Rayman 2: The Great Escape

Rayman 2: The Great Escape

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From Wikipedia, the free encyclopedia:

Source: Wikipedia

About This Game

Rayman 2: The Great Escape is a 1999 platform game developed by Ubi Pictures and published by Ubi Soft for the Nintendo 64, Windows, Dreamcast and PlayStation. The game centers on the titular character Rayman, who is tasked with saving the fantastical land of the Fairy Glade from an army of robotic pirates led by Admiral Razorbeard. An enhanced port titled Rayman Revolution was developed by Ubi Soft Annecy for the PlayStation 2, and released in 2000. An alternative remake known as Rayman 2 Forever was developed by Ubi Studios for the Game Boy Color. Rayman 2 was critically acclaimed for its gameplay, graphics and accessibility.

Gameplay

Rayman 2: The Great Escape is a 3D platformer which is played from a third-person perspective and allows the player control over the camera, though in some situations this control is limited to only certain angles. At several points in the game the player loses control during cutscenes, which typically show dialogue between characters. By collecting lums (small bodies, or shards of magical energy), the player unlocks more information about the game world and its back story, which can be read by standing still and pressing a specific button for some time. Some back story is also obtained through (optional) instructions from Murfy, a "flying encyclopaedia" who provides explanations on all kinds of gameplay elements. In contrast to its predecessor, which was a 2D platformer, Rayman 2 is a 3D platformer. The player navigates through a mostly linear sequence of levels, fighting robotic pirate enemies, solving puzzles and collecting lums. Collecting enough lums gains the player access to new parts of the world. Part of the lums are hidden in small cages, in which other freedom fighters or Teensies are imprisoned, and can be obtained by breaking the cages.

History

Rayman 2: The Great Escape was originally conceptualised as a sidescrolling 2D platformer, like the first game. Development on the prototype began in early 1996 with a team of six people and a budget of 10 million francs. It was slated to be released on the PlayStation, Sega Saturn, and Windows in the fourth quarter of that year. The prototype of Rayman 2 featured some usage of prerendered bitmaps of 3D computer models, differing from the hand-drawn presentation of its predecessor. With the rise of 3D games, the team changed direction and turned it into a 3D platformer inspired by Super Mario 64. This required Ubisoft hire more team members; 70-80 developers, many of whom inexperienced, ultimately worked on Rayman 2 for more than two years.

More details about this game can be found on Wikipedia article .

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