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But there was a facet of Origins gameplay that bothered me at first, something that had been done before by another Ubisoft title, but to my knowledge not in a solid platformer of this style before.
You have infinite lives.
Scratch that, you actually have no lives. And no life system. None at all. If everyone is "ballooned" (what happens when you get hit) before a player is able to deflate anyone (done with a helpful smack) the game simply hops back to the last checkpoint. No lives or mechanics lost, no negative marks on your record, just the simple act of replaying whatever lay between your "death" and the last checkpoint.
As I said, this originally bothered me. I've been a gamer for so long that for me, part of a platformer is that hidden search for one-ups, that daring balancing act between making a leap of faith and starting over. With such a mentality, playing Origins was a fundamental shift, there were no lives to collect or worry about when facing those colossal leaps of precision skill. The more I played however, and the more I thought about it, the more I realized that I didn't want this game to have lives. It was perfectly fun without them.
This got me thinking. To the average gamer today, a game over (the end product of losing all of your lives) means absolutely nothing. Most games allow a player to purchase lives with some easily acquired in game monetary device, and even if a player does die once to often, all that results is a quick stop at the title screen before the player loads their last save and presto, the lives are all there again. The whole "lives" system is almost an antique thanks to the ease of the save system almost every game in existence uses, and some games even make it easier then that, offering the player infinite 'continues' at no additional cost.
Image owned/copyright Ubisoft |
Perhaps in it's lifeless way (don't take that wrong) this is why I feel Rayman: Origins succeeds where New Super Mario Brothers Wii didn't. When I look back at the time I spent playing NSMBW (Chi-yah that is a mouthful of an acronym) much of it was marked by tension between the supposedly allied players. Certain players would get angry as they died (especially if another player was the one responsible), certain routes through the levels were argued about as some players didn't want to try the harder levels for fear of running out of lives, and although fun was had, there was a certain underlying tension to the experience, especially when someone died and cost the team a life.
Image owned/copyright Ubisoft |
Not every game should consider getting rid of the tried-and-true life system, but Rayman: Origins is one of the first that I've played that correctly demonstrates why such a system can be good. The lack o lifes, the lack of tension, it leaves the players free to focus on the experience of platforming, the fluid leaping of platform to platform in a crazy almost insane fashion. In truth, I think it makes Rayman: Origins possibly one of the truest co-operative platformers out there.
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