![]() ![]() It starts off simply enough the second player – who views the same gorgeous visuals displayed on the main, TV-Screen – can perform simple, menial tasks – like cutting grass by swiping the touch screen, uncovering lums, or tapping enemies to make the level easier for the main player – but it starts getting trickier – and a lot more fun. It could have been implemented simply, not particularly different from the dull, gem-catching, co-op we saw in Super Mario Galaxy – but instead Ubisoft has made the assistive multiplayer engaging and entertaining. ![]() while the main player’s running through the treacherous platform levels, the player with the touch-screen assists – by interacting with the game world. The other player holds the GamePad and uses little other than the tablet’s touch screen and Gyro controls. One player controls the main character – generally the floaty-limbed, eponymous Rayman with the Wii U Pro Controller – the traditional, core-gamer focused gamepad that’s a hybrid of Microsoft’s 360 controller and Sony’s dualshock. Instead, we played an odd c-operative mode that utilises the Wii’s tablet Gamepad – and there’s no lack of hyperbole for just how incredible it is. We didn’t get to play the single player or even the frenzied and frantic regular, 4 player co-operative mode that returns from Origins. We got to go hands-on with the title last week thanks to Nintendo – and the title alone has me excited for the new hardware. And somehow, it seems to have surpassed the original. Right now, that sequel, Rayman Legends, has only been announced for the Wii U. It underperformed at retail, because the mass, game-buying public is filled with idiots – but it’s fortunately done well enough to warrant a sequel. Offering sublime, co-operative platforming combined with a unique, surreally beautiful hand-drawn aesthetic it stands as one of the most magical games I’ve played this generation. Rayman Origins was one of my favourite games of 2011.
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