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14 Apr 2007 Posted by MADELINE

 

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The first has you and your team wandering around regions, chatting to non-player characters, buying up football kits and healing items, and generally advancing the plot. The kids now have access to a tour bus, so the whole of Japan is fair game. There's nothing really surprising to be found elsewhere--each areas has streets, parks, and schools with football pitches--but the concept of touring around the country allows the areas to look more varied at least. The overworld contains restore points that let you pay PP (points earned through playing football) to heal your characters, as well as training points that let you pay to increase a character's stats, such as power and speed. Even the infection mechanic had promise, though it too is let down by the item scarcity and abysmal AI. The gist: a zombie might infect you with the T-virus. You can heal yourself with an antiviral spray, but if you don't have a can, you end up sprinting about, hoping the telltale blue glimmer catches your eye before you fall victim to the virus's deadly curse. Should you fail, the AI takes over for you, and you can only watch as you barrel toward your teammates, who have no choice but to shoot you down. If you play with others, no harm done: they can revive your limp body and you live to fight another day. Your AI teammates, on the other hand, don't have the intelligence to restore breath to your downed lifeless corpse. You do all this from a single vantage point, earning morale (the minigame's currency) as Templars fall, and using it to place blockades and assassins. Not only does the whole thing seem out of place, but it isn't enjoyable on its own terms. It's nice that you can shoot marauders from above as your fellow assassins take aim with bows or leap onto their targets from rooftops. But your limited view is confining, and the gameplay is too simple to lead to a rewarding victory. To make things even less fun, the camera occasionally zooms in for a close-up of a falling enemy or brother. This cinematic touch was probably meant to add excitement to this unexciting process, but it's just aggravating. All it does is disrupt the flow. Then there are the character models, which look awful with the 3D slider on. They're messy, out of focus, and lack any of the clarity seen when the slider is off. Testing various slider settings on the 3DS yields no better results, and the game can become painful to play for long periods of time. It's a shame, because in battle the 3D adds some depth to the arena, which in theory should make fights clearer with a better chance to judge perspective, but in reality it's little more than an uncomfortable annoyance. In the 3DS version, you can no longer play the battles cooperatively with friends, and while losing the minor multiplayer aspects isn't a huge deal, it's another reason this port may not appeal over the original. All of the mayhem unfolds before handsome cel-shaded levels with varied, mostly destructible landscapes, such as Walt's rural countryside, a bombed-out city, and a Sonic-like foundry with molten steel or whatever else it might be that flows everywhere. The only visual problem is that the interface gets in the way too often, especially when dealing with flying foes that get lost in the meters and other stats at the top of the screen. Levels also have replay value because you are given a star rating based on the number of nuts collected that is impossible to max out the first time you complete one. Also, you need a certain number of total stars to unlock new levels, which pretty much forces you to backtrack at some point. Keeping up with the action is key, because this is a platformer built with the idea of player momentum firmly in mind. Most levels are intricately designed pathways built to encourage a quick pace, with rapidly transforming (often crumbling) environments, wide gaps, and enemies that frequently get the best of you if not attacked head-on. Fortunately, the tight, responsive controls in Rayman Origins give you every tool you need to accomplish this left-to-right journey. You start only being able to sprint and jump, but you eventually unlock new abilities, such as gliding through the air and running up walls or ceilings. And no matter how extravagant your move set becomes, the game always responds precisely to your inputs. FTPSync is useful for updating your home page or corporate web site, maintaining an off-site backup, and maintaining web site mirrors. 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