up impaled on the spines of a floating pufferfish, or burnt in a giant pot full of lava. Even basic attacks are something that have to be unlocked (after the first stage, thankfully), and we wouldn’t have been able to beat the demo’s boss stage – titled Poor Little Daisy and starring the giant plant-monster from the E3 trailer – without it, as it required running into the thing’s mouth and giving a vulnerable bulb-thing a good smack.

As you can probably guess (especially if you played the first Rayman), all these new abilities mean that a lot of stage꧋s feature areas you can’t access without skills found later in the game, giving players an incentive to go back and replay them. Interestingly, though, Origins takes this idea a step further; once you’ve earned all of the abilities, going back through the game will actually open up new levels in each area, which we’re told will be darker, tougher and feature entirely new bosses. Of course, you’ll need to beat these in order to actually finish the game.

It’s also worth pointing out that sometimes, players’ abilities and platforming talents won’t matter – like when Rayman and co. jump onto the backs of a huge-eyed mosquitos (or in Globox’s case, simply fly) and zip through 2D space-shooter stages, blasting enemies out of the sky and/or sucking them in to use as large projectiles. Other times, levels will introduce gameplay elements that complement your abilities, like a bat-filled cave that players have to navigate by 🃏smacking gongs, which then generate a protective shield just long enough for you to squeeze through unharmed.

There are also a few collectibles to keep track of. In addition to the Lums, you’ll hunt for Electoons, little pink creatures lock✱ed away in semi-hidden (and often hard-to-access) cages. These cages have to be punched a few times before they’ll open, and they’re often guarded by monsters like the floating, batlike Cyclops, which creates a dark shield around cages and has to be smacked down before said cages become unlockable.

However, the real collectibles to keep an eye out for are the skull coins, which grant access to “chest chase” levels. Designed to be a hell of a lot harder than “normal” levels (which is saying something, as the ones we played were💟 pretty difficult to begin with), these task players with keeping up with a fleeing chest as it impudently tears ass through obstacles and enemies, scrolling the screen along ﷽with it. The one chest-chase level we played – set in a windy desert with lots of pitfalls and spiky things – was tough almost to the point of unfairness, killing all four players more often than any other stage we tried.

Finding all the chests, however, is the key to entering the game’s final stage, the Land of the Livid Dead, where all your enemies come from – and on that note, we also learned a bit about Origins’ story, to which this trailer is a good introduction:

In an attempt to bring a “global coherence” to Rayman’s story, Origins brings it back to… well, to its origins. More specifically, it brings it back to Polokus the B💖ubble Dreamer, a supreme being who dreamed Rayman’s world into existence, and who now hangs out in Rayman’s hollow-tree house, idly blowing bubbles while Rayman tries to rid the world of his nightmares, which apparently emanate from the Land of the Livid Dead.

Freeing Electoons will gradually restore the Bubble Dreamer’s memories, which in turn will prompt him to tell goofy stories aboutཧ the world’s characters when Rayman visits his house between levels. These stories are more than just plot, however, as they’ll apparently unlock those characters and make them selectable. We’re told there will be between 10 and 20 different characters in all, although these will reportedly be variants on the same three themes, including four Rayman variants (including Dark Rayman from the first game), four Globoxes (including a red version of Globox,which was apparently his original color before eating a poison berry) and an undetermined number of teensies.

The Bubble Dreamer isn’t just Rayman’s personal deity, either – he’s worshipped by creatures throughout the world he created, including a sect of fakirs who want him to grow up and be a little more serious. (However, given that they worship him by sacrificing peas, their id🌳ea of “serious” might be a little different than ours.) In a level we saw but weren’t able to play, these ascetics were tormented by Rayman and friends, who jumped on their broad hats and swung from their beards as they raced through what we’re assuming is some kind of monastery.

In spite of the chaos of playing with a full set of players (two, three or even solo play proved a little more tolerable), our time with Rayman 🌠Origins was enormously, captivatingly fun. Even going🐷 by the five levels we played, the game already looks to have an enormous amount of variety (and more than enough balls-hard challenges for hardened old-schoolers), with a wildly inventive aesthetic and entertainingly goofy, breathtakingly pretty visuals. Whether that’ll be enough to convince picky gamers to fork over $60 when it ships in the middle of busy November remains to be seen, but we’re certainly excited to see more.

Aug 17, 2011

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//344567.top/rayman-origins-hands-on-preview/ VkAJiWrhpqKnn6X8msRT7W Wed, 17 Aug 2011 15:00:32 +0000
<![CDATA[ Latest from GamesRadar+ in Rayman ]]>
Sadly, details beyond the announcement were sparse. Two of the games,Asphalt and Dungeon Hunter Alliance, will be on display at Ubisoft's booth during th𒀰e Gamescomexpo this week, and we'll ⭕be able to share some hands-on details about Rayman's Vita outing tomorrow.


Above: We also have these shots of Asphalt and DHA, which look promising, if a bit generic

However, there's no word yet on whether the new Assassin's Creed will be a straight port of an existing/upcoming game (i.e. Revelations), or another handheld spinoff, and we don't yet know anything about the new Lumines aside from thefact that we're looking forward ⛦to seeing it. Ubisoft was also silent about when we can expect to see the games in stores, but a bigrollout during the Vita's US/꧋EU launchseems likely.

Aug 16, 2011

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//344567.top/lumines-rayman-origins-and-assassins-creed-headed-to-ps-vita/ RXizyed5fifVJo2isY3AfG Wed, 17 Aug 2011 02:22:53 +0000
<![CDATA[ Latest from GamesRadar+ in Rayman ]]>
Rayman helped put Ubisoft on the map many years back and frankly, it's time for the publisher to return the favor after shelving the armless wonder for years in favor of Rabbids and rehashes. Luckily, Rayman Origins is everything you'd hope for from a revival of 🔯the classic platform hero: it's bursting with color and creativity from every bit we've seen and played. And most importantly, it's a lot of fun.

Originally planned as a downloadable release, Rayman Origins is now a fully-fledged retail title with more than 60 stages set across across a dozen distinct worlds. The closest modern touch point is surprisingly New Super Mario Bros. Wi𒅌i, though – not just because it is similarly a retro throwback release, but also because Rayman Origins supports local four-player co-op action that injects a healthy portion of friendly competition amidst the teamwork.

Playing as the titular Rayman, his best pal Globox, or one of the two Teensies (little apprentice sorcerers), you'll work together to get through the platform challenges and revive each other when one falls; as in NSMB Wii, downed foes float around until touched and brought back into the action. But you'll also try to be the first to nab all the collectibles in sight, and can punch allies just as you can knock enemies into submission. Without lo🎉cal pals, though, you'll simply play the stages solo, which is said to enhance♒ the challenge in certain scenarios.

As screens and especially videos plainly show, Rayman Origins is gobsmackingly stunning, with a fluidly detailed hand-drawn aesthetic that absolutely fills us with a sense of wonder. It's our favorite part of the experience to date, but luckily the missions themselves are also pretty entertaining. Our hands-on experience at E3 allowed us to check out a common jungle stage with hazards to avoid, along with a desert stage where the sound waves of banging gongs kept horrifying swarms of insects at bay. Additionally, a Cave stage offered the opportunity to check out a boss challenge wherein we had 🀅to continually make our way up a vertical level, higher and higher, to avoid destruction by a ꧙monstrous boss climbing up after us.

Our only real concern with Rayman Origins is its size: It might be too big. We’re fearful that people who would gladly have paid $10 for a game a fraction of this size might be less eager to take the same chance on a $50-60 full-sized release even if it is much larger. So we’re here to do our part – if you’re reading this, know that we're still in for this charming, gorgeous adventure. We just hope gamers used to eye-poppingly realistic game experiences won🐈't shrug off this stellar return to form due to its cute and colorful approach.

Jun 10, 2011

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//344567.top/e3-2011-rayman-origins-hands-on-preview-hand-drawn-gorgeousness-disney-himself-would-appreciate/ XVsfpACtfWFD5nAhCyRcZk Sat, 11 Jun 2011 06:58:53 +0000
<![CDATA[ Latest from GamesRadar+ in Rayman ]]>
I first saw a pre-release box of this in a shop. I looked at the screenshots on the back and thought 'Oh good - this looks like Rayman 2'. Turns out, though, it is literally Rayman 2. You know, that game that's over a decade old and gets released on every system that's ever made? Uh-huh, it's that, with an added 3D effect.But don't just dismiss it because it's old. Or because it's got Rayman in it. It's actually, incredibly, still worthyofyour time. Here's why...

The game ♔is a 3D platformer in the truest sense of the term. As the eponymous Rayman, you must run, jump, climb, swim and swing through a ten-hour main🔥 game, firing off shots of energy with your fist and using your hair like helicopter blades to slow your descent and get some extra length on jumps.

You can pick up some objects too. Powder kegs make for good bombs toꦰ attack enemies and open doors, but you can also hold them near a flaming torch and be instantly propelled forward on a ꧃makeshift rocket for a short while. Working out how you can use such items is simple. Working out how else you can use them to unlock secret areas is where the fun really comes in.

Your reward is often a handful of yellow lums. 1,000 of these hovering collectibles are scattered throughout the wor🐼ld. You need to find a set number in order to progress at various points in the game, but you don't need𒊎 them all to see the end sequence.

Some of them are incredibly well hidden… too hidden in ꦺthe case of the last cage in the Fairy Glade, which you can only get to through one of the other levels - not by playing the Fairy Glade stage at all (I used theto find this out - check it out if you haven't got it yet. It's free).Surely that's pushing the exploration mechanic a bit too far.


Above: There's one of the powder kegs with a handy torch nearby. Ride it like a rocket to grab that lum

The action is varied, with swimming, waterskiing, slope-sliding, running races and flying sections a♔nd the challenge comes from working out what to do rather than testing your thumbs' dexterity too much. It's well-paced too, with no section outstaying its welcome. In fact, it's all very pleasant to play. Even dying merely sends you back a little, so you're not penalised for getting jumps wrong too much𝕴.

Having been designed with N64's humble capabilitie𒈔s in mind, the visual style is commendably solid yet very flat-surfaced. Textures are more like paintings than the kind of normal-mꦆapped roughness you get in most games these days. However, the pleasant surprise here is that this primitive level of geometric complexity actually looks fantastic with the 3D slider switched on.

Rayman's world is suddenly reinvigorated as the weird little mosquito t𝄹hing comes out of the screen at you and floating platfor♉ms stretch away into tangible distance. With the depth slider anywhere more than a third up, it makes the world seem that much more real, like it’s an actual space you're playing in. And when you're underwater and Rayman's suspended in the middle of the screen with bubbles and fish all at different levels of depth into the scene, it looks nothing short of sensational.


Above: Who cares that the waterfall is just a flat, animated sheet? The overall effect is still lush and vibrant

In fact, this is one of the few games that extends the 3D effect out of the screen. The problem with this is that you literally have to go cross-eyed to see it, as if you were looking at a fly on the end of your nose (so to speak – that never happens really, does it?) - catch ꩲa long handrail at the wrong angle and suddenly it all goes wrong, as the image is so split, it's impossible to look at.

But for the most part, it's a good-looking game and one that, new tech aside, feels like it was designed to be played on 3DS, which is♎ a minor miracle consi🌺dering its age. As a launch game, it is incredibly lazy as it's full of missed opportunities. It doesn't use any of the 3DS' capabilities whatsoever. No gyroscope control, no Streetpass, no Spotpass, no touch screen functionality in-game… it doesn't even run as smoothly as the old Dreamcast version, which is frankly inexcusable for such an archaic game.


Above: OK, so this screenshot does look about a decade old. You'll have to take my word for it - it's still good

Given its age, price tag and technically lazy conversion, Rayman 3D shouldn't be very good. But the truth is, I had a really good time from start to finish, and even fel꧑t the urge to come back to it after the credits rolled to seek out those remaining lums. In 2D, it's a damn fine platform game. In 3D, it's a surprisingly good showcase for the hardware.Put them together and you've got by far the best modern version of the game, 🐟with better controls than iPhone version and better graphics than the old DS.

That said, I appreciate some people harbour a seethinghatred ofRayman, his stupiddismembered lim꧟bs and his even more stupid fr🔯iends. But if you can bring yourself to give him a chance and accept that Rayman's purple buddy Globox is actually OK in small doses, you'll have a thoroughly enjoyable 10-15 hours of adventure ahead of you. Give it a try.

25 Mar, 2011

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//344567.top/rayman-3d-review/ rkJmwj57G36UHrpT7YrmrX Fri, 25 Mar 2011 16:12:53 +0000
<![CDATA[ Latest from GamesRadar+ in Rayman ]]>
NOTE: This competition is now closed. The winner of the competition is Mark Erret.

If you like your mini-games served with a generous dollop of mental sauce then the recently released Rayman Raving Rabbids TV Party is just the ticket. And to celebrate the arrival of this cross-eyed dose of Wii-mote waving madness we've teamed up with Ubisoft to concoct a competition so irresistible that only a raving loo🐎ny wouldn't be interested in taking part. The motivation? This stupidly wantable prize bundle: A 32" JVC HDTV, a Wii, Wii Balance Board and a copy of Rayman Raving Rabbids TV Party.

All you have to do to be in with a shout of winning is to find a bunch of rabbids that we've scattered about the pages of our Rayman Raving Rabbids TV Party coverage. So, head to 澳洲幸运5开奖号码历史查询:this page and hunt through our Rayman Raving Rabbids TV Party news, previews and review articles. The♉ mad-faced rabbid you're looking for is thi🍎s little chap:

When you think you've found them all, simply email us by 澳洲幸运5开奖号码历史查询: clicking here and telling us how many rabbids you found. And as a tie-breaker, complete the following sentence in no more than 20 words "Rayman Raving Rabbids is the most bonkers thing since..." The person who finds all the rabb🐬ids and comes up with the funniest tie-breaker wins the prize. So simple it's silly. Oh, and you'll also need to include your name and address on the email. Don't forget.

By entering, you are agreeing to our usual 澳洲幸运5开奖号码历史查询:competition terms and conditions. We'll publish the winner here after the competition closes, whi🎃ch it will do on December 4, 2008. So, what are you waiting for? Get hunting those pesky rabbids.

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//344567.top/find-the-rabbids-and-win-an-hdtv-wii-and-more/ H6fFnLMKsv5dfq4ZdWXzNM Thu, 20 Nov 2008 14:39:11 +0000
<![CDATA[ Latest from GamesRadar+ in Rayman ]]>
TV Party is Rabbids do the Balance Board. About two thirds ♛of the minigames require one, from surfing through space on an iron board to dodging potholes on a haywire Harley Davidson. The games can be played with remote tilting, but where’s the fun in trying to urinate on plants if you’re not leaning to direct your virtual wee-maker?

If you haven’t worked it out yet, TV Party is very silly. This makes it the perfect match for the Balance Board: no other peripheral makes you look like such an arse. Crouching to make your surfing Rabbid erupt with a bottom burp may be a bit crude, but it isn’t half funny to see g💎randma doing it. Unless she actually drops one. In which case it’s gross. And just as Ubisoft find a perfect tool in the board, they properly find their game design feet with the most dud-free Rabbids yet. There’s a racing game programmed by the devil himself, but that and a reasonable amount of game recycling aside (both the Rock Band spoof and new dancing game are used eight times apiece) TV Party is a decent effort.

A few tweaks disappoint. Microgames now interrupt the minigames as ad breaks, but the simple flick and flail tasks lack the WarioWare magic. Likewise, a new online mode sees you dressing up a Rabbid to be judged by the online community, but again, it seems a little limited compared to the Mii Contest channel. TV Party is the best minigame compilation on🔥 Wii, but it isn’t for those who like their games in more than 20 second chunks. If, however, you enjoy a good fart joke and are not averse to the Rabbids, TV Party is worth tuning in for.

Nov 18, 2008

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//344567.top/rayman-raving-rabbids-tv-party-review/ C9q86PJJKDyLDrmZMGevPd Tue, 18 Nov 2008 23:19:33 +0000
<![CDATA[ Latest from GamesRadar+ in Rayman ]]>
Rabbidass

Although it's got the Jackass-alike logo, this is actually more like 'Hole in the Wall', where contestants have to shape their bodies to fit through﷽ shapes on an advancing wall. The idea here is to draw the shapes on the screen using the Wii-mote's pointer fu♚ncionality. It's easy at first (so long as you have a steady hand), but gets much, much faster - as our video shows. Up to four players can compete at once, but only two are playing here. Reckon you could do it?

Miss Fit

Resisting the urge to parody the Wii Fit Girl (pity), Ubisoft has insteadgiven us an equally amusingChuck Norris-alike Rabbid𓄧. The game is simple enough - just mimic the on-screen movements. You'll feel a c𝓀omplete tit (and, if it helps, you'll look like one too, especially doing the hip thrust or penguin moves), but at least the game knows when you're cheating, such as when you try putting down the remote to pretend you're standing still.

With only one player allowed to compete at a time, the others can choose which motions he or she should attampt, and everyone gets to rate ea♏ch other at the end with a four-star rating system. We rated each other 0 stars. Aren't we nice?

Mount Kilimanbotty

This is the game we played back in the summer at Ubidays in Paris. You know, the one where you use your bum to control the game. Cuemuch smirking. If you don't have the balan𝔉ce board, you can still play by sitting down and tilting the Wii-mote and nunchuck. We also found that you can stand up. And let the nunchuck dangle (at lea🍃st until you hit a stunt ramp). But it's more fun to pretend though, so go for it.

Perhaps the one-at-a-time gameplay could have been turned into🐭 a split-screen affair, but seeing as balance boards cost so much (and Wii has limited controller inputs), maybe that's impossible. Still, this is definitely one of the best minigames in TV Party.

Although that's the last of our exclusive reveals, it's worth noting that there are variations of all of these games depending on which day of the week it is in the game's TV schedule. Loo🔯k out for our review and keep in mind that the game is due for release in the UK on November 14.

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//344567.top/rayman-raving-rabbids-tv-party-uk-exclusive-minigame-reveal/ sT9hBC7nQZEiw993TaNdjR Tue, 04 Nov 2008 18:00:16 +0000
<![CDATA[ Latest from GamesRadar+ in Rayman ]]>
Last week we showed you 澳洲幸运5开奖号码历史查询:six minigames from Rayman Raving Rabbids TV Party, showing off the game's sense of humour and light-hearted digs at both TV culture and some well-known videogames. Not wanting to buck the trend, we've got some more for you today🌌, with the last batch coming in an exclusive reveal next week. So what's on the box today?

Night of the Zombiddz

In🥃 this homage to George Romero's classic horror flicks, the Rabbids are rising from their graves, complete with visible brain through rotten skull. But, bizarrely, you lose points for shooting them. Instead, you have to shoot Rabbids in chicken outfits (no, we don't understand either). Shoot with the pointer function and shake the nunchuk to reload - it's simple but fun and we like the zombie Rabbids. 🐽Oh, and the make-out scene at the start made us chuckle.

Rabbidly Stunts

In this mode, your rabbid gets fired out of a huge cannon so hard it gets launched into space. On an ironing board, of course. Ignoring the fact there's no sound in space so the speed boost farting should technically be silent (yeah, cos that's what's unbelieveable about this scene)ꦛ, it's still entertaining, especially when you're using the balance board to surf through the stars.

At the end of each section you get to choose your route, with the left-hand option offering an easier rid🦄e - although to be honest there's not that much to challenge you in either route. The secenery is more impressive to the right though, as a rule.

Top of the Flops

This one is really good fun, especially if you choose the ꦬdrums. It's standard rhythm-action fare (and similar to a previous Raꦜbbids minigame), but using the Wii-mote and nunchuk in a drumming motion really feels like drumming. And if you're not playing, there's plenty to laugh at in the 3D band scene behind the gameplay - like the flautist who keeps doing the motions even after the music's stopped.

Be sure to check bacꦍk next week for our final exclusive TV Party reve💜al.

Oct 29, 2008

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//344567.top/rayman-raving-rabbids-tv-party-more-minigames-revealed/ YpBXi4QuW3G7H4uotGeCKe Wed, 29 Oct 2008 18:59:21 +0000
<![CDATA[ Latest from GamesRadar+ in Rayman ]]>
They were there when Wii launched, stealing the show from Rayman in their first bizarre adventure, before rece෴iving a significant upgrade in what was probably the best minigame compilation on a console renowned for its party games. And although Rayman’s name remains attached to the series, the real stars of the show are most definitely those mutant bunnies. With each new installment, they’re becoming highly recognisable characters in their own right: When we got our hands on the latest version, Rayman was nowhere to be seen.

He’s in there somewhere, apparently in non-playable form, but it’s clear that Ubisoft no longer require his services to promote Raving Rabbids. This time, it’s all about Rabbids invading your TV, and the whole thing is structured like a day of channel-hopping through the scheduled programming. Each show is, of course, a minigame. They’re themed around various types of shows, so you might start with a spot of daytime TV before mov𒈔ing on to some sports, perhaps a movie or two, a music channel and so on. The Wiimote doubles up as a remote for the in-game TV, and the winner, loser or one randomly assigned lucky person gets to switch channels after a minigame.

When you change the channel there’s a good chance you’ll encounter an ad break, which won’t be quite the annoyance it is in real life. Here, the ads are WarioWare-style microgames – ul💟tra-quick challenges that everyone can participate in, with a brief cutscene by way of reward. In one of these advert-games, a Mexican Rabbid pops up to play a little jingle on the guitar. He starts strumming away, but as soon as he opens his mouth to start singing, everyone has to try to lob a chili pepper down his throat. The person who manages to shut him up gets a few bonus points and, presumably, retains control of the TV remote.

While the ad breaks are over in just a few seconds, the main minigames are more substantial than before. Most of them now have different levels to go through, from the basic versions that the whole family should be able to enjoy, right꧟ through to advanced challenges requiring considerably more skill and dexterity. A case in point is the Beestie Boarding channel which, like many of the minigames, makes use of the balance board. At its most basic setting, you just sit on the board and steer through gates by leaning left and right. Leaning back gives you a speed boost and makes your ride – a wildebeest lying on its back – a bit trickier to control. As you move through the more advanced versions later in the TV schedule, not only do the courses get trickier but you also get a new control scheme, in the form of the remote and Nunchuk. Gesture-based stunts and other motion controls come into play, while still using the board to steer.

There’s a new music minigame, called Dancing with Dweebs, which force𒁏s you to go through some arm-waving moves that actually don’t look completely foolish when you’ve got three other players doing the same thing. Starting with a few simple moves, such as swaying from side to side with both hands, you eventually graduate to some Travolta-style flourishes. As long as you can set aside your reserve, you might be able to get a decent dance routine going. It’s themed as a talent show, and you can tell how well you’re doing by watching the Rabbid judges at the bottom of the screen, who’ll be dancing along with you when y๊ou’re in time with the music or yawning with boredom when you start to mess up. There are seven tracks, which seem likely to be a selection of classic rock and funk songs. The one we played was "Jungle Boogie".

The rhythm game from Rayman Raving Rabbids 2 also returns, w💞hich is no bad thing, although there’s no news on whether that’s going to share the same seven tunes as the dancing game. We’re promised a total of 50 minigames and 25 microgame advert breaks, all with four-player support. Up to a third of them will have the option for balance board controls, and there’ll be online leaderboards where appropriate. As far as graphics go, it’s very solid. There’s an almost cartoony feel to it, and the snowboard-racing levels looked fast and smooth, which is a good omen. We didn’t have any problems with the motion controls or any misread gestures. Overall, it seems that the Raving Rabbids series is going to continue its trend of increasingly confident sequels.

Jul 7, 2008

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//344567.top/rayman-raving-rabbids-tv-party-2/ 8GVDyQsiCkdptHbgEqcMNj Mon, 07 Jul 2008 21:40:38 +0000
<![CDATA[ Latest from GamesRadar+ in Rayman ]]>
Rafael Nadal's savaging of sole Brit Wimbledon hope Andy Murray may have disappointed the UK tennis fans somewhat (come on, we all knew it was going to happen) but we've still got a weekend of racquet sports to look forward to. Ie. 𝄹the inevitable Federer/Nadal face-off that we witnessed a year ago.

And that's the only Wimbledon-related preamble you're going to get out of us - if you want sports punditry go and look at the BBC website. You're here because GamesRadar has been given first dibs on an admittedly am🐭using render made

specially to cash in on the 100% increase in interest in tennis activity around Wimbledon fortnight. It's a rabbit scratching her arse. To be honest we preferred the original better but we can't use it here as it's the most copyrighted i💫mage on the Internet. Make do with the bunny and click her cheeks for a closer look.

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//344567.top/raving-rabbids-does-tennis-girl/ bppbGFnoXMRqikWAfzp8Pg Fri, 04 Jul 2008 09:19:05 +0000
<![CDATA[ Latest from GamesRadar+ in Rayman ]]>

Video games and their potential for causing photo sensitive epileptic seizures is to be the subject of a House of Commons debate in the UK🤡 after a long campaign by a mum whose son suffered a f♒irst time fit while playing the Nintendo DS version of Rayman Raving Rabbids. You can read about the.

The mum, Gaye Herford, wants new 'safety-testing' laws for videogames that would make it a legal requirement for game🐲 makers to ensure their games contain no scenes that could trigger a seizure. Currently, publishers only include epilepsy warnings for games voluntarily🅷.

If the UK law changes, 💞it would bring video games in line with TV and film, both of which are already required by law to be screened for any risk of causing photo-sensitive epilepsy seizures.

The Hous🌠e of Commons debate is still to be s𝔉cheduled.

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//344567.top/house-of-commons-to-debate-video-game-epilepsy-testing/ mxWRkPFMbYhAq9ZHLqrSQ7 Thu, 12 Jun 2008 16:45:19 +0000
<![CDATA[ Latest from GamesRadar+ in Rayman ]]>
The video features a Rabbid encountering the Balance Board in a nice looking living room t🔯hat wouldn't look out of place in one of Nintendo's lifestyle advertisements.

He/She/It treats the peripheral with the type of skepticism that hardcore game🉐ඣrs have shown towards the device. After kicking it, the Rabbid tries to eat it. It seems he/she/it hasn't got a clue what to do with it, either.

We hope the developers behind Rayman Raving Rabbids have got a better idea of how to use the Balance Board than their character does, as we imagine the teaser trailer foreshadows an announcement that Ubisoft will be using the peripheral in a new Rabbids g♒ame.

Take a 🍃look. As alway💦s with Rabbid videos, it's quite amusing.

.

Apr 29, 2008

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//344567.top/raving-rabbids-teaser-trailer-with-balance-board/ NNvuqBeSb4wn2Lu7G7ipRT Tue, 29 Apr 2008 22:30:45 +0000
<![CDATA[ Latest from GamesRadar+ in Rayman ]]>

Nov 19, 2007

Having had last Christmas ruined by a soundtrack of manic rabbid wails emitting from the family Wii, we were dreading the sequel.𓃲 And by the minigame-anthology laws laid down by Mario Party, this should have been worse than the first. Only, by some small Christmas miracle, it’s not.

Gone is the Neanderthal focus on aimless controller peddling, replaced with a whole host of game ideas. Just five minutes of play can see gesture mimicking to ride a mechanical bull, memory games to carry out a Singing in the Rain song and dance numbersꦕ or carefully timed waggling to misbehave behin🏅d the boss’s back.

And where the previous game made the grievous mistake of forcing you to take turns in the mu🔯ltiplayer mode - spelling boredom for three players at any one time - the games included here champion simultaneous play. Whether ramming into your waiter rivals to spill their sandwiches all over the floor or tackling one another on the muddiest football field imaginable, the focus on vindictive rivalry makes this one of the better Wii multiplayer games.

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//344567.top/rayman-raving-rabbids-2-review/ ouS6BPuvv7SYNbzoZpuBPC Tue, 20 Nov 2007 04:50:01 +0000
<![CDATA[ Latest from GamesRadar+ in Rayman ]]>

Love them or loathe them, if you were even remotely interested in Wii this time last year there was no way you could have ignored Rayman and his terrifying Rabbid chums. The original game was probably the most high profile Wii launch title except for Wii Sports💛 and Legend Of Zelda: Twilight Princess, and although we weren't all that taken with it at the time, it proved to be a big success for Ubisoft.

The sequel, we're happy to report, fixes practically everything we found annoying about the first version and looks set to stand head and shoulders above ever⛦y other minigame compilation we've played. We visited Ubisoft's Paris studio for some extended hands-on time with Rayman Raving Rabbids 2 and came away suitably impressed by the amount of party-loving fun the developers have managed to pack into it.

ౠThe biggest change is that it's now an exclusively multiplayer experience. We tested it with a full complement of four players, which is the way almost all of its new minigames are designed to be played. A handful are hot-seat games, in which players take turns, but if there are ever less than four people playing in the rest of them then AI characters will fill in.

Also, instead of having to play as Rayman himself, you normally play as a customised Rabbid. There are thousands of possible combinations, including spoofs of famous videogame and comic book characters that may or may not make the final cut. Your personal Rabbid avatar will appear on the online leaderboards, which are updated directly💟 via the Wii rather than through the clumsy website code system of the original.

Custom "trips" or minigame compilations - so-called because the games are all theꦐmed around different global locations - form the real meat of Rayman Raving Rabbids 2. Pick a selection of your favourite games, s🉐ave the compilation in one of three slots and play all the way through or to a preset time limit.

There are 50 different minigames, including new plunger-shooting levels, two-on-two team-up games and a wide variety of energetic physical challenges. We sampled more than a dozen of them, and whether or not the developers were deliberately feeding us the pick of the bunch, the overall quality level seems much higher than in the previo♔us game.

Several use the remote as a "real" object. For example, one 🌳minigame sees players being disruptive in a cinema, with the aim being to talk on a mobile phone for as long as possible until the manager walks in. You hold the remote's speaker up to your ear, to hear a Rabbid babble, then put it down when the lights come on and start hammering the A button to send a text to all the other players. The slowest players receive a text from the fastest and a beating from the cinema boss.

Another game involves making a scrubbing motion with the remote and Nunchuk to wash a pair of boxer shorts. Raising both hands lifts the pants from the water so you can see whether they're clean or torn to shreds. There's also one where you take turns making Rabbids burp by shaking a bottle of lemonade before tipping it upside down to neck it. The person who generates the gassiest blast w﷽ave (off the top of the Arc de Triomphe) wins the round. Apparently some of the younger game testers would actually stick the remote in their mouths to "drink," so watch who you play with on this one.

Among the skill-based games we saw was a dodgems thing set on top of a building, which is exac♔tly like several Mario Party scenes, except with a slippery control system that uses the tilt func♌tion of the remote. We found the football mode to be much more satisfying - as the ball carrier you simply run away from the other players in an effort to hold on to the ball for as long as possible, while everyone else tries to tackle you or fights among themselves.

Our favourite sports minigame was probably the baseball one. Pump your fists to make the Rabbid run around the bases, then swing to smack him in the face when he flies towards the batter in slow motion. And on the 💟two-player co-op front, we played a♐ tricycle racing game in which one player pedals energetically while the other player steers and throws things at the rival team.

You can choose different sets of rules for your custom tournaments. The most unusual one awards zero 💯points for finishing second, which adds a different sort of tactical element as players decide whether to keep pushing for the win or give up on chasing the leader and try to finish last instead.

The new music games are probably the best part of the whole four-player experience. It's a little like a simple version of EA's forthcoming Rock Band, with each player con🦄trolling a specific instrument. You keep time with the music by shaking your hands to match the symbols that drift down the screꦦen, and your movements actually control the instruments - you can add drum flourishes during quiet parts or make the singer squeak in the wrong places to prove it.

The songs are pretty hilarious once they get going, with the tuneless bunnies making a suitably ham-fisted effort at covering famous tunes. We played Smoke on the Water, Funky Town and Celebration. The finished game w⛦ill have two additional songs.

It's an impressive sequel that's certainly a lot more polished than its rivals. With user-frieꦰndly features such as the ability to jump straight into a game within a couple of clicks from the title screen, and automatic skipping of certain games if one or more players lacksဣ a Nunchuk, this is a well-crafted effort that should see a lot of action at multiplayer parties.

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//344567.top/rayman-raving-rabbids-2-hands-on-10/ BzcLJFui9AWeLfMYySwFdL Mon, 24 Sep 2007 23:38:02 +0000
<![CDATA[ Latest from GamesRadar+ in Rayman ]]>

As a launch title for the Wii, Rayman Raving Rabbids earned a spot in the hearts of many an early adopter of Nintendo’s newest system. Featuring a nifty mix of waggle-based mingames, cutesy-yet-deranged rabbits, and a limbless protagonist with a penchant for dressing up as a granny (among other things), Rabbids was universally regarded as a fun and friendly “new-gen” experience. Parents and kids across the land spent hours besting each other at dozens of rabbit-centric, hand-flailing comedic good times such danܫce contests, cow tossing competitions, and shooting missions featuring plungers as ammo.

Fast forward six months, and that same charming, whimsical title appears on... the Xbox 360. Yes, the console whose library is heavy on first-person-shooters, blood-soaked explodaganzas, and other decidedly non-child-friendly fare (exception granted for Viva Pinata) now hosts this movement-based wave-fest. How, you may ask, does it translate to ✅this oh-so standard controller-based system? The answer (evidently) lies in making liberal use of the Xbox Live Vision Camera.

Some,🧜 but not all, of the seventy-ish minigames let you stand in front of your TV flailing your arms around like a maniac using the Xbox’s answer to the Eye Toy. Unfortunately, it’s quite difficult to make them work well, and e🎶ven when that happens, it’s not nearly as intuitive or fun as with the Wiimote and Nunchuk. Children will cry, parents will curse, and chances are that something somewhere is going to get broken.

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//344567.top/rayman-raving-rabbids-review/ 2MwceNCq3HVuhRJLdZVtxm Tue, 15 May 2007 03:25:15 +0000
<![CDATA[ Latest from GamesRadar+ in Rayman ]]>

About a month ago澳洲幸运5开奖号码历史查询:we walked you throughfive of Rayman Raving Rabbids' whacked-out minigames. Now, just days before the game's release, we've prepared a final, quick look at three other games🌳 t♌hat'll make you wonder what the developers were smoking when they thought up this maniacal scenario.

In case you've missed the basic setup, the limbless hero Rayman has been captured by insane rabbids. They're either too scared or too stupid tꦍo do a lot of things on their own, so they put Rayman through a series of questionable tasks for their amusement. These odd jobs are complete𓆏d with various Wii remote/Nunchuk combinations and, conveniently enough, make for some accessible minigames.

Our first new event, Bunnies Can't Fly, has the mini-𒐪critters decked out like Superman, trying to launch themselves across a desert plain for maximum distance. Rayman, forced to help the rabbids live their sick dream, has to man the railroad cart down the ramp as fast as possible.

It's just a matter of pumping the remote for speed, but perhaps there's some bit of finesse to it that screens and video don't show - plenty of other minigames in Rabbids ha♐ve subtle nuances in their execution that can affect your performance.

Our last preview covered one of these first-person shooters, but instead of taming the Old West, here you're flushing a rabbid infestation out of some kind of futuristic setting. Bunnies Aren't Scared of the Dark plays just like the Western game (you point and shoot plungers at incoming rabbids with no direct control over your path), so we're hoping these levels offer a type of amusement park excitement - surprise attacks, jump scenes and plenty of trigger-happy moments. If noth✅ing else, the boss battles at the end of each scene will probably be worth witnessing.

Finally, Bunnies Are Addicted to Carrot Juice pits you against a never ending assault of beached bunnies, armed only with a carrot juice cannon. Pumping the Nunchuk generates a steady stream while the remote aims the flow. All you have to do is fill their goggles up with juice until they sink beneath the waves. Problem is, the bunnies never stop coming, and with each passing moment more and more start to show up﷽. This minigame's more about endurance than precision, making it ideal place to level the playing field against more experienced gamers.

Rayman Raving Rabbids joins a few other Wii launch games in an all-out minigame assault. Which will be the superior party pick? We'll have that answer as soon as all the games finish trickling in for a head-on comparison. Until then, check out澳洲幸运5开奖号码历史查询:the most recent gameplay video(it's the one called "Wii gameplay 11-07-06") for a quick look at how🎃 these games play out.

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//344567.top/rayman-raving-rabbids-more-minigames/ 5iWjtYyWwxzwfrUVtd7P6j Thu, 16 Nov 2006 01:19:07 +0000
<![CDATA[ Latest from GamesRadar+ in Rayman ]]>

"Wacky" and "zany." Two words we'd normally dodge, but today we embrace them both because this cute trailer for Wii launch game Rayman Raving Rabbids has melted even our stony hearts.

Not only is this꧒ clip both wacky and zany, it also reveals some of the minigames and their mechanics. So with a Rabbid at the controls of a Wii-mote, we see Rayman furiously building up speed to catapult a Rabbid dressed as Superman, firing plungers in a first-person shooter and drowning the fluffy terrors by filling their snorkels with orange juice.

But why are we telling you when you can sample it for yourself via the Movies tab above? And once you've watched that, you'll want to know that this is only the 𒐪start of the anarchy, with the final game including 70 different levels for up to four players.

And if you want to read more, cast your eyes across 澳洲幸运5开奖号码历史查询:this hands-on preview, and rest assured we'll have more from the limbless wonder pretty soon, as launch for both him 🔯and Wii gets ever closer.

November 7, 2006

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//344567.top/rayman-rabbid-reel/ oLpAzuxBxs4cToNgJmLEzY Tue, 07 Nov 2006 22:19:54 +0000
<![CDATA[ Latest from GamesRadar+ in Rayman ]]>

From the very beginning, Wii has been billed as a console that'll bring in people from all walks of life. This lofty goal is the very reason we're seeing so many simple titles coming out at launch - Wii Sports, Super Monkey Ball and Wario Ware: Smooth Moves all ask the player to perform the most basic ༺of gestures in an effort to lure them🥀 in.

Rayman Raving Rabbids does the exact same thing, but wraps the introductory-style gameplay around such a surreal world that you can't help but bite. The 70-plus minigames never ask for much more than a swing, a yank or a poꦕint, but it's the action onscreen that'll keep the room entertained. Over the next few pages, we'll detail the games we've tried out, and soon enough we'll have a bitchin' video to illusღtrate exactly how these games play out.

The ꦅmain thrust of the game is a story mode that's got the limbless Rayman imprisoned by a batch of alien Rabbids. Over the next 15 days you'll be put through all kinds of gladiator-style trials, much to the delight of the furry monsters, who seem either unable or unwillin♊g to do these tasks themselves.

Each day you'll partake in four events and one race or first-person shooter level. Once you win, you're rewarded with seemingly useless trinkets (like plungers or new music) that just might help you escape. Or, if you've got 🃏friends lined up, you can jump right into the 🧔minigames and start flailing around like good little Nintendo fans.

If you've seen the numerous videos for Rabbids, you've heard that the 💯little guys "don't" do a lot of things. That would explain why each minigame is called something creepy instead of what it actually is. Case in point: Bunnies Don't Know What to Do with Cows is a shot put-style test of accuracy.

  1. Waving the remote in a circle charges a meter - when it's full, hit A to launc𒆙h the cow.
  2. Rabbid onlookers sit around and be creepy.
  3. You ha🎐ve to let go of the cow in between these two gates or it's a no-go.
  4. The harder and more 🅷accurate ♏your throw, the further it'll fly.
  5. This is where the cow will land in a bone-shatterin𓂃g cacoph👍ony of wails.

The minigames are divided into separate chunks that hone a different aspect of Rayman's abilities. Some are dance-centric, others are skill based, and a few of the ones we tesꦦted how precisely we could handle the remote. The task: Bunnies Like to Stuff Themselves, perhaps the most straightforward game ever. All you gotta do is trace a picture.

  1. The finishe🌜d product. This is what you're trying to draw freehand on the screen.
  2. The mouth that's about t༒o eat ༒that ham completely whole.
  3. This is the English language. It says "good job."
  4. Normally there'd be an o🅷utline to trace. But it's not here because you're done.

On the long, long list of things bunnies can't do, it would ♐seem that even jumping makes the cut. Like we said, these games are extremely basic and more designed to entice everyone in the room to give it a shot. They sound... well some don't sound fun at💎 all, but with enough people, even Bunnies Can't Jump could steal a few minutes.

  1. Twirling the remote like a jum💝p ro൩pe makes the chain spin faster.
  2. Hiking up the Nunchuk controller makes Rayman j🥃ump.
  3. Rabbids will poke their💟 heads in to block the screen. They'll get their🐠s...
  4. Some awful thi🍌nꦦg that no one can accurately describe.
  5. A smaller, more naked versio𒉰n of the last horrid creature.

We're bound to see plenty of first-person shooters on Wii, so it makes sense that Rabbids mixes a few FPS minigames into the fray. The pointer aims your plunger gun (pinpoint attacks even count as headshots) and the Nunchuk reloads its ammo. You can also launch a grappling hook to nab bunnies and hurl them back into other oncoming enemies. Some have even donned Sam Fisher-style goggles in an attempt to get tꦰhe drop on you.

Of all the minigames we played, this was probably the most fun sub-genre to check out. You're on rails the whole time (there's no freedom of movement, you're on a track that moves on its own) so it's all about shoot𒁃ing, deflecting incoming projectiles and blasting power🎃-up boxes tucked away in the background.

  1. The plunger gun. It's your🎀 last andꦍ only line of defense. Just point and shoot.
  2. A bunny. Shoot it in the face.
  3. Another, differently dre💛s✅sed bunny. Shoot him, too.
  4. These giant robots will launch missiles at you - hit 'em back to take them🍷 down.

A few of the games test your endurance rather than your ability to do something well. This type of minigame could either become a big party hit or a long-winded exercise in monotony. That said, Bunnies Never Close Doors was fun enough our first ti🅺me through. Simply point the remote at the opening door to slam it shut. Eventually, the bunnies start yelling louder and louder to distract you. We🍒 can safely say it works.

In the coming days we're heading out to c🌄heck on more of these multiplayer party games. Once all the cows have been tossed and bunnies shot, we'll craft a video that ties it all together. Won't you come back for a peek?

  1. The hand tells ༺you where you're aiming. Move it🎀 over a door and shut the bunny in.
  2. H𝔍e looks calm, but soon he'll be screaming bloody murder.
  3. Well, that's it. It's 📖called a mi💫nigame for a reason.
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//344567.top/rayman-raving-rabbids-hands-on/ mvdn8iGvj8mq2rV7jyRthc Thu, 19 Oct 2006 02:40:45 +0000
<![CDATA[ Latest from GamesRadar+ in Rayman ]]>

We weren't entirely sure what to expect from Rayman's Wii debut, but after working up a considerable sweat during a lengthy hands-on with the game we can tell you that it's a light-hearted, minigame-style collection that pits the like-him-or-loathe-him character against the wonky-eyed rabbids. Was it worth suffering through all those damn rabbids videos? Hm... just maybe. In fact, if you're really down with Rayman, you can catch another video澳洲幸运5开奖号码历史查询:right here.

The demo we sampled had four minigame themes to choose from - FPS, dance, trial and race - with each offering a🐻 variety of scena♏rios to play.

For example, one FPS game (the longest in duration of the minigame themes) took Rayman through a Wild West-style environment with Rayman moving on-rails through the level while firing plungers at incoming rabbids. The remote is used to aim crosshairs and you press A to hurl the questionab✱ly effective projectiles. Replenishing the stock of plungers was achieved by shaking the remote.

One of the trial-themed minigames saw Rayman deꦑsperately running to offload a bomb before it exploded in his face - the faster we🐻 moved both the nunchuk and remote controllers up and down, the faster Rayman dashed towards the goal.

The majority of the games we played required plenty of vigorous arm jiggling and Raving Rabbids seems to be pitched perfectly as 📖a party game - we're pretty sure we wouldn't want to get quite so physical if we were just playing on our lonesome.

It's pleasantly easy on the eyes and is as cute and cartoony as you'd expect to suit the overall wacky approach to the minigames (it brought back memories of Namco's light-gun game, Point Blank). Theღ controls are certainly some of the most accurate we'ꦺve sampled so far on Wii, although the player is only ever really required to perform fairly simple - but sometimes exhausting - actions.

Of all the Wii games we've played to date, this is possibly one of the most instantly accessible, and Raving Rabbids certainly fits Nintendo's pick-up-and-play mantra. We have to wonder, however, whether there will be enough substance in Raving Rabbids to keep players hooked once the novelty of furious hand shaking has wo൩rn off.

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//344567.top/rayman-raving-rabbids-hands-on-10/ HiXhudpiNjX3AoEuMPvAzi Sat, 26 Aug 2006 04:05:41 +0000
<![CDATA[ Latest from GamesRadar+ in Rayman ]]>

Ubisoft delivered another little video for Rayman Raving Rabbids, and we've begun to detect a theme here. The third in their series of "Bunnies can't..." shorts, this episode depicts a Raving Rabbid bunny attempting to play with fireworks with decidedly mixed results. While these clips are entertaining, we'd still like to see more actual gameplay ♑in them.

Still, we eagerly await future installments in this series, because we're hoping that they'll include: Bunnies can't perform colonoscopies, Bunnies can't trade stocks and Bunnies can't finish making a game. Look for Rayman Raving Rabbids to arrive at a friendly retailer near you someꦰtime this holiday season.

July 10, 2006

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//344567.top/rayman-raving-rabbids-20/ nKPCz8bzEN9oPFNqJ3fFWQ Tue, 11 Jul 2006 03:39:57 +0000
<![CDATA[ Latest from GamesRadar+ in Rayman ]]>

We got our hands on a video of Rayman Raving Rabbids that proves, beyond the shadow of doubt, that rabbits are ill-equipped to play soccer. Why Ubisoft thought we needed a video to make that point, we're not sure (bunnies are typically smaller than a soccer ball, after all), but it's fun nonetheless. Clickhere to peep the cuteness.

While soccer may not be the forte of Rayman 's nefarious little rabbits🗹, they seem to have no problem with busting a move and gettin' groovy on the dance floor with an afroed Rayman. Still, based on their supposed plot to take o♔ver the Earth, we can only assume that this latest video release is a part of their elaborate ruse designed to lull us into a sense of security as we get all mushy watching the fuzzy little buggers trip the light fantastic.

June 13, 2006

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//344567.top/bunnies-bad-at-soccer/ PonPoKVgGgXqpes4TTGD5E Wed, 14 Jun 2006 02:28:08 +0000