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THE MAKING OF RAYMAN 2

Retro Gamer

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Issue 275

ORIGINALLY PLANNED AS A 2D GAME, RAYMAN'S SEQUEL QUICKLY MOVED INTO THE THIRD DIMENSION. HOWEVER, CREATING A 3D PLATFORMER PROVED TO BE CHALLENGING, PARTICULARLY WITH MANY MEMBERS OF THE TEAM NOT USED TO THE NEW TECHNOLOGY THAT WAS REQUIRED...

- GUY MIQUEL-ALBERT

THE MAKING OF RAYMAN 2

Rayman, as a character, was fully created by the French game designer Michel Ancel during his teenage years. When he decided to present his Rayman videogame project to Ubisoft, he brought a 150-page file describing the whole game and a demo. Totally convinced, the Guillemot brothers gave him two years to create his game for the expected Super Nintendo CD-Rom hardware. The ways of videogame history decided otherwise and Rayman became an Atari Jaguar project, and was also ported to the incoming PlayStation, thanks to Ubisoft's recently created Tokyo branch.

imageOften considered as reflecting his designer's somewhat eccentric personality, Rayman is a 2D cartoon-style character deprived of arms and legs, capable of launching his fist to defeat opponents or flying short distances thanks to his helicopter hairstyle. Very unique artistic and graphic designs helped the game reach quite a commercial success, meaning a sequel was inevitable.

Originally designed as another 2D platformer, the arrival of the first 3D games changed the development teams' direction.

Olivier Palmieri joined Ubisoft as a level designer on Rayman 2 in February 1998, soon after he graduated. "The Nintendo 64 had just been released in France and a new era of 3D platformers was born with the advent of Super Mario 64, among other games," he recalls. "It seemed interesting to us to take advantage of this additional dimension." To avoid damaging Rayman's reputation, Ubisoft first launched the development of another 3D platformer named Tonic Trouble.

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MEER VERHALEN VAN Retro Gamer

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Retro Gamer

007 night fire

THE LATE-NINETIES AND EARLY NOUGHTIES WERE THE GOLDEN YEARS OF JAMES BOND VIDEOGAMES. AT THE CENTRE OF IT ALL IS THE MUCH-LOVED 2002 RELEASE NIGHTFIRE. THE GAME'C CO COMPOSER, AND LIFELONG BOND FAN, JEFF TYMOSCHUK KEENLY PAID HOMAGE TO THE SERIES' ICONIC MUSIC WITH HIS OWN REFERENCE-LADEN SOUNDTRACK

time to read

3 mins

Issue 278

Retro Gamer

Retro Gamer

THE MAKING OF OPERATION WOLF

FEW ARCADE GAMES WERE AS IMPOSING, AS ICONIC OR AS INFLUENTIAL AS TAITO'S HIT COIN-OP THAT REDEFINED THE LIGHTGUN GENRE. IN THIS EXCLUSIVE INTERVIEW, THE GAME'S DIRECTOR TOSHIAKI KATO REVEALS THE UNTOLD STORY BEHIND THE MAKING OF THIS ARCADE MILESTONE

time to read

11 mins

Issue 278

Retro Gamer

Retro Gamer

Hardware Heaven

Following the enormous success of the DS, Nintendo didn't feel the need to reinvent the wheel.

time to read

1 min

Issue 278

Retro Gamer

Retro Gamer

OFFICIAL UK PLAYSTATION MAGAZINE #31

THE PLAYSTATION HAD TAKEN THE WORLD BY STORM AND BUILT AN EARLY LIBRARY OF ICONIC TITLES. NOW THEY WERE GETTING SEQUELS, WHICH WOULD BUILD ON THEIR FOUNDATIONS AND DELIVER SOME OF THE BEST GAMES EVER MADE. THIS MONTH'S DISC FEATURES ONE OF THEM

time to read

2 mins

Issue 278

Retro Gamer

Retro Gamer

Burnout Dominator

HEY, HEY, YOU, YOU, I DON'T LIKE YOUR SOUNDTRACK

time to read

1 mins

Issue 278

Retro Gamer

FEELING THE FORCE

Darran looks back at his longtime affection for Star Wars

time to read

3 mins

Issue 278

Retro Gamer

Retro Gamer

The Bat Man of Best Buy

There was a time, before online preorders, when a console launch felt like a holiday. You circled the date on the calendar, started saving up your money and cleared your schedule as if the whole thing was a proper vacation. And back then, scarcity wasn't much of a concern. As long as you had a retailer nearby and some patience, you had a fair shot. Then came the Flippers.

time to read

2 mins

Issue 278

Retro Gamer

Retro Gamer

Wing Commander

CHRIS ROBERTS DOES STAR WARS

time to read

1 mins

Issue 278

Retro Gamer

Retro Gamer

VERY SMALL VECTREX

David Oghia tells all about the upcoming mini console

time to read

3 mins

Issue 278

Retro Gamer

Retro Gamer

THE MAKING OF LUMINES

FOR OVER 20 YEARS, TETSUYA MIZUGUCHI HAS CHASED THE DREAM OF SYNESTHETIC GAMING WITH SUCH TITLES AS REZ, CHILD OF EDEN, TETRIS EFFECT AND LUMINES. WITH LUMINES ARISE JUST WEEKS AWAY, WE TALK TO THE LEGENDARY GAME CREATOR ABOUT THE MAKING OF HIS ORIGINAL MUSICAL PUZZLER

time to read

9 mins

Issue 278

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