Thankfully, this is limited to small occasions and for the most part players won’t have a problem with Murfy. Murfy would often switch to the wrong one, causing death when I activated the button and the platform gave way. One such section is the underwater area where Murfy is used to switch in and out planks of wood that are used as platforms. Another problem is objects that are close together. I found wanting Murfy to move faster to the next object so that I had more time to prepare to activate it, especially in levels that are based on pushing the player forward at speed. In more complex levels, this begins to show problems. The problem with this is that that Rayman has to be in a precise area in the level to make Murfy attach to the right object. Murfy automatically moves to each object that can be manipulated. There are restrictions on Murfy due to the fact there is no touch screen. Words don’t do it justice it’s a level that has to be played to get the feel, which to be honest, can be said for every level in the game – they’re designed so remarkably well. The level starts with Murfy performing basic cuts, but as it continues, timing becomes a factor and precise chomping from Murfy is required to make sure you don’t fall into the traps hidden inside the spongy substance causing inevitable death to the armless one. One such example is the level made of cake, where Murfy is used to chomp through the food – it slowly generates back – to allow Rayman to progress. Later in the game when the levels become harder, Murfy is given more of a predominant role. The use of Murfy within the game’s level design is often put to clever use in some areas, he’s used simply to cut ropes to make bridges, switch on and off lights and tickle enemies, enabling Rayman to punch them out of his path. These levels require the player to control Rayman – the Wii U version has Rayman controlled by the system while the player controls Murfy with touch inputs – while having access to Murfy’s ability by pressing the B button. In fairness, with the limited options given, the Murfy sections are done rather well. Having played the Xbox 360 version after briefly touching the Wii U version, I can say that there is a difference in how Murfy works between the two, and this was the main concern for people who were wondering how the touch screen aspect of Murfy would transfer to a platform that only has a standard controller. This also includes the once Wii U exclusive feature of Murfy, a mixture of a fairy and a frog, who joins in the fun on specific levels. The first level trains the player with everything needed and then Rayman is ready to go with all the abilities, such as wall-jumping, punching, gliding, and swimming. Time isn’t wasted on relearning the mechanics of Rayman. It’s barebones, but that’s all is needed to kick-start Rayman’s adventure into more fantastic 2D platforming that was crafted in Rayman Origins, but mastered in Rayman Legends. It’s up to Rayman and his posse to save each area and collect the Teensies. Rayman and the gang have been sleeping for a century, but during that time the world was taken over by the nightmares released from the Bubble Dreamer. Rayman Legends begins with a simple premise. The Rayman team at Ubisoft has done just that, crafting a better game than Rayman Origins and the best 2D platformer this generation. What I mean by that is Rayman Legends feels like an extension of the already superb Rayman Origins, but just like Miyamoto and his team, Ancel obviously had more ideas to pump into the formula, so what better way to do that than making a sequel and breaking the leash that holds you back to allow for more creative freedom. You see, something hit me when I was playing Rayman Legends and it led me to a conclusion that Rayman Legends is the Super Mario Galaxy 2 of Rayman’s gaming career. Sometimes I wish I could just leave a phrase and be done with a review, not to be lazy, but to leave an impactful statement that would get everyone talking.
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