Talking Design: Rayman Origins Design discussions about Rayman Origins at GLI today. What worked and what didn’t. What worked: It’s the epitome of playful design on a console. What didn’t: Beauty isn’t enough to disguise the collect-a-thon hidden underneath. What do you think? By GraphiteAdmin| 2012-07-12T13:39:39+00:00 July 12th, 2012|Game Development, Uncategorized|3 Comments Share This Project With Other Creatives! FacebookTwitterGoogle+PinterestEmail About the Author: GraphiteAdmin Related Posts Starting and maintaining an Indie Business Gallery Dev Log | Gameplay Sneak Peek, NPCs, New Relics, Indy Pop Con! Gallery Dev Log | Early Access July 20th, Wii U FAQ, Scorcher Boss, Aliens and Weapons! Gallery Dev Log | Harvester Boss, Alien Concepts, and New Relics! Gallery Dev Log | Release Schedule Updates, Team++, Relic Bonuses, and more! Gallery Dev Log | Online Multiplayer Progress, Backer NPCs, Indie Spotlight! 3 Comments Jesse Chounard July 12, 2012 at 4:36 pm - Reply I agree. I love everything about the way the game looks and controls. Unfortunately, the game just isn’t deep enough to keep me coming back. On some level, it reminds me of Donkey Kong Country, which was also beautiful, but I never bothered to finish. Matt July 13, 2012 at 7:59 am - Reply See, something about DKC motivated me to finish it. I just felt like i was running through rayman as fast as I could… DKC I took my time. Maybe the pacing made DKC feel more significant? GraphiteLab July 19, 2012 at 10:59 am - Reply This game has now taken over our lunch hour… in a good way. Leave A Comment Cancel reply Comment Save my name, email, and website in this browser for the next time I comment.