January 16, 2014
Rayman Fiesta Run (iOS)

As Origins (and many other Rayman games before it) did, Legends had an accompanying handheld game release. And like other Rayman handheld games, it shared elements of the two most recent console outings. I expected a mainly Legends-based auto-runner to follow Jungle Run, but in fact most of the environments and enemies were pulled from Origins in Fiesta Run, although updated to the Legends style with more shading and 3D-stylings. The Barbara-type characters were also not present.

Thankfully though it does improve on Jungle Run’s formula in many ways. A large scrollable vague map replaces the simple menus. There are Invaded variants of every level that add challenge and twists on the familiarity of the level you just completed. There’s more selectable characters and a unified reward system. There’s even a kind of goal to the whole game. I feel like the levels were more interesting too. (Also I figured out some fun ways to exploit some mechanics to, for example, float horizontally indefintely.)

This game was handled by a proper Ubisoft team, rather than farmed out to a tiny studio, and it shows. Production values are higher, and it’s more stable and slick. Unfortunately they also decided to add in scummy microtransaction BS, although it can be safely ignored for the most part (in fact the purchasable powerups don’t even help, I suspect).

I was hooked quickly and smashed through it. The tuned mechanics made it very easy to pick up and hard to put down. A high point of the iOS game stable, of last year anyway.