Follow TV Tropes

Following

YMMV / Rayman 2: The Great Escape

Go To

  • Anti-Climax Boss: Axel the first guardian. A single shot to the icicle above his head makes it crash down upon him, taking him down in the process.
  • Awesome Music: The game boasts an impressive soundtrack composed by Eric Chevalier, who went on to work on several unrelated French and Franco-Belgian Made-for-TV Movies ever since.
  • Best Level Ever:
    • The Sanctuary of Water and Ice for its laid back level design as well as its memorable slide section and boss fight.
    • Advertisement:
    • The Cave of Bad Dreams. It has a unique level design compared to the rest's rather humdrum tone, truly terrifying and intense moments, fun boss, and an awesome soundtrack. What's not to adore?
    • The Precipice. Frantic, fun, long and with some of the best visuals and music in the game.
    • The Iron Mountains, featuring the most varied settings in the game, from rainy swamps to river rapids to the top of the titular mountains, and equally-varied gameplay, with an extended gravity-defying walking shell portion and an unexpected switch at the end.
  • Even Better Sequel: The original Rayman was already a great game to begin with, but Rayman 2 successfully brought the series into the third dimension, with stronger story and characterization, making the gameplay much more accessible to players with its more lax difficulty and faster pacing, as well as much more adventurous with its wide open, dynamic level layouts, thrilling combat and boss battles and unique gimmicks such as the walking shells and flying powder kegs.
  • Goddamned Bats: The Baby Caterpillars. They never seem to stop spawning and get annoying incredibly fast, forcing you to keep throwing bullets at them until they finally quit spawning. It gets even more annoying when they spawn as you're climbing across a spider web ceiling, where throwing your fist stops you for a brief moment, forcing you into a pattern of move two inches, shoot, move two inches, shoot...
      Advertisement:
    • The version of the Ninja Henchmen featured in the PlayStation version. They're a borderline Lightning Bruiser when down to a low enough health.
  • Most Wonderful Sound: Rayman's "YAHOO!", heard once all the Lums have been collected in a level, and when the 1000th Lum is found in the Tomb of the Ancients.
    • The short jingle that plays whenever a red switch is activated.
  • Polished Port:
    • The Sega Dreamcast version, which took the Nintendo 64/PC versions, updated the graphics, added some new features, and tweaked some existing features to work better. It is commonly regarded as the best version of the game, and it was so well-received that the iOS and Nintendo 3DS versions were built off of this particular iteration.
    • The PS2 version also fares pretty well with a new free-roaming hub world, even further enhanced graphics, and new mini-games to boot. This version also incorporates more in-depth combat mechanics and significantly improved enemy variety, including several new bosses, in an effort to address the original game‘s shortcomings in these regards (see Scrappy Mechanic).
  • Porting Disaster:
      Advertisement:
    • While not as bad as most examples of this trope, the PS1 version is by and large the least polished of the console versions. In comparison to other versions of the game, the graphics are noticeably degraded, the levels are shorter and watered down, there are a few notable bugs (the most infamous of which is the fact that Blue Lums don't respawn, making underwater sections unnecessarily difficult) and the game overall has less content than its counterparts, though it does have some interesting exclusive content like features from the beta, exclusive areas and cutscenes (particularly with the Guardians which gives them some character), an actual boss for The Sanctuary of Stone and Fire and a different second phase to the final boss. At the time it was released it did have the upside of having CD-quality audio, but future ports also had it and kept the content from the original.note 
    • The DS version is a straight example. Being a port of the N64 version, it keeps the lower-quality MIDI soundtrack while adding severe frame rate issues, muddled graphics, several game-breaking glitches, and two equally unreliable control schemes that suffer from the system’s lack of analog control.
    • While the 3DS version is not bad by any means (and is significantly better than the DS version), it doesn't really improve on the Dreamcast version it is based off of nor does it take any real advantage of the 3DS or add any new features besides rendering in stereoscopic 3D and incorporating a slightly more lenient difficulty curve. In fact, it actually removes most of the minigames present in the Dreamcast version. The game also runs at a very unstable frame rate (though this can be fixed by overclocking the CPU on a New 3DS) and suffers from its own game-breaking bugs; let's not forget about how hard it is to acquire the 1,000th Yellow Lum without glitching.
  • Scrappy Mechanic: Combat as a whole. A majority of fights amount to “attack enemy, dodge, wait for their invincibility frames to wear off, attack again” with very minimal changes even after you get more abilities. To make matters worse the robo pirates themselves come in only 3 or 4 varieties who aren’t that different from one another. The PS 2 remake (and to a lesser extent the PS 1 version) attempt to alleviate this by ramping up the enemy variety and AI, as well as introducing new combat scenarios.
    • The walking shells. They require an easy but repetitive taming process before allowing the player to mount them, and once Rayman rides them they prove very difficult to control, careening wildly at the slightest nudge of the analog stick. Their sections are often plagued by dodgy collision and physics which, coupled with their tendency to explode upon brushing anything, tends to result in countless deaths. The flying shells introduced in the last levels take these issues Up to Eleven.
    • The Rayman DS version attempts to remedy the lack of an analog stick by offering the choice of using the D-Pad or a virtual analog stick on the touch screen.
    • The 3DS version removed the ability to manually stabilize the flying shell and modified the controls in an attempt to make it “easier to control.” In practice, these changes make the flying shell nigh-impossible to pilot properly.
  • "Seinfeld" Is Unfunny: While no one is going to say the game is bad, some fans in recent years are not at all convinced the game has earned it’s reputations as “one of the best 3D platformers of all time” or “best Rayman game”. While the atmosphere and overall tone are still praised, it is often pointed out the combat gets EXTREMELY tedious and, despite their creativity, many of the game’s unique sections don’t work well in practice (especially the walking shells and the final fight). This effect became more noticeable as the game was ported to countless platforms over the years, exacerbated by the fact that almost all of said ports were inexplicably unpolished compared to the original, often introducing new show-stopping glitches while exacerbating the original’s flaws.
  • That One Level:
    • The Sanctuary of Stone and Fire can get pretty tedious since it's the longest level in the game and appears relatively early. Much of the level is covered in lava flows that instantly kill Rayman, forcing the player to contend with the dodgy purple plum controls in order to progress. And the optional shell riding race to reach a cage and its yellow lums is the hardest of its kind, riddled with various game-breaking glitches depending on the version you’re playing.
    • The final boss' first phase is perfectly fine. The second phase however is incredibly frustrating. For starters it's using the shell flying, which is not only a newly introduced mechanic, but not a fun one as above has mentioned. The entire fight requires flying into the end of a corridor to get ammo fly back and shoot Razorbeard's mech 6 times, with him shooting you and the lava level raising. If you crash the shell once the boss' health restores to full. meaning you have to do a perfect run of the boss in order to beat the game. And there's no way to heal Rayman. The PS1 version changes this phase completely by making it an on-rails Star Fox-style Shoot 'Em Up, and is much less difficult as a result.
    • Beneath The Sanctuary of Rock and Lava. Since your flying has to be timed perfectly for some parts, expect to retry and respawn a lot. Many passages are both narrow and completely lined with lava and bramble, both of which kill Rayman on contact. And since the flying ability overrides the hover cancel, the player loses the ability to fall quickly, leading to some Damn You, Muscle Memory!
    • The Top of the World starts with an incredibly frustrating “roller coaster” minigame in which Rayman automatically moves forward and must dodge obstacles. The twist is that the chair can rotate a full 360 degrees around the beam, which creates massive Camera Screw and constantly leaves obstacles either out of sight or coming at unusual angles. Many players find this part to be a rigorous test of trial-and-error and memorization, not to mention getting all the Lums along the way. Then the second part of the level features many Barrel Pirates to contend with. Some later ports of the game either relegated the roller coaster section to an optional minigame or cut out the level entirely.
    • The second part of the Prison Ship, where Rayman rides a flying walking shell. If you get past the awfully narrow labyrinth of wooden beams without crashing, then you will be shot at by laser beams, which suppress the shell's ability to fly for a second. And there's no green lum to save at any point.
  • That One Sidequest: There's a cage in the Sanctuary of Stone and Fire that is exceptionally well hidden, in a cave that is basically impossible to see until you are right beside it. It being in the steep lava plum ride where you have to make very tight movements to succeed only exacerbates the problem.
  • Tough Act to Follow: This game was so well received, that Rayman 3: Hoodlum Havoc was unable to quite live up to it. While Hoodlum Havoc is still widely considered a solid game itself, compared to its predecessor, it came off as somewhat underwhelming.
  • What Do You Mean, It's for Kids?: Granted, there isn't much content-wise that should raise any eyebrows, but the premise is unusually bleak for a kid's game. The game opens up with Rayman's semmingly Darkest Hour, having been kidnapped by the robo-pirates along with having his energy all but drained. When Globox arrives to rescue him, the poor guy's all but given up hope. That's not even metioning the prison ship he's on. Apparently, "slave" means that once you're captured, you're starved until you die. Now, to be fair, the eponymous "great escape" happens within the first five minutes of the game, but that doesn't change the fact that there are still countless prisoners on board the Bucaneer, and most of Rayman's friends have also been captured.


Alternative Title(s): Rayman 2

Top

How well does it match the trope?

Example of:

/

Media sources:

/

Report