How Rayman: Origins 1UPs New Super Mario Bros. Wii

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Wednesday, November 30, 2011

Rayman: Origins 1Rayman: Origins vs. New Super Mario Bros. Wii is an interesting matchup. The two games represent some of the finest high-production 2D platformers to have come out recently. Though New Super Mario Bros. Wii has defined the genre as of late, Rayman’s latest outing helps to move it forward.

I’ve mentioned this connection when previously writing about RO, but I figured it would be worth expanding on. Though these titles came out about two years apart, the genre (as far as full retail games goes) has been relatively silent over the past couple of years. It’s only natural to compare them in these categories:

Extra lives and save points

The multiple cyclops-door checkpoints spread throughout Rayman: Origin’s levels, along with unlimited continues, make dying a non-issue. Finding the secret rooms and coins while trying to rescue enough Lums for a medal in each stage, especially later in the game, was consistently a solid challenge. Not having to worry about how many lives I had freed my mind up to focus on exploring and platforming. 

Contrast this with NSMBW’s seemingly arbitrary extra-lives system. Most skilled players usually have little difficulty getting to the maximum 99 with all the available ways to earn bonus 1UPs. This also makes dying not that big of a deal, but then what’s the point in having extra lives at all? It got to a point where I didn’t even bother collecting coins anymore, because 100 of them wouldn’t convert to any more lives past the max.

1UPs mattered in the original Super Mario Bros. where players started with only three at the beginning of each session (later changed to five for ported versions) and had to really earn each additional one. But in NSMBW, they’re just so plentiful and easy to save up that for skilled players, extra lives have become pretty meaningless. I vote for either making them scarcer or taking them out altog.

 

Of course, the Super Mario Bros. games wouldn’t be what they are without the iconic 1UPs, so I don’t want to necessarily hold that against them. The difference between the two games just helps me to appreciate Ubisoft’s decision to not go with a lives system in favor of checkpoints. It feels like a natural extension of a modern gameplay mechanic.  

Super MArio Bros. Wii

Power-ups

Am I the only one who had trouble with the power-ups inventory in NSMBW? I hardly ever wanted to use the rare upgrades, like the penguin suit or mini-mushroom, in fear of not having them for when I was in dire need. But when I finally did bust them out, I’d usually take a hit within moments and lose the power-up before I could really use it to my advantage in the stage. Then I’d cuss out my Wii. 

Sure, wearing a specific pair of overalls was never mandatory to get through the game, but it made finding secret coins and exits a lot easier. Many times, I would try and muscle my way through as regular Mario, if possible, just to save me the hassle of having to play extra cautiously in order to hold onto a prized power-up. Naturally, I’d typically have to attempt reaching the secret places many more times, but for some reason doing it the hard way seemed easier and less stressful to me...especially considering my usual cushion of 99 lives. 

Thankfully, RO doesn’t even bother with temporary power-ups. You unlock new moves as you progress through the game, but you keep them permanently. So when you hear the Electoon’s cries for help from a hidden room, you know your character already has the abilities he needs to access it, so long as you, the player, can identify which wall to vertically run up or where to jump and hover from to get there. You’re not left feeling like you're stubbornly avoiding an easier yet finite way. 

Co-op

Anyone who’s tried out NSMBW’s multiplayer knows how much of a pain it is to try and have more than one character jump on a small platform at the same time. Someone is going to get bumped. Plus, accidentally shaking the Wii remote too quickly could result in picking up one of your teammates, then throwing him down a bottomless pit when you were only trying to put him back down. Sure, the chaos can be fun at first, but if you’re trying to play seriously, it quickly becomes tiresome.

RO avoids these clumsy mechanics. The characters are free to run alongside each other without colliding. You also have to push a button to punch your teammates (no throwing), so the antagonizing is intentional more often than not. Four players running around simultaneously can still be pretty hectic, but at least everyone is a little bit more in control. 

Better yet, with no extra lives or temporary power-ups, all players are always on a level playing field, skill levels aside.



Graphics

Most people would be quick to point out that it’s not very fair to compare these two games graphically since NSMBW came out two years before RO. I agree to an extent, but both Nintendo and Ubisoft show with these titles that they’re striving for colorful worlds and characters over realistic ones.

I would compare NSMBW's visual style, which is toy-like, bubbly, and has a wholesome vibe to it, to Super Mario World's. RO, on the other hand, with its expressive, hand-drawn visuals, is more reminiscent of the sequel, Super Mario World 2: Yoshi's Island.

Picture a giant, disgruntled bird boss with tiny wings; underwater caverns with smiling, bioluminescent fish and elongated, life-stealing claws lurking in the shadows; and ice levels filled with piranha-infested fruit punch and spiky slices of oranges, for example.

Thanks to Ubisoft’s new UbiArt engine, the developer’s artists could more easily transfer their drawings and visions directly into Rayman: Origins. I would love to see Mario’s comic-style concept art (seen in the older games’ instruction manuals) similarly translated more authentically into a game. Or Nintendo could particularly get away with adopting this style for a Yoshi’s Island update. But until then, I have to hand it to Rayman for really pushing the boundaries of what an epic 2D platformer can look like.

Rayman Origins 2

I hope that the advances in game design that Ubisoft is making to the genre will push Nintendo to respond with something more creative with its next installment in the NSMB series. For too long in this console cycle, Mario hasn’t really had any competition in the (non-downloadable or portable) 2D-platformer category. Rayman: Origins won’t be able to compete with New Super Mario Bros. Wii in sales (or branding), but when it comes to design, Ubisoft is going for a new high score.

 
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Comments (15)
Mindjack
November 30, 2011

Dude, I'm sold! After I'm done exploring in Skyward Sword I'm picking up Rayman and playing it co-op with my wife. She loved NSMBW, but we accidentally killed each other so often we ended up fighting.

Photo-3
December 01, 2011

I imagine a bunch of Spanish-language expletives thrown back and forth.

Mindjack
December 01, 2011

It's like you live with us!

Default_picture
December 02, 2011

I absolutely love throwing my co-op partners down pits in NSMBW. MARIO HAS PASSED JUDGEMENT. I'm also the kind of co-op partner who loves having my buddy climb a really, really high tower in Crackdown with me so I can kick him off the ledge just for giggles. Yup... there wasn't a special item up there for an achievement, buddy.

Photo-3
December 02, 2011

Louis, you're kind of a sick person.

Default_picture
November 30, 2011

You're absolutely right about Rayman's learning ability system. I didn't want to touch New Super Mario Bros. for the Wii because some of those levels were really tough. I'm sure that Rayman is also tough, but I appreciate how Rayman doesn't need those special power ups.

I still have bad memories of the awful port of Rayman to the Game Boy Advance, though. I'll probably pick up this game, but I'm crossing my fingers. I don't want to experience low quality music or ugly sprite transfers. Y'know, all the nasty stuff that happens when a game moves to a portable system.

Photo-3
December 01, 2011

yeah, none of those problems with that GBA port are present here.

Default_picture
December 01, 2011

I wish, oh how I wish, I could convince the wife to get this for Christmas instead of the new Lego Harry Potter or Sonic Generations. I've played the XBLA demo and I know how much more fun we'd both have with it (not to mention the kiddos), but I think she's set on Lego Harry Potter :(

Photo-3
December 01, 2011

Sorry to hear that! The Lego games seem like they can be kinda fun for kids, but they feel like mindless button mashing and money-block collecting exercises to me. Good luck!

100media_imag0065
December 01, 2011

I tried. I really, really tired, but I hated Rayman Origins. I hated it. I love 2D platformers just as much as the next guy. As a matter of fact, my second favorite game this year is Donkey Kong Country Returns. I happily threw Origins on my PS3 expecting to spend another 8 or so hours in 2D platforming goodness...After about 3 hours I gave up.

Ugh, what an overhyped game. It looks amazing. No dount about that. But I hated everything else about it. The whole game is so cryptic. Nothing is ever explained well, and as someone who has played Dark Souls for 60 hours, I shouldn't have to look online for answers in a damn Rayman game. And when they do try and explain something, they use semi-cryptic text that is trying to be cute but just ends up obtuse.

Then the platforming. It doesn't feel good. The hit detection is WAY off, especially with the environment. You will land on a platform, but since you didn't land where the game wanted you to, you fall right through it. They didn't map out the borders around the environments properly, so what looks like solid ground is actually not ground at all, but nothingness.

The sound annoyed the hell out of me too. All the screaming and cutesy noises just gave me a headache. And the music was so generic (Except for the opening sequence...that was awesome). I could go on. Like how the game crashed on me multiple times in 3 hours, and when I called a friend to see if it was just a busted PS3 version, I was told it crashed on him numerous times on the 360 and forced a re-start.

I just hated it. Hated it. I didn't think New Super Mario Bros Wii was a great game, it was decent at best, but I would take that any day of the week over this. And Donkey Kong Country Returns is Game of the Decade material compared to Origins if you ask me.

Photo-3
December 01, 2011

Hi Ed, wow, I'm sorry you didn't have a good time with RO. I wonder if some of the detection issues you described were related to a buggy PS3 version or something. I'm playing on Xbox and didn't find the hit detection for landing (and borders) to be a problem at all.

The cutesy sounds were a little weird, but it just reminded me of Patapon or LocoRoco. I also found the music to be pretty fun since the soundtrack goes into funk, Latin, experimental, banjo-chase, etc. As for the voices, it was a little alientating at fist, but I just concluded that it was some type of maybe French and pig latin, and from there it was easy to just go with it.

Part of what I enjoyed about the game is it didn't really need text to explain things. I found it to be more about visual clues of what was going on and what to do.

Let me know if you ever find out if its a PS3 bug thing or not, I'm curious.  

Default_picture
December 02, 2011

I still hate Donkey Kong Country, because of all the hidden rooms and the bad hit detection. Or maybe I just hate DKC in general.

The edge thing always took time for me to get used to, because Rayman isn't structured like a normal human being. I appreciate his edge grabbing technique, though. It saved me from plenty of pit deaths.

Sorry if you didn't enjoy the game. I haven't tried it out myself, but I still enjoyed the first Rayman. It was an awful GBA port, but I still liked how it didn't need much explaining. Unfortunately, my GBA didn't have enough space to add the voices, so I never figured out that they were speaking gibberish. I guess it's similar to the gibberish in the old Goblins games.

Default_picture
December 02, 2011

RO compared to Yoshi's Island?! No way! SMW 2 is by far (well, close) to the greatest platforming game ever. I'll take your word for it and give this game a spin. I honestly didn't like anything about NSMBW; people hate me for it. Well, I enjoyed the levels, but like you said, the game was too forgiving and held your hand the entire way.

Photo-3
December 02, 2011

I feel like if NSMBW is like SMW in terms of visual style, RO by comparision is more like Yoshi's Island. To me, the graphic style has a very simillar offbeat yet charming feel to it.  

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