September 30, 2015
[Review] Castlevania: Order of Ecclesia (DS)

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I had trouble finding a copy of this game. Well, a PAL region copy anyway. you see, I’m fascinated by the rare and elusive cross-console connection. In this case, having Castlevania Judgment on Wii (a poorly received 3D fighting game with radically redesigned characters) and Ecclesia on DS unlocks a few characters early and exclusive accessories there, and an early item and mode here. And despite the DS not being region-locked, it seems that when you connect like this the games must share a region, and the Wii is locked.

Anyway, moving on. The early unlocks were good because as with the two previous DS Castlevania games that I played and loved, I don’t see myself conquering Hard Mode. This game is challenging; venture too far and the tension rises as you try to make it back to safety, realising you’ve overstepped yourself. It’s gripping.

So OOE isn’t too different from said prior instalments. It’s a wonderfully crafted 2D action platformer with a great soundtrack and crisp spritework, and perfectly fluid control. The particulars have been tweaked; you now have a world map with selectable locations. Some are small, straight corridors, others are Portrait of Ruin-style mini-areas to explore. It isn’t until you get to the traditional Castlevania twist point that Dracula’s castle rises up and you get a huge linked map to roam. Having these different locations allows variety in the environments, but despite this they tend towards blandness.

Shanoa is your protagonist: it’s great to have a capable woman as a lead, but the plot involves a cliche case of amnesia and even worse, loss of emotions. It’s not explored too thoroughly, and in fact the plot itself is a bit barebones besides a few key scenes and a nice massive twist that re-casts the whole first half. You do get some fun interactions with the villagers though: Wygol village is a safe haven with NPCs that you rescue. They form the basis of the quest system, which returns from Portrait of Ruin as well although they’re often just “bring me this item”. This also ties into a new loot system, where set chests will be refilled when you enter a zone with some randomness.

I like the equipment system: Glyphs are a combination of weapons and souls (from Aria/Dawn of Sorrow). Some enemies may drop a new way to attack, and dual-wielding gives you more options. Enemy weaknesses also encourage you to switch it up, but I found that a few key sets were enough and experimentation was not super necessary. Even mastering a few attacks feels good, but I invariably will double up attack Glyphs to make it simpler.

People say that this is harder than the previous two, but I found it on par with them. Maybe my leet skillz are improving. But overall it really is more of the same, and that’s no bad thing to be sure. A notable change is a return to the detailed gothic style of artwork, seen in dialogue portraits, in the style of Ayami Kojima’s work on past games (although in this game it’s done by Masaki Hirooka), as opposed to the more generic anime style adopted by DoS and PoR. The new map structure also helps the feeling of pursuing your adversary around the countryside, and restoring the villagers is rewarding. But really what it is is another very good Castlevania game.

September 28, 2015

[Comic] Castlevania: Lords of Shadow: Mirror of Fate official 4koma, unofficial scanlation

Like many of the Castlevania games before it, Mirror of Fate had some 4koma by Shizumon on its official website. This time there are only two, and neither has previously been translated to English. So I did it!

The strips have been archived here, along with some standalone Shizumon artwork of the characters, as well as other comics for many other Castlevania games.

September 28, 2015

[Comic] Castlevania: Order of Ecclesia official 4koma, unofficial scanlation

The Order of Ecclesia official site in Japan had 19 4koma at a low resolution. The US site had 12 of them translated to English, in much higher quality. I’ve now translated the remaining 7 that were not officially localised. Unfortunately, the source was quite low-res but they’re simple enough that they’re still fine.

I’m quite proud of them, especially all the sound effects that I translated. Thanks to the artist, Shizumon, for doing such simple backgrounds and layouts that were easy to work with! The originals (including the official English ones), along with many others, are archived on this page (I checked, they are stored here in the native form they had on release at the official websites).

September 27, 2015
Angry Birds, low-res pixel style!
It’s no secret: I love Angry Birds. I regularly fire up one of the 9 bird-flinging games they’ve released for iOS. Sure lately they’ve been leaning a bit too heavily on a microtransaction-based business model, and I...

Angry Birds, low-res pixel style!

It’s no secret: I love Angry Birds. I regularly fire up one of the 9 bird-flinging games they’ve released for iOS. Sure lately they’ve been leaning a bit too heavily on a microtransaction-based business model, and I don’t really care about the Toons or the movie, and the spin-offs aren’t that good, but the core gameplay is still fun. Anyway here’s all the main birds.

Red, Chuck, Jay/Jake/Jim, Bomb, Matilda, Hal, Terence, Bubbles, Stella, Ice Bird, Silver, Poppy, Luca, Willow, Dahlia

September 27, 2015
dkvine:
“Screenshot Saturday: This seems kinda wrong, and yet somehow familiar…oh.
”
Reminds me of Mario Party 2, actually. The colour is even similar to that wizard hat outfit.

dkvine:

Screenshot Saturday: This seems kinda wrong, and yet somehow familiar…oh.


Reminds me of Mario Party 2, actually. The colour is even similar to that wizard hat outfit.

September 26, 2015

Video game comic news! Tanjou Scanlations, translators of many interesting Megaman comics, have just finished their last release (they’ve run out of translations and translators). They’ve had a good run, so check out their past releases linked on their blog. The final one is one I’ve been anticipating: Volume 3 of the Rockman Zero manga. It’s much more silly and dumb than the games, but it’s still great to see it in English. Check out Tanjou here.

September 25, 2015
Playstation friends, low-res pixel style!
These would-be PS1 mascots were all stars of early 3D or late 2D platformers, vying for the enviable position of the face of Sony’s platform. It’s arguable who is the definitive mascot—Lara Croft perhaps? But...

Playstation friends, low-res pixel style!

These would-be PS1 mascots were all stars of early 3D or late 2D platformers, vying for the enviable position of the face of Sony’s platform. It’s arguable who is the definitive mascot—Lara Croft perhaps? But while I never had a PS1, through the PC, friends’ consoles, or even later handheld entries all these characters have come to hold a place in my heart. Grouping them together though originates from a comment I read once on a fan wiki. Some enterprising young editor had stated that because these five had featured together on the cover of some Playstation magazine or other, this showed that they were friends. The charming, earnest naivety of this assertion stuck with me and to this day this little band will be my Playstation Friends.

Rayman, Abe (Oddworld: Abe’s Oddysee etc), Croc (Legend of the Gobbos etc), Crash Bandicoot, Spyro the Dragon

September 24, 2015
Castlevania protagonists, low-res pixel style!
I’ve been enjoying Order of Ecclesia after playing the other DS Castlevanias, so here’s my tribute to the “Metroidvania” games. This style of open exploration-based gameplay with RPG elements was...

Castlevania protagonists, low-res pixel style!

I’ve been enjoying Order of Ecclesia after playing the other DS Castlevanias, so here’s my tribute to the “Metroidvania” games. This style of open exploration-based gameplay with RPG elements was introduced to the series in Symphony of the Night of course, followed by 3 instalments on GBA and 3 on DS. But apparently a rudimentary version of this was toyed with earlier in Vampire Killer for MSX2 and Castlevania II: Simon’s Quest.

Simon Belmont—Vampire Killer (MSX2), Castlevania II: Simon’s Quest (NES); Alucard—Symphony of the Night (PS1); Nathan Graves—Circle of the Moon (GBA); Juste Belmont—Harmony of Dissonance (GBA); Soma Cruz—Aria of Sorrow (GBA), Dawn of Sorrow (DS); Jonathan Morris & Charlotte Aulin—Portrait of Ruin (DS); Shanoa—Order of Ecclesia (DS)

September 23, 2015
[Review] Rayman Kart (mobile)

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This is also part 3 of a series on Rayman mobile games, starting here and continued here. You can see more information and screenshots here and here. The Gameloft composer who made the original soundtrack has put it on his soundcloud (minus one track) here. And you can download the game yourself here; getting it properly and legally is probably impossible at this point. Of the many builds and configurations, for my emulator the best one was the Samsung SGH-F400 version in the 240x320 category, although it was actually 240x297 for some reason. Most others didn’t render the “alpha channel” properly on the sprites so there were pink squares everywhere. However this version did crash on pausing or failing a race, so it’s a tradeoff.

Now about the game. It’s kind of a more primitive Mario Kart 64 clone, or a more advanced Super Mario Kart. You have to take the limitations of Java phones into account for this game; while the music is nice and jaunty, there are no sound effects. The graphics are a mix of basic, Star Fox-esque polygon objects and scaled sprites with some drastic pop-in. The track often slopes up and down and there are frequent obstacles, boosts, or jumps to keep it interesting, along with fun stuff on the sidelines to look at. The items are your pretty standard Mario Kart set. Projectile, boost, invincibilty, hit-first-place item, hit-all-others item, and a character-specific item with various effects (such as dropping baby Globoxes or the Teensie warping into first place).

As I often do, I liked the mix of 2D and 3D graphics, as the developers come up against the limits of the hardware. Speaking of which, as a mobile game the controls have trouble responding to more than one input at a time. Therefore we have karts automatically accelerating at all times, and directional power slide buttons for sharper turns (which I never found the need to use) as well as normal steering. Driving the inside line is rewarded with a boost, so powersliding didn’t seem necessary, at least on the difficulty I chose.

Each of the eight tracks has four missions: an easy race, a harder race, a time trial (where you have to finish each lap ahead of a countdown), and a 1 on 1 coin collecting race. It’s good having a few more options, and winning each event rewards you Lums which count towards unlocks of more characters, tracks, and karts. So for the first two thirds you’re always working towards something.

So it’s a fairly standard kart racer, constrained by the phone platform it’s running on. So why is it remarkable? Well for one you have a course with both Rayman 1’s Moskitoes as obstacles and Raving Rabbids-style cows on the sideline. As I’ve said about previous games, especially the GBA Rayman games, it’s so cool pulling from different instalments in the series as a celebration of Rayman. The characters include Razorbeard, a Hoodlum (I like to think it’s Andre), and a Rabbid in the same game, which is unique to Rayman Kart. RRR is obviously being promoted as the new release, with some of the Rabbids’ technological terrors, the elephant demons, and zombie and scuba diving Rabbids hanging around but combine that with the courses being set in environments out of R1, 2, and 3 such as a swamp, the fire sanctuary, the Dream Forest, etc. and you have the most enjoyable aspect of the game to me. And it’s an excellent way to wrap up a playthrough of the Rayman series. Wait, I still have to play that soccer game? Oh, man.

September 21, 2015
Rayman Mobile Games, part 2

A while ago I talked about some of the early Rayman mobile games, based mostly on Rayman 1. So now let’s cover the later ones. But first, a word on ports.

According to the excellent resource the Rayman Fanpage, there were a fair number of ports to Palm/Pocket PC systems. The original game was ported as Rayman Ultimate, with a shrunken screen similar to the GBA port. The GBC Rayman 1 game also was ported, but with a larger screen in some cases, and even monochrome versions. Information is still a little scarce but it would have been interesting to play that GBC port!

Mobile phones also apparently got a port of the GBC game with a much wider screen, according to information on this page from the same site. It’s also a good page for screenshots and information of the other games I’m talking about today. Finally, Rayman 2 was available on iOS (that’s how I originally played it… first Rayman game I completed too) but it seems to be have been taken down. Now on to the unique games. I found the best versions for download here; you’ll need a java phone emulator like MicroEmulator to run them, and possibly a configurable controller for convenience.


Rayman 3 (mobile)

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Being based heavily on Rayman 3 GBA, this game does nothing new. It’s got basic graphics and simplistic level designs; not to say that they’re bad. There’s 9 levels including the extra one you get for collecting all Lums and cages, but only 2 environments: forest and fire cave. The controls are pretty weird, but I guess make sense for the platform. There’s 3 separate jump buttons: straight up and both diagonals; you have air control, so it’s just for convenience on unresponsive phone keypads. Honestly it’s not very interesting but if like me you see it as a source of new 2D Rayman levels, it’s passable.


Rayman Raving Rabbids (mobile)

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Adding to the 3 existing unique game experiences with this name, RRR for mobile presents something different. On first glance you would say “Sonic clone”: Rayman runs fast, rolls into a ball, goes through loops. It’s odd that Gameloft would choose that fast-paced gameplay style for a Rayman game, especially on phones, but it’s actually pretty forgiving: plenty of health, automatic bouncing sections, and deaths and even game overs will replace you at frequent checkpoints inside levels. But playing further presents new gameplay: one almost QTE-like segment, a Rayman 1-style Breakout game, Yoshi’s Island-style rotating platforms, Battletoads-style snake platforms, ricocheting plunger-gun shots, even weirdly blowing up a Rabbid and using him as a balloon. In only 7 levels there’s plenty of variety with a jungle, desert, and mechanised Rabbid lair full of fun platforming and combat. Yes, it’s a 2D Rayman game with kung-fu combos! The sprites are super cute, there’s unique enemies not in the other Rabbids games, and despite having similarly awkward controls to R3 mobile it’s easy and enjoyable. Highly recommended!

While I was looking up these games, I checked out Rayman Raving Rabbids TV Party. It’s not part of my series playthrough as I officially stopped after the first Rabbids game, but it exists and it’s a reasonable attempt at a one-button minigame collection. Rayman shows up in an antagonistic role, since it’s from the Rabbids’ perspective, and there’s plenty of references to other Ubisoft franchises. It’s just odd that they skipped RRR2.

That will do for now: I was going to include Rayman Kart too but that game is pretty substantial, so I’ll save it for its own post. It’s really something!

September 20, 2015
[Review] Rayman Raving Rabbids (DS)

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Rounding out the Raving Rabbids games proper that I’m covering in this playthrough, it’s the DS version. Despite having the same cover art and name, the three versions (Wii/PC/XB360, GBA, DS) are very distinct. In this case, it’s a combination of traditional 2.5D platformer and touch-controlled autorunner, with some minigames thrown in. It’s based more closely on the console version as it exists than the GBA one, which worked out some of the project’s concepts.

I’d explain that partly by it coming a few months after the initial Wii/GBA release. The later development time also seems to inform the plot, as the opening cutscene mentions the Rabbids invading Earth, which seems to be borrowed from the in-development-at-the-time Raving Rabbids 2. In-game evidence, however, suggests that it’s the same setting in the Glade of Dreams as the first game.

Costumes return; four this time, with new elemental affinities. They’re activated by corresponding pads, and the cues in the level leave no confusion about which is required. It’s simple but works for blocking off areas or what have you. The gating is important because each level has 2 or 3 different paths you can take by replaying it, which require jumping around between the level menu hubs when new abilities are unlocked.

So each level has 3 phases: the first is in 2D platforming style with 3D models on an occasionally rotating plane. Finishing this phase takes you to a minigame, either converted from a corresponding one in the Wii game or made new for the touch screen. After this is an autorunning part, seen in the screenshot where costume powers are freely available and you have to use the touch screen and power-switching to remove obstacles. It’s reminiscent of the Murfy-only parts of Rayman Legends. Later in the game you get a flying machine thing which works like the autorunning bits but with shooting and a grappling plunger gun.

An interesting thing about this game is its look and feel; it’s seemingly built with the same engine and some assets from the DS port of Rayman 2. It’s got the same font and sound effects, and some carryover mechanics and animations (including an overly sensitive ledge grab). It’s cool that they repurposed it for a 2D game, but one that feels so very different to the actual 2D Rayman games. On the other hand, music is taken from the console Rabbids game, heavily featuring the dance tracks (yes, especially Girls Just Wanna Have Fun), and loading screens show what looks like Rabbid concept art.

The level designs are quite simple, with nothing too challenging. Enemies are Rabbids with different weapons such as plunger guns or vehicles, the elephant demon guys (seen in the screenshot) from the graveyard parts of the console game, and various other creatures, some unique to this game (including a flying robot fish boss). You deal with them with a basic short-range punch attack, or a longer-range and more powerful attack that throws a Yellow Lum, looking like the attack from R2. Yes, in this game Yellow Lums are not special or finite but common ammunition. They can also be cashed in for health at certain spots so it’s not a bad idea, but the game throws them at you so often that after a few capacity upgrades I constantly used them and never ran out, so it’s not too balanced. Enemies drop stars that fill an experience meter, which on level up will increase your max health. Again interesting idea but it tops out well before the game’s end, and it would have been nice to do something else with that other than health upgrades.

So the DS game is an interesting little concoction; take a brace of Rabbids, a dash of Rayman 2, and mix in a whole lot of odd new gameplay ideas that don’t always work super well in practice. It goes to show that overall the first Rabbids instalment had some unique things to offer for the series as a result of being a combination of Rayman stuff with the emerging Rabbids phenomenon with their associated, shall we say, “voice”. It’s not the most fun or polished game, but I appreciated it as “Rayman done differently”.

Until now I haven’t really dealt with reconciling the three original Rabbids games to each other and the greater Rayman universe. But now that they’re done let’s have a quick crack. It doesn’t help that they each feel so different, but here’s how I see the plot. The Wii version doesn’t have much of a resolution but the final shooter segment does show Rayman plundering their base, followed by his escape. Of the important named Rabbids, Pink is destroyed but Serguei unharmed. The GBA version must be after this, as this time when Rayman is captured they’re not so lenient and confiscate his hands. Since the Glade has now had time to react to the surprise invasion, Ly and Murfy have shown up to help. The game ends with Rayman defeating a prominent Rabbid contraption, which is sometimes referred to as their mothership. This must be when they decide to leave the Glade and set their sights on easier targets, namely Earth, which carries into future Rabbids games. The DS game possibly represents Rayman trying to abort their invasion of Earth before they’ve left. He defeats Seguei at the end (named as Rabble Droid in the game), tying up the loose end of the power structure established in the console game. This vacuum is filled in later games, though, apparently, and his efforts aren’t enough to prevent the invasion of Earth. Oh well, at least they’re not bothering the Glade anymore. That’s my summary, and it’s possibly more thought than the developers put into maintaining a consistent narrative! Nah, just kidding, they’re alright.

So that’s the main releases of the Raving Rabbids era covered. But there’s a few little things to go, not least of which are the next few mobile titles. Keep track of the Rayman posts I’ve made here.

September 17, 2015
[Review] Rayman Raving Rabbids (Wii)

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It’s hard not to get wistful about what Raving Rabbids could have been—a full-blown adventure with silly but sinister bunnies invading Rayman’s peaceful world—but even with the waggle-tastic party game that it became, you can see glimpses of that concept coming through.

That’s not to write off the party game that it became. Like any minigame collection there are some duds, but a lot of them are enjoyable and use the Wii remote in interesting ways (albeit ways we’ve now seen many times and have become bored with). It is important to remember that this was a Wii launch title, and a spinoff like this is fair enough. The later games are less interesting though as the Rabbid concept evolves (or devolves) into its own “forced wackiness” thing as it loses its connection to Rayman.

So the idea is that Rayman gets captured (along with some baby Globoxes with a strange new appearance) and forced by the Rabbids to compete in a series of trials for their amusement. As he wins more events, he is awarded plungers which he eventually uses to escape his prison cell. Meanwhile, the Rabbids gain more and more respect for him, although that doesn’t really amount to anything. The periodic light gun shooter-style segments were my favourite part; they are the bits that primarily show Rayman’s rescue of the Globoxes although that too is undermined in the ending; still, the final challenge as you shoot your plunger gun while roaming through the menacing and mysterious Rabbid base is atmospheric and climactic. There’s just still a disconnect between the framing device and these sections that reveals the true nature of the game as a fun tech demo party game… thing.

As I said you expect some dud minigames, and some that even block your progress, but the story mode has the concession that only three out of every four games must be passed. There’s always one dancing game in a set, with covers of songs in various genres with Rabbid-style vocals including, infamously, Girls Just Wanna Have Fun. I found these easy; generally, the precision games were the difficult ones for me although momentary motion control failures could also be troublesome for the action-based ones.

I think the highlight was some of the visual design, seeing how the concepts of the Rabbid characters like Serguei and Pink, robotic bunny mechs, and different locations had come through from the concepts to the finished product. The locations range from Wild West deserts, junkyards, to more abstract settings like inside a Rabbid’s brain, to Rayman 2-style beaches and graveyards (these were particularly atmospheric). There’s other creatures involved too like sheep, pigs, and cows with odd proportions, rideable giant bats and warthogs, and these elephant demon things that are seen in the graveyard. Rayman’s costumes seem an important part of the Rabbids thing; in this game they’re purely cosmetic but you can mix and match bits of them… seeing Rayman in pants though is just weird.

Some of the minigames feel like a chore, but some are quite fun. It’s not a real Rayman game to be sure, but it’s set in his world and you can see through the waggling and silliness to the idea that the Rabbids would have been important to Rayman’s story; that aspect is still there at least in this instalment. And I embrace them as part of his history, but I’m also glad he was able to continue having platforming adventures without them.

September 15, 2015
Final Fantasy 4, low-res pixel style!
The series of Final Fantasy remakes on Game Boy Advance was formative for me. Such a great little set of releases, especially in Australia which didn’t get the original versions. I think I may have liked 5 and 6...

Final Fantasy 4, low-res pixel style!

The series of Final Fantasy remakes on Game Boy Advance was formative for me. Such a great little set of releases, especially in Australia which didn’t get the original versions. I think I may have liked 5 and 6 better than 4, but 4 is still amazing. I love the characters, and having five in a party: mind-blowing.

Cecil, Rosa, Kain, Cid, Rydia, Yang, Edge, Edward, Tellah, Palom, Porom, Fusoya, Golbez

More Final Fantasy pixel art: FF6, FF2, FF5

September 14, 2015
[Review] Lufia: The Legend Returns (GBC)

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So now I’ve played all the Lufia games. This one was very good, just tweaking the formula of the series while inhabiting the Game Boy Color very well. Let’s start with my understanding of the development of the game.

At one point there was a prequel to Lufia 2 being made for the GBC. There were also plans to produce a sequel called Ruins Chaser set several hundred years in the future, to be released on the PS1 (more here and here). After its publisher folded, Neverland had to scrap these plans and made an alternate sequel on the GBC, also scrapping the “younger Maxim” game to make way for this game. As it stands, this is the final game in the continuity and although it’s not a definitive conclusion (it ends much like Lufia 1), it’s satisfying. (EDIT: There’s no evidence the prequel would have been about Maxim, that was just speculation I read and accepted.)

The plot is pretty familiar: Sinistrals appear and each one harasses a particular continent in their own way (this aspect is done well in this game), a hero with red hair and a mysterious heroine with blue hair gather allies to combat the threat, there’s an airship, and a twist in the tail that is by now no surprise because it’s the same every time. (That doesn’t stop it being emotionally impactful, though.) There’s a total of 12 playable characters + 1 secret bonus dragon, so characterisation is perhaps spread more thinly, but each one is distinctive and likeable despite (or in some cases because of) the silly translation quirks.

Having so many characters is handled well for gameplay purposes; unlike something like a modern Final Fantasy or Chrono Cross with a plethora of characters but only a few slots, you go into battle with a grid of nine. The grid is important as each column gets one action per turn, but you select which character in the column takes that action depending on the circumstance. This allows for flexibility that is greatly appreciated. There’s also a sort of elemental stat in four colours that each character embodies, and they contribute that stat to others in their row or column. This informs stat bonuses and also what IP skills they can use. It all sounds complicated but you quickly get your head around it and it allows for deep customisation and ultimately a good RPG experience.

On the other hand, we have the dungeoneering which in this game is completely randomly generated. Gone are the puzzle dungeons of Lufia 2, but there’s still wandering monsters and interactions: cutting bushes with your sword, finding hidden treasure in walls, and a longe-range stunning attack to ambush enemies. It’s just that every floor of every location, while looking different, will end up playing the same. If you view it as less brain-intensive dungeon crawling the repetition can be almost relaxing, at the expense of challenge. It also means the end-game optional mega-dungeon, the Ancient Cave, is just the same as the usual game—but in this case, it’s even bigger and with better rewards.

So what we have is a colourful and deep 8-bit RPG with a wicked awesome chiptune soundtrack, a sometimes laughably poor localisation, repetitive dungeons, pleasingly economical use of a limited-pixel display, and a unique battle system. That’s Lufia 3, a gem on the GBC and in my opinion, worth your time. It takes time too, the random dungeons really pad out the experience, but as long as you can mentally switch gears for those sections there’s a lot to like. You can see another review and official art here, and here’s some alternate official art thanks to the ever-reliable Lufia superfan Sinrevi.

September 13, 2015
[Review] Rayman Raving Rabbids (GBA)

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The Rabbids are resented among some Rayman fans. For a while they “took over” the series with overly juvenile humour, minigame collections rather than platformers, and a shifting focus away from Rayman, his friends, and his world (after the first one, I think they’re mostly set on Earth, and Rayman himself disappears after the third). For the purposes of my series playthrough, I’m covering the first instalment only, as I think it’s still in the Glade of Dreams and its handheld iterations are platformers.

And if you’ve been following the series, there’s no way you’d want to miss this. The minigame focus of the first main Rabbids game was the result of a drastic change in design partway through development. This small GBA game is the successor not only of the original Rabbids platform adventure, but combines that with concepts from an unrelated cancelled prototype for “Rayman 4”. Not only is RRR GBA the closest thing to a “proper” Rayman 4, it honours the whole series.

Firstly, it follows closely on the heels of Rayman 3 GBA. A similar art style and feel, borrowed sprites and gameplay, even the Mode 7 3D racing levels (although on the whole it’s a bit less polished those bits are at least done better here, I feel). Rayman also starts with most of the abilities he gained over that game, which are supplemented by costumes, albeit more like personas than the implementation in Rayman 3 proper. Again we have undefined creatures in cages, yellow Lums (along with red, blue, and green), and even Ly and Murfy along to help (Globox and R3-type Teensies have cameo appearances). Certain sound effects and jingles are (like both previous GBA games) carried over directly all the way from Rayman 2. Finally, thanks to the Rayman 4 concept, the environments are either new to the series or updates to Rayman 1 worlds, complete with classic and classic-feeling enemies. So we’ve come full circle.

All this together made it feel nostalgic as I played. It plays well too, with secrets tucked away but not too hidden, and strategic combat. Levels are broken up occasionally with a shooting gallery minigame (hosted by a Rabbid with a Magician hat!!), or a timed speedrun-type level. Boss fights are varied in goal, but between the cool first boss (a large Antitoon replica) and the last, a giant robotic Rabbid, you fight the same buff Rabbid multiple times, which is a bit lame. The costumes are generally underused and a bit awkward to switch to, but not an inherently bad idea.

Now it must be said: the game is very short. For me, it was over in an afternoon. As I’ve said before, it doesn’t automatically lose points for that, but I do wish there were just a few more levels, or something to do in the village hub between worlds. It’s obvious after reading about the origins of the project that this represents a fundamentally cut-down version of the Raving Rabbids/Rayman 4 vision. But, it is the only version we have of it and for that I cherish it.

It’s interesting how you can draw a line through Rayman 1 to Rayman 3 GBA to Rayman Raving Rabbids GBA, and get in a fairly consistent tone a 2D platformer experience of the whole pre-Origins series: 1, 2, a bit of 3, and what 4 could have been. The other thing I noticed was the concepts that would work their way into the revitalised Rayman series: the Organic Cave is similar to the parts inside the giant dragon in Origins and Fiesta Run, and the Rabbids’ Lair world looks so much like Legends’ castle archetype. Cool stuff! Although it’s short this comes highly recommended, if only for the concepts, the synthesis of series elements, having a real platforming adventure against menacing Rabbids. Don’t overlook it!

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