Within the first few hours we see dragons fly past in the sky, mist and smoke effects floating through the air, and buildings collapsing in an explosion of fire and rubble. The player is thrust into the background frequently in Rayman Legends, with the camera zooming past the colourful scenery in the process. What's impressive here is just how well the 2D and 3D elements work together, creating layered depth and detail in the environments while also allowing for gameplay to move seamlessly between planes. Sprite edges appear smooth even when scaled, plus the pixel density that the 1080p resolution provides, in combination with the use of depth-of-field and the stylised artwork, also ensures that 3D models are for the most kept similarly jaggie-free in regular viewing distances. Anti-aliasing is nowhere to be found in any version of Rayman Legends, though this has very little impact on how polished the game looks. It's a clear evolution - and upgrade - over the already beautiful artwork seen in Rayman Origins. The extra development time has also seen the inclusion of additional multiplayer modes and fully 3D boss battles that make a huge impact on sections of the game.įrom a visual perspective, Rayman Legends delivers a stunning 1080p presentation across all platforms (see our quad-format comparison gallery) running at a slick 60 frames per second, with lovingly drawn 2D sprite work and well-animated polygonal characters that are entertaining to watch and full of life. While the experience is certainly different in many places on Wii U compared to other consoles, the game and its varied mechanics work very well across multiple platforms without many of the imaginative gameplay ideas being disrupted too heavily. Thankfully, with the finished game in our hands in no less than four different formats, the good news is that our doubts have been laid to rest: Michel Ancel and the team at Ubisoft Montpellier have created one of the most beautiful, imaginative and entertaining platform games we've had the pleasure to play. With touchscreen and gyroscope features playing a big part in the level design, the inevitable consequence would surely be a game with a cut-down feature-set and a significant departure from the developer's original vision. In our initial Wii U demo analysis, we found that Ubisoft's GamePad utilisation created genuinely innovative gameplay mechanics that simply wouldn't work on any other console in the same way. Originally built exclusively around the Wii U hardware, Rayman Legends was delayed in order to accommodate a rollout on multiple platforms - a decision that robbed Nintendo of its most promising third-party exclusive and left us genuinely worried about the game's prospects.
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