For a few weeks now, a preliminary version of the new Rayman Adventures has been available on the New Zealand AppStore. This is a sequel to the big hits Rayman Jungle Run and Rayman Fiesta Run in which, for the first time in the saga’s jump to smartphones, we are allowed to control the direction of the mascot of Ubisoft as if it were an ordinary platform.
The presentation trailer was a real surprise in which spectacular graphics and the change of control to approach the most classic branch of the platforms, were enough to forget that this delivery would abandon the payment model to jump headfirst into the pool of free-to-play . Now, after several hours with the game, it’s time to check what this twist in strategy really hides.
Rayman Adventures: a jewel on a visual level
The first few minutes with Rayman Adventures were a delight. I still find it incredible not only that Ubisoft has managed to make its UbiArt engine deliver such glossy results on the iPhone screen, but also that the pixel fever has not been buried by such beauty and there are no more games that follow that line.
The control doesn’t shine as well. Let’s say that far from using a virtual joystick, all we do is mark the direction in which we are going by sliding our finger to one side or the other and from there Rayman moves autonomously . If we want to change to the opposite side, we slide in that direction, if we want to attack we slide towards where we are moving and we click on the screen if we want the character to jump.
I don’t know how convincing the idea is, it’s become quite uncomfortable at times because of having to turn and attack faster than the animation and control allows, but I wouldn’t be surprised if we were complaining about the virtual controls if that formula had been chosen. This is the way it goes and ends up being a matter of taste, but doesn’t seem to be an impediment to anyone when it comes to playing.
What is a little more annoying is how the free-to-play system of the game has been oriented, not because it is especially annoying to stop the game based on lives or time constraints, but because it seems to be a title that does not enjoy a coherent package and a collection of levels that can be easily expanded over the months.
The free-to-play stick between the wheels
Divided into levels of exploration, waves of enemies or platforms in search of collecting lumens as we move at full speed from point A to B, each different scenario presents us with a series of varied levels that, once completed, open the door to a new egg.
What’s this? The source of the game’s special powers, posed here as sidekick flies that serve as magnets to collect lumens, compasses for the secrets of exploration mode, or attack shields for wave scenes. They are not essential to pass the levels, but they are a great help to complete them 100% and they are also the trigger for the first waits of the game.
The idea is that the eggs must hatch after a waiting period that starts with a slight delay but ends up reaching 8 hours , so you must wait before you can get the new partner and lay another egg to incubate to continue opening areas of the map.
We can’t venture too far to value this system either because being a soft-launch the changes that can be generated before the official launch could change completely, but a priori those of us who enjoy the previous deliveries are going to come across an evolution that we would have preferred to have saved by going through the checkout in the shop.