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Platform:
Sony PlayStation
Genre: Platformer
# of Players: 1
ESRB Rating: Everyone
US Release: January 1996
Developer: Ubisoft
Publisher: Ubisoft
Review by: Meteo Xavier
For years, thanks to an
uneven and sporadic history, Rayman has held a steady position as
one of videogaming's most bizarre characters. It's not much of an
award; it's like Spinal Tap being known as "England's LOUDEST rock
band". Rayman's like some sort of SOY BOMBish upstart, or maybe a less
anthropomorphic Steve Allen that keeps trying to make his mark in a
buffet layout of different genres. He's starred in 2D platforming, 3D
platforming, educational gaming, golfing, racing, arena multiplayer
gaming and whatever the hell Raving Rabbits is supposed to be.
But Raymario this is not; only a few of the products bearing his name
are worth the price tag—even while considering that they depreciate
in value pretty quickly. Focused more on getting his name into
every nook-and-cranny videogame genre except hentai (for now, at
least) than on the quality of his merchandise, Rayman was less of a
Mario or even Sonic than he was just a freak who keeps showing up from
time to time. But there's one thing Rayman was able to do that even
Super Mario almighty couldn't do in the late 90s:
Star in a kick ass (and ass-kicking), incredible 2D adventure that
will leave an impact.

Say what you will about that limbless, overfed, colognically
irritating...um...shit, I really don't know how to end that
sentence because I don't know what to call him...beagle? You want me
to call him a beagle? What the hell sense does that make, Paul?
Whatever. Anyways, say what you will about the beaver, but the fact is
at one point he had a SERIOUS piece of work with his name on it.
Rayman is everything you
want out of a videogame, period. The graphics, the music, the design,
the layout, the big things, the small things—everything about this
game is what you should be demanding out of videogames and videogame
developers today. This game was clearly made with the hardcore fans in
mind because of the amount of effort that went in. The level layouts,
look, on paper or on screen, simple enough, but actually getting
through them demands a crazed devotion of your own.
The central theme of Rayman is CHALLENGE. The obvious presentation
being in the levels themselves, but even in the aesthetics. The
soundtrack is nutty and unpredictable, with songs that start out as
light, airy music and might suddenly segue into a jazz horn piece, or
start out orchestral and shoot into rock. It's a soundtrack that
challenges you to listen. The graphics, though sickeningly cute, are
even more of a front than Jimmy The Wiseguy's Italian Eatery; they
tease you into thinking you're playing Barney's Big Adventure when, in
fact, you're playing Contra III with the difficulty shooting through
the roof. The graphics challenge you to hold your sanity together as
you play a candy-coated monster.
I gush, obviously, and I gush with the optimism that you'll pick it up
and play it for more than a few levels and devote yourself to seeing
it through. The chances of that happening are not large, I will admit,
because Rayman simply doesn't have that kind of pick-and-play charisma
that the real classics have. Rayman is an acquired taste, and even
though the gameplay is carefully and impeccably well designed, that
doesn't mean you'll be smiling while you play it.
Rayman's world, which is refreshingly large, considering that the
game's a platformer, has five
basic stages with five-to-six or so levels in each stage and any
number of screens within those levels within those stages. The stages
have themes like forest, surreal music, caverns, umm...stationary? and more
caverns. Your main goal in each level is to find the six cages and
open them up. Your main conflict is not the enemies in each level, but
the level designs, which incorporate, to a very creative degree, all
the items you would expect to find in those themed stages, like killer
music notes in the music level, bouncing erasers and dangerous pencils
in the stationary one, etc.

The main gimmick (and arguably the most
frustrating idea in platforming history) is that, in order to find
these cages or advance further, you have to jump into or go to a certain
part of the level to trigger something to pop up. An example would be
jumping into the top-left corner of an enclosed area so you can get a
platform to appear (although it's usually a LOT more difficult). You
have nothing to indicate these triggers except your own intuition, and
you'll be crawling through every inch of screen looking for them. There is a huge amount of variety within the Rayman levels
while having a strong enough base to not feel way too spread out (as
in something like Gunstar Super Heroes), and there is NEVER enough
ideas or challenge. It's truly endless. It's like having everyone in the
whole wide world dressing up like Winnie the Pooh and waiting in line
to kick your ass, one at a time.
But with so much intensiveness, it's hard to really get into the game
and STAY there. The challenge is as unforgiving as Old Testament God
Almighty. It was my experience to take whole WEEKS trying to get
through certain levels. and the only reward you get is...more challenge. All you really get out of this game by the time you
finish it (a year later) is the ability to say wholeheartedly "I beat
Rayman!," and only in the UK will anyone even give a shit.
Still, there is no denying that Rayman really stands out in the
platforming world. That disembodied head of his got way too big
afterward, but at least he really did have something to be proud of.
Rayman is a rite of passage; it's what separates the casual gamer from
the hardcore, and it should be a required course in every game
development college on the planet. I'm giving this game...
FOUR STARS!!!!!!!!!!!!
...out five....

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PSX:
Rayman
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Fun
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Novelty
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Audio
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Visuals
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Controls
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Replay Value
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| 7 |
10 |
8 |
9 |
9 |
5 |
-- Meteo
Xavier {02-2008}
an·a·lyt·ic
[an-l-it-ik] –adjective
1. pertaining to or proceeding by analysis (opposed to synthetic).
2. skilled in or habitually using analysis.
3. (of a language) characterized by a relatively frequent use of
function words, auxiliary verbs, and changes in word order to express
syntactic relations, rather than of inflected forms. Compare synthetic
(def. 3), polysynthetic (def. 1).
4. Logic. (of a proposition) necessarily true because its denial
involves a contradiction, as “All husbands are married.”
5. Mathematics. a. (of a function of a complex variable) having a
first derivative at all points of a given domain; holomorphic;
regular.
b. (of a curve) having parametric equations that represent analytic
functions.
c. (of a proof) using analysis.
Also, an·a·lyt·i·cal.
[Origin: 1580–90; < ML analy¯ticus < Gk analy¯tikós, equiv. to analy-
(see analysis) + -tikos -tic]
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