Rayman 3: Hoodlum Havoc

March 27, 2003

Platform: Nintendo Gamecube
Developer:
Ubi Soft
Publisher:
Ubi Soft
Reviewed by: swoon

 

Gameplay: [4] Graphics: [3] Audio: [1] Replay: [2] Overall: [3.0]

If video game players had longer memories, in five years Rayman 3 would be remembered. It’s not going to be. Dismissed historically as the failed follow up to the classic Rayman 2 and prior to the genre smashing Rayman 4 – there just is not enough room for such a mediocre game.

Sure, gamers now read the press today and Rayman is getting respectable reviews saying questionable things like: “It’s fun for a quick play through” or “Quick to pick up and quick to put down” and “Oozing with charm”.  There is clearly a division in how the collective video game players’ memory works. For the most part it is for immediate gratification.  The gamer demands something now and wants something easy to get into. Over time, however, they forget about these games and only remember them for what they stood between. This sort of recollection is unique to this culture. People remember Television’s Adventure or Quentin Tarantino’s Jackie Brown for what they are. They are awkward follow-ups after brilliant masterpieces. They don’t have the universal appeal or the noticeable genius of the movie or album before, but they have a charm and a special hold to those people who see it. These types have moments of greatness in their still formulating bodies. Video games are not allowed to be awkward or changing and are anything but perfect. They either live or die – they do not get compilation packages that allow people to sample their previous works. This is why Rayman 3’s few moments of brilliance will be forgotten.  It is truly a shame that underneath these drab environments therein lies something great on the verge of a legacy. The moment of greatness that it does achieve, will never be felt after its six month life span is up.

Rayman 3 starts off with an awful introduction that serves also as a tutorial for the game.  It is littered with faux-post modern moments, that some fresh-faced kid at Ubi Soft thought would blow away kids minds. The kind of moments where the annoying green talking orb reads you the manual, and the manual talks back...  It’s not funny or original and it is also not able to be skipped, as it sets up the plot (which it dismisses in the first screen).

Rayman’s best friend, Globox, swallows “the Lord of the Dark Lums” and you have to find away to not only get it out of Globox’s stomach, but also to stop the army of Dark Lums from ruining everything. This setup of course has been done a thousand times before and is a carbon copy of the whole “Us versus Them” mentality that has always been standard in video games for years.  No one honestly expected twenty years later that the same plot would still be used over and over again.  After all, all other mediums that last must change to survive. So in reality it’s a good thing that video gamers have short memories, otherwise developers would have to work harder at other things rather than designing game engines.

The first thing you will notice about the game is the blatant humor. It’s very blunt and very loud. To Ubi Soft’s credit, they recruited real actor’s voices as they yell one-liners from what always seems like they are behind you. The humor is darker and more “mature”, which means “immature” in the context of video games. Those same drinking jokes that weren’t funny the first time you heard them, overshadow the background music over and over again; which is truly remarkable. The game is best played muted and an album of your choice playing in its stead. The plot points are most never revealed in words, but in eye motions, so you won’t be missing much.

The graphics are technically very good. They shimmer, pulse and sparkle and the colors are balanced well.  At the same time, however, the visuals are bland and soulless.  These are the type of graphics that suck the player in like a rainy day that just gets you wet but doesn’t let you feel cold.  One of the best games of last year, Sly Cooper, is a textbook example of how graphics work in video games. There has to be logic behind the visuals.  Graphics aren’t just mathematical calculations and whoever thinks of the best way to add and multiply wins; it is about giving life to these pixilated creatures allowing the gamer to care about them.  In comparison, Sly Cooper’s worlds were all different from each other.  This included everything from the grounds textures all the way extending to each individual enemy that differed from level to level. 

Rayman 3 is sloppy and uninspired.  The enemies, for the most part, never change. They all have the same movements and if you have played other platform games you’ve seen this before; and have seen it better. The level design is an improvement over Rayman 2’s pointless sprawling landscapes, and it feels more like a traditional platformer; which is the only improvement over its predecessor. The environments fit close and comfortably around Rayman, with enough room to explore but not too much to make it frustrating.

Controlling Rayman is hit or miss and poorly thought out by the developers. For example: you have a move where you can roll; but you never have to use it.  Sure it looks nice, but serves no purpose. The “lock on” button simply centers the screen and maybe three times out of seven locks on to the enemy in front of you. Once targeted the enemy can be killed by tapping the B button rapidly (the method of choice), or by holding down the same button to power your fists up for a charge move. It really doesn’t matter which method is used, because Rayman can take a lot of damage without fear of dying.  Health can be replenished with great ease. The only noticeable programming flaw is that Rayman tends to slide when standing still; making it hard to stand on small platforms.  Even if Rayman falls off a cliff he might lose a little health, but he never dies.

As for the freshness of the game it’s like a watershed.  When you get to the point where this stuff starts to become annoying you are probably close to finishing the game; so you might as well stick it out to the end.  This is sign number forty-seven of a “middle of the road game” that people still get excited over.

In the midst of all these white walls there are two levels of sheer brilliance. They aren’t too far in the game and they stand out as some of the best constructed levels ever witnessed in a video game. The first level noted starts out, surprisingly in a bland desert.  The level starts off drab and uninteresting, and since Rayman cannot touch the ground it quickly becomes frustrating. This soon melts away to a genius concept that makes the rest of the game unimportant. Instead of having Rayman pointlessly shoot enemies with his hands, Rayman can’t kill the enemies in this level (save for a few stray ghosts) nor can he just jump over them. The level is a culmination of all the gameplay changes and a throwback to the original Mega Man style platform jumping (meaning the platforms are staggered and often moving).  It is also the only level to use the gameplay changes in a positive manner. The new power-up system is ill-advised in the other levels because the puzzles are too spread out for the 30+ second power ups to really serve a useful purpose.  This level is also one of the few times where time actually becomes a factor in gameplay.  For example: one puzzle has Rayman entering a room with three enemies who don’t see him right away.  He lures one of them to trigger a switch that gets the platforms moving and must accomplish a series of jumps and tricks to get to the top of a rather large bird.  The whole sequence is flawless and has shades the of classic Mega Man series.  If it had those annoying wind enemies, it could fit right in with the Wind Man stage.

At one point the camera, which is generally awful, turns and everything is viewed from a two dimensional view point.   It really changes the way the game player views the platform genre. It is a transcendent moment that is brief and sweet, and it shows the importance in the history and evolution of the Rayman series. These few moments are lost, however, simply because the game fails to recognize their importance.  The game player will soon forget about them as they move on to the next average game in order to forge some satisfaction.

The level ends and instead of jumping on a rocket ship and blasting through some brightly colored quasi 3-D levels (this was not a good idea in Earthworm Jim nor Kingdom Hearts, but Ubi Soft tries anyway); you enter “The Longest Shortcut.”

Playing on the weaknesses of the game the level removes all enemies once again and enters a level with invisible platforms that move in and out of the wall (think the jail level in Aladdin). This probably the greatest element in platform gaming. The brilliant twist is that each section has a mirror that displays the platforms and for the twenty or so minutes it lasts, it is close to perfect. Sadly, the rest of the game is forgettable and miserably average (save for maybe, climbing this one glass building a few levels later).  “When Stars fell On Alabama”, should have been the soundtrack for that section, but it is only a few jumps and is quickly over.  It’s hard to imagine that these few gems only last one and a half or two levels existed or if it was actually a fantasy of what platform games should be.

The developers in an attempt to extend the reply value of the game throw in some shoddy shareware games and pointless dull movies.  These “extras” may have been a joke between developers making the game, but there is no reason for their poor judgment and predictable sense of humor.   For those who just want to play a game “like Mario”,  the “bonus” games are best left forgotten as they add nothing to the game and none are two player for some reasons.  The only exception is the racing game with the GBA link-up, but it is just a novelty act, and one that has been done plenty of times before.

Rayman 3 is a bad game.  Not in some Blues Brothers: The Video Game way, but in a boring pointless way. There is nothing noticeably wrong with the game but video game players should realize that there is no point of honoring these games with our time or praise.  In the same breath it should be remembered for it is short-lived brilliance. Those few great levels should be modeled for Rayman 4.  They should be studied in classes, repackaged and reworked into a greatest hits package.  No one is kidding themselves in pretending they follow video game plots in platform games it has always been about strategy and level design.  Until developers care enough to make quality games, there is no reason to purchase or dish out three stars or mark it “7/10” just because it isn’t an utter failure.

 

Buy the Game

Buy the Strategy Guide

Donate a Buck

No way.

Nah.

 

All rights reserved. All contents published by netjak | info@netjak.com