[Review] Rayman 2: The Great Escape (PS1)

Having explored, more or less, the Rayman 1 era of games, it’s time to move on to the next stage of the series. Rayman 2 famously was a big departure from the first game, with a darker, more realistic tone and 3D gameplay. One of the perks of the PS1 port that I chose to play is an unlockable level that’s purported to be a prototype of the original Rayman 2, using the engine, look, and playstyle of Rayman 1 but introducing new gimmicks, new antagonists and a new pre-rendered sprite style for some elements. It also seems to feature the industrialisation theme that was eventually carried through to the final game. The single level is basic and straightforward but crammed with a lot of ideas that would have gone into the game, including the “moving into the background” thing that maybe Abe’s Oddysee did first?

Anyway, the final product is much more different to Rayman 1 than this prototype. An entirely new cast of characters save for Rayman himself, although again unique to this PS1 version the Antitoons make a return as random enemies, despite the Electoons themselves being nowhere to be seen. A different playstyle, with a focus on linear 3D platforming with combat setpieces, and collectibles hidden in crannies. A much less whimsical game, R2 has a dark fantasy theme, with the magical denizens of the world being oppressed by alien robot pirate invaders. Humour is still there with the characters Globox and the Teensies, but the environments and music are a bit gloomier in general, though still with splashes of colour and more adventurous tunes. It has a unique identity that enriches Rayman’s world, especially when its additions get mixed into the delightful Origins later on.

Now long-time readers may remember that I’ve actually played this game before. The original release for the N64 and PC was enhanced graphically for the Dreamcast, with a few minigames added and a few level changes. Most latter-day ports, including for DS and iOS, are based on the Dreamcast version (sans additional minigames). However, late in the same year (2000) it was also ported to the PS1 and PS2, with more significant differences. Both added full voice acting, and the PS1 version shortened and cut levels, while the PS2 one lengthened and added some. There’s also unique extras such as the bonus prototype I mentioned, and the additional enemies. The PS1 port also has more interesting characters to rescue from the cages, with little dinosaurs, fairies, and greenbottles (Murfy’s species, although he himself doesn’t appear in the game). The PS2 port on the other hand has three hubworld areas to access levels from, replacing the map screen other versions share.

The PS2 one having more content, I wanted to play that, but couldn’t get the PS2 emulator working. As a second choice, the PS1 port with its many differences seemed a good way to re-experience the game and see what’s been changed. For a start, the graphics are quite poor. Lots of aliasing and low-res textures, but that’s to be expected. The voice acting’s pretty cheesy and generic, and brings up inconsistencies with pronunciation: Raym'n or Rayman? They say “Lumm” but the Origins manual explicitly says that it’s said like “Loom”. Ly the fairy is pronounced Li, while perusing a Japanese subtitled playthrough, they seem to express it as Lai. I also found I was pronouncing Polokus wrong, or was I? There seems to be no consistency, so maybe I should just go with whatever I want.

Enough nitpicking though. The content cuts are actually significant and result in an inferior version. I mean, if you want to play through quicker and see the unique things it’s not a bad option, but there were definitely parts I missed or noticed the lack of, like parts of Tomb of the Ancients or the whole Robot Dinosaur chase. The final phase of Razorbeard’s Grolgoth is also different, although I actually prefer the endless scrolling 3D shooter style to the original’s navigating the enclosed cavern, which led to many deaths in my original playthrough.

On the whole I had a good time with this version compared to my iOS play. Those touchscreen controls really are no substitute, and having a larger (although worse looking screen) was better for the platforming. But still, it’s not a stellar 3D platformer; although remembered fondly by many and with good ideas and atmosphere, the gameplay is not always up to scratch. The level design is just ok, the health system is good, but the whole engine just seems a little shaky. Maybe one day I’ll finally play the PS2 version and see the full potential of the game (or the Dreamcast one, which some people insist is definitive).

For now though, I’ve reacquainted myself with the world presented in Rayman 2, and I’m ready to see what its many spinoffs will offer me. Here’s what we have to look forward to: Rayman 2 Forever (GBC), the multiplayer spinoffs (M, Arena, and Rush… all the same game with differences based on which port it is), Tonic Trouble—the game that served as a prototype for R2’s engine and which crosses over with it slightly—and its GBC version, and finally I’ll also watch the animated series that only has 4 episodes. Some of the educational games are also based wholly or partially on Rayman 2, but I talked about those and I don’t plan on playing them. So look forward to all that, Rayman fans!