Review: Rayman – An 'Armless PSone Platforming Treat

Ray-manifestation of UbiArt.

Even twenty years ago, any love felt towards PSone Rayman’s luscious art style could quickly turn into hate due to its spikily relentless difficulty barrier, but a cathartic sense of satisfaction could also be found by perseverant gamers who endured to conquer all eighteen of its levels. As a December 1995 EU launch window title, the gaming press were conflicted in how to respond to a 2D platformer that was released during the transition to a fifth generation of consoles, since their most fervent anticipation was focused upon the potential of 3D polygon graphics.

Sadly, another of the PSone’s EU launch titles, Rapid Reload, became lost in the mists of time, partly because it was an old-fangled run-and-gun sprite game. Conversely, the two year development time helped to build hype towards Rayman, especially considering that Michel Ancel and his Ubisoft team had shifted creation of the game from its inception on the Atari ST to evolving it on the more powerful Atari Jaguar. The swanky new PlayStation console arrived just in time for Ubisoft to seize the opportunity needed for realising the ambition of Rayman’s debut adventure.

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