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 | 2012-07-12T13:39:39+00:00 July 12th, 2012|Game Development, Uncategorized|3 Comments

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3 Comments

  1. 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.

  2. 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?

  3. GraphiteLab July 19, 2012 at 10:59 am - Reply

    This game has now taken over our lunch hour… in a good way.

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