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Preview: A quick look at Rayman Jungle Run

Abel Girmay, Contributor
5:00 PM on 09.07.2012
Preview: A quick look at Rayman Jungle Run photo


With the success of Rayman Origins and the much-anticipated release of Rayman Legends, Ubisoft's limbless hero is back in a big way. If you're a fan in need of more, the newly announced Rayman Jungle Run could do just that for you.

Rayman Jungle Run (iPad)
Developer: Ubisoft Montpellier
Publisher: Ubisoft
Release: September 20, 2012

Jungle Run takes more than a few cues from last year's Origins. If you saw it being played with no prior knowledge of what it was, you could believe someone telling you that these were lost levels from Origins. That's not all bad, though -- Rayman Origins was beloved for a number of reasons, many of which are present here. Starting with the visuals, Jungle Run looks gorgeous on an iPad. The colors pop beautifully, and the animations are as smooth and clean as they were in Origins. The smooth sidescrolling action of Origins also remains similar, but with a redone control scheme to fit the touch screen.

To start each level, you simply hit the go button on the bottom left part of the screen, and Rayman runs continuously towards the right. To jump, simply the tap anywhere, and hold down if you want to glide. What you get is almost a blend of traditional sidescrolling, and endless action games like Temple Run.

That said, the levels themselves aren't endless; Rayman Jungle Run features four worlds, a little less than half of what was in Rayman Origins. Having no control over Rayman's movements actually works out pretty well here. The platforming feels very smooth, if a little too choreographed due to the limited control, but the levels seemed to be designed around this.

There was one level in particular that started off with a pressure pad that, when hit, would send Rayman back to the start of the level. With exact timing, it was easy enough to get over that hurdle, until I found the whole level was littered with these things. During a successful run, I was treated to the pretty sight of Rayman swinging through vines, gliding over lava pits, and bouncing off walls to collect every lum along the way. While I was admittedly tempted to call Jungle Run a basic auto-runner game at first sight, I felt no discernible loss in accomplishment.

Replaying levels is a big part of the game, too. Like Origins before it, Jungle Run allows you to replay levels to collect more lums, find all the gold coins, and otherwise boost your score. However, in the levels we played, there only really felt like there was one path to total success, but figuring out that perfect route was another matter entirely. It does help that the levels feel shorter than what was in Origins. Since you have limited control of Rayman, missing that one jump or the perfect glide didn't feel as frustrating to me, since there wasn't a lot to replay. And if you're the competitive type, you will probably be inclined to replay anyway since all your times and scores are tracked and posted to online leaderboards.

Essentially, yeah, this is a Rayman game on iOS as expected. Rayman Jungle Run really doesn't take any real risk or liberties with what Rayman Origins established, and for some, that's perfectly fine. If you are one of those people, then by all means keep your ear to the ground for this one.





Legacy Comments (will be imported soon)


Probably my favorite levels in Origins were the ones that played exactly like this game seems to (Have to constantly run with perfect jumping precission, or you have to find the best path of lums for the top score) so this sounds great
It reminded me a lot of the super tough bonus levels in Origins, especially the later levels. I feel like it was a smart move by Ubisoft to make a Rayman runner game,
I own Rayman Origins. I paid 20 bucks for it. I'm fairly certain it was so cheap so quickly for a reason. According to vgchartz.com the game has sold 1.64 million copies across 4 platforms. While the game was certainly a critical success, it's status as a commercial success is up in the air because we don't know how much time and money went into making it.

One thing is definitely clear: Ubisoft knows that they have a quality product with beautiful visuals and a classic character, they just haven't figured out how to successfully leverage it. The Rabbids, a spin off series, sells better.

Hopefully Rayman Legends sells better. I know I'll be picking up a copy for my kids for Christmas, assuming I get my hands on a Wii U.
There's really only one more question to ask: Does it have the Tricky Treasure music? This is crucial.

@EternalDeathSlayer

Ubisoft themselves said that they considered it a success, if that provides any sort of reassurance.
I bought origins 3 times now. Pissed that Legends is Wii U exclusive (for now), but I will buy this to support this franchise. I do enjoy runner games too, so that doesn't hurt. I hope this comes to consoles though. Vita and ps3 please.
Just a quick reminder:
Ubisoft released Origins in the middle of the Holiday Release Apocalypse on the same day as their new Assassin's Creed game. If i recall correctly, there was also very little marketing for it. With that in mind, i'd say the numbers were pretty good.
I'll buy this despite not being an iOS fan. Maybe it'll soothe my nerves when I'm unable to buy Legends.
Rayman is the new king of 2D platforming. Fuck Old Super Mario Bros.
why can't Rayman Legends have an art style like this .___.
I love the direction Ubisoft is taking Rayman. It's great 2D platforming at it's finest. Can't wait to see how well Legends pans out!
"The colors pop beautifully, and the animations are as smooth and clean as they were in Origins."

You know what it'd look even better on than an IPS display? And OLED display. WHERE MY VITA AT, UBI?!
"yeah, this is a Rayman game on iOS as expected. "


so its more ios doo doo?
Shut up Stealth.

Can't we all just enjoy video games in all their forms instead of being whiny?




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