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Murphy levels annoying


LunchCannon54

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Coming over to this from the console versions and while this runs perfectly fine holy shit I could do without the Murphy levels every two seconds. Levels I could explore freely in the console versions have been relegated to an annoying escort mission in the Vita version, the most annoying part being if I miss something I can't go back to it which obviously wasn't a problem when you were given complete control of it in the other versions. I shudder every time the game says "Over to you, Murphy!" Just give me control of it, Jesus Christ. Don't make me have to tilt the Vita in ridiculous directions and take away complete platforming agency. LET ME HAVE SOME FREEDOM. Feel like dropping the game because of it. Rayman Origins for the Vita was fine, I didn't even mind the pointless artifacts they made you collect, but this is just obtrusive and restrictive. 

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I second your opinion. I really liked Rayman Legends on console (Origins was still better IMO) but on the Vita it was such a let down. The Murphy-passages really annoy me. If I remember correctly, they also appear in the challenges which makes them even more annoying. :/

But there are other levels I also hated quite a lot. Two of them being the 8-bit versions of Dragon Slayer and Grannies World Tour:

 

On console they are doable but on the Vita they were utter frustration.

 

Rayman Origins for the Vita was fine, I didn't even mind the pointless artifacts they made you collect, but this is just obtrusive and restrictive. 

 

This is a point I have to disagree. They may have been pointless but I still enjoyed the search for them. When I played the PS3-version later on I actually missed them.

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They may have been pointless but I still enjoyed the search for them. When I played the PS3-version later on I actually missed them.

 

The collectibles in the new Rayman games were utter shit. Super easy stuff, and just a chore. In the very first Rayman game, you had some few different collectibles. The main one would be chests, which they copy this time around too, but they were tricky to find or get to etc and a lot of fun to do and figure out. The crystals, I'd say lums in this game, would be items you collected to get more lives, which you'd be super happy to get. There were also actual lives hidden around, but very few and they didn't respawn after being taken. You had other items for filling up current health and for stronger attacks etc, things you'd be very glad to get. all of this far between, except for the crystal balls, which you'd get because you wanted to get them, and it wasn't a big problem not to get them. Furthermore, they didn't force you to do the level in a very specific manner, repeat the checkpoint until you did it correctly.

 

So here they've taken something that was fun and you wanted to do, and made it into a chore that force and restrict you to play the game in a certain way. The game could have done just fine without them. The levels should have been taller, not tight corridors you run through. More hidden and secret stuff. Don't make the chest simply hide behind a wall, and this making sound for you to find it.

 

I liked the running stuff though, because all the levels were pretty much made for this. Just too bad they weren't made for much else.

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