When Ancel was accused of being a terrible boss, he made an extensive post detailing hate and jealousy that was directed at him 10 years ago by veterans who were involved with the Tintin project, saying that the slander against him after his departure at Ubisoft was a new attack by that same group. None of those 4 people ever worked with Ancel again - they went on to work on non-Ancel Montpellier games such as Rabbids Go Home, ZombiU and Tintin. The art director got a directorial role on this party game, along with 3 other people. After the cancellation, Ancel left the project and the remaining people decided to create a party game. There was no art direction because the art director of the game wanted Michel Ancel's role for himself and was apparently causing trouble during the whole development of the game. PluMGMK wrote: ↑ Fri 11:38 pmWell, marshalling all of that potential into a coherent experience would probably have taken an awful lot of development effort, and it would appear to have failed the first time (hence the party-game).įrom what I've heard this lack of cohesion is indeed one of the reasons the original game got cancelled, the other being far darker: I personally love this and I should probably make a video showcasing how Rayman's movement options flow together rather than trying to explain it like this. It feels extremely smooth, almost exactly like an early 3D version of UbiArt Rayman, versus the slower and more grounded Rayman 2 and 3.
:p When he lands, he rolls and breaks into a run, keeping the momentum from his fall. Normally this minigame uses a fake Rayman behavior, but you'll be surprised to see that even prototype Rayman has this freefalling mechanic, and it controls and feels better than the minigame's. I advise people to try out "Bunnies can only fall downwards". It just feels fantastic to control Rayman in larger areas. In any case, the combat isn't what I like most about this prototype.
They could burrow underground and hit you from underneath. If you tried to grab the rabbids with your hook, some stronger rabbids could even use it against you and swing you around (code for this exists but does not work anymore)! Some could blow you away, or suck you in and then hit you (this can be enabled in the mod, but frankly this option is a bit annoying - this definitely needed more polish). It isn't shown off here, but rabbids could (and some can still) dodge or block your more simple attacks. You could ground pound to do that as well, or run and use your sliding dash to clear a line in front of you. You could use your hook to grab them and swing them around to hit other rabbids to clear large areas (seen in the trailer, sadly not working in the mod). It was different from Rayman 3, sure - as shown in the trailer it wasn't focused on one-to-one fights like with the Hoodlums, but on fights with huge crowds of rabbids. The combat in Rayman Raving Rabbids was more than button mashing - what is shown off here is only a fraction of what was possible. From what I have been told it was not very fun. Haha, but you do not know anything about the gameplay of Phoenix's Rayman 4. I think I would have prefered the Phoenix version of Rayman 4 But the worlds from the trailer still look very cool. And I think this open world concept does not really support much platforming. Not sure how the fighting would have turned out in the end exactly, but I guess the combat system in R3 might be better/more balanced.
Beating up rabbids is cool, but I'm not sure if that is enough for a full game (this could have been a minigame too btw). But yeah it would still be much better than what we got. I think many people wouldn't have liked it that much, myself included. MasterHero wrote: ↑ Sat 9:42 amNow we have a pretty good image what RRR would have been like.