Friday 23 March 2012

What I Would've Changed In Rayman Origins

Rayman Origins is a great game, don't get me wrong, but sometimes I think a few minor tweaks would go a long way. Well here is a list of nine minor tweaks that I would've made:

1. Display total medallions and speed trophies
Why are the total medallions and speed trophies not displayed on the level select screen next to the electoon and teeth count? It would be nice to be able to see how much you've got without having to manually count. This is especially helpful when trying to check how close you are to reaching certain achievements/trophies.

2. Display medallions and speed trophies on world select screen
The world select screen does good in showing which electoons have been acquired and which are still left to get. This also works with the teeth too. But in terms of medallions and speed trophies, you have to enter the world and check all the levels individually. This would not be needed if they were shown on the world select screen.

3. Display lum requirements for electoons and medallion
In order to get the medallion (and 2 electoons), you must complete a level with a set amount of lums. The problem is that you don't know what the requirement is until after you complete the level. So you could end up either completing the level thinking you have enough only to have to restart the whole level, or, trying really hard to get every lum possible when a good portion of them end up doing nothing.

4. A self-destruct button
A button to instantly self-destruct would be ideal. For some unknown reason, restarting a level means the level has to reload, but not when you die and end up restarting anyway. When doing a level in attempt to get lums, sometimes you end up missing a chunk and want to reset to the previous checkpoint, so the only solution is to actively find something that you can use to kill yourself with. This is also the case of losing a heart, and then wanting to make sure you reset back to the last checkpoint so that the next checkpoint can register your heart and reset it there. A button to self-destruct would make that much easier, an obscure button such as select/back so it doesn't get pressed accidentally.

5. More consistent and visible checkpoints
Checkpoints are usually set between the different "rooms" (the doors with the eye), which is fine. But this also includes rooms with electoons in them. This can sometimes really make the mechanics abusive when attempting to collect lums. For example, you could go back to an electoon room after a while to activate a checkpoint that would fix certain lums to be collected, even passed the checkpoint-point. This is fine, but it's so obscurely hidden that it seems like a mistake and I'm not sure if I'm intended to be able to do it.

6. One-hit cage breaking
This is something I didn't understand in the original Rayman and I still don't understand it here. When you find a cage with electoons trapped inside, it takes multiple small hits or a charged attack to smash open the cage. Why? I can imagine if there were enemies around and there was difficulty in charging an attack or manoeuvring then it could pose somewhat of a challenge. But such is not the case. In order to have access to the cage, all the enemies guarding must be killed off first anyway. When there are no external threats, why can't a simple attack be enough?

7. A bit more manoeuvrability during suction
During the moskito levels, it can be so hard to suck in the enemies. What I mean by this is that doing so stops you from being able to move, but that doesn't take into account the automatic scrolling of the levels. It would be more effective if either you could move (but slowly, for example) or you came to an actual halt.

8. No co-op bonuses
This may just be me, but I hate the idea of using co-op for a net-gain. Why should people be able to leech off other people's skill? I'm not against co-op overall, I just hate the idea of needing to rely on other people's skill.

9. No touch screen bonuses (PSVita version)
On the PSVita version, you can touch the screen to burst bubbles and such... who thought it would be a good idea to have the player switching between 2D platforming to screen tapping spontaneously?

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