Rayman 2: The Great Escape is the sequel to Rayman, a game that sold in the millions. While the original Rayman was a traditional 2D side-scrolling adventure, Rayman 2 brings our hero to the world of 3D acceleration. This means a whole new type of world and gameplay to explore.
In this new adventure, join Rayman and his cast of friends and compatriots in a quest to save his land from the evil pirates. Rayman will need all the help he can get if he is to defeat his enemies and restore his homeland to its former glory. Rayman himself has many powers that will aide him in his quest, including the ability to throw balls of energy to knock out his opponents or turn his ears into whirling helicopter-like blades to jump over far distances.
Rayman 2 includes over 40 levels of action, suspense, and puzzle solving. With non-violent gameplay and upgraded graphics, Rayman 2 is designed to provide weeks of entertainment for children of all ages. If you think you have what it takes to help Rayman and his friends win over their enemies, enter the world of Rayman 2: The Great Escape and find out.
~ Brian Rubin, All Game Guide
Roots & Influences
Rayman 2 was born to continue the story of Rayman, the main character from the original game after which it's named. This is the sequel to the original.
~ Brian Rubin, All Game Guide
Review: Overall
Rayman 2: The Great Escape is a platform game like Rayman and Mario before it. I'm not that thrilled with platform games, so when this arrived at my home, I was somewhat skeptical. I've now spent many, many hours playing this epic of a game and found that I need to eat my words. Rayman 2 is undoubtedly the best game of its kind, for any platform. This review will show you why.
The original Rayman was a side scrolling adventure with shades of Mario and Jazz Jackrabbit. What set Rayman apart was the very colorful and cute worlds, the characters (which were also cute) and the adorable leg- and armless main character Rayman. He still has no arms or legs (he has hands and feet, however -- don't ask me how they're connected) but he's still as charming as ever and, through his adventures, one just grows to love him more.
The story of Rayman 2 begins with our friend in captivity by those nasty pirates who have overrun his land. With the arrival of Rayman's best buddy Globox, he is given the power to escape and so the journey to free his people begins. The story is truly epic in scope. With over forty levels to go through, all rendered in beautiful 3D graphics, the journey is a very pleasing one.
Rayman has some abilities that will help him in the fight against the pirates. He first has the ability to shoot balls of energy from his disconnected hands. These balls will make enemies eventually disappear. They also become more powerful as time goes on, making it easier to dispatch enemies. This non-violent approach to the game really works well and makes it very appealing for younger players. The second ability Rayman has is to turn his ears into a helicopter when the jump button is pressed twice. This allows him to traverse greater distances than when only jumping.
Throughout his travels, Rayman will run into many friends, old and new. These friends will help him solve the main puzzle of the game, namely, gathering a number of masks necessary in order to wake up a creature needed to stop the pirates. I won't give away any more of the story than that, suffice it to say I'd be spoiling a very enjoyable romp through Rayman's world. The puzzles in the game are both interesting and diverse but never frustrating. This means the player will know that winning is possible if they just keep trying, rather than feeling cheated by an unfair computer.
Rayman 2 is presented in glorious 3D and, in fact, requires a 3D card to run. It means the designers invested serious time in making the 3D-engine graphics look marvelous and it shows. The graphics, for characters, obstacles and scenery, is downright gorgeous. The levels of detail present on everything are also astounding. The music and sound effects are quite pleasant with haunting melodies and triumphant orchestral pieces that sweep you away as you play. The characters' voices are in a very strange dialect but it's also interesting to hear it spoken. Thankfully, all dialogue has subtitles, so there's no confusion at all.
Overall, I'd have to say that Rayman 2: The Great Escape is the best game of its kind (circa 1999). It has plenty of great gameplay, beautiful graphics and oozes charm and atmosphere. If you're interested at all in platform gaming with great character, this should be the one.
~ Brian Rubin, All Game Guide
Review: Enjoyment
This game is a blast from beginning to end.
~ Brian Rubin, All Game Guide
Review: Graphics
Bright, colorful, lush graphics depict the adventure in which our character travels.
~ Brian Rubin, All Game Guide
Review: Sound
Great music and sound effects, as well as voices, really add to the game.
~ Brian Rubin, All Game Guide
Review: Replay Value
Very linear, but it's fun to play again anyway.
~ Brian Rubin, All Game Guide
Review: Documentation
The documentation is sparce, but what did you expect?
~ Brian Rubin, All Game Guide
Production Credits
Original Concept: Michael Ancel, Fredric Houde; Project Manager: Steve Mccalla; Engine Programming: Oliver Albiez, Fabien Bole-Feysot, Guillaume Clement, Michael De Ruyter, Benoit Germain, Yann Guyader, Chantal Oury, Fabrice Perez, Guillaume Souchet, Jaques Thenoz, Carlos Torres, Marc Trabucato, Christophe Beaudet, Frederic Compagnon, Christophe Giraud, Jean-Marc Drouaud, Vincent Lhullier, Yann Le Tensorer, Alexis Vaisse, Marc Fascia, Thierry Quere; SPECIAL THANKS TO N64 Programming Team: Frederic Balint, Xavier Billault, Oliver Didelot, Helene Pokidine, Francois Queinnec, Alain Robin, Oliver Saillant, Marc Villemain; ADDITIONAL THANKS TO T-Trouble Programming Team; Artistic Director: Michel Angel; Graphics: Alexandre Gatto, Arnaud Kotelnikoff; With: Jean-Christophe Alessandri, Florent Sacre, Celine Tellier, Paul Tumelaire, Christophe Bourges, Nicolas Carre, Florence Charpentier, Nicolas Daire, Fabrice Holbe, Pierre-Henry Laporterie, Yann Leclerc, Christophe Pic, Stephane Zinetti ; And: Sebastien Bicorne, Denis Capdeferro, Geoffroy De Crecy, David Garcia, Yann Jouette, Emmanuel Ville, Agata Wierzbicki; Graphic Research: Alexandra Ancel, Hubert Chevillard; Game Design: Stephane Hilbold, Oliver Palmieri; With: Frederick Gaveau, Serge Hascoet, Zoran Milisavljevic, Vincent Monnier, Jean-Christophe Petit, Christophe Thibaut, Jean Zappavigna; Infodesign: Sebastien Dezautez, Yannick Gerber, Arnaud Guyon, Michael Janod, Gregory Palvadeau, Xavier Plagnal, Mickael Veaudour; With: Nicolas Chereau, Oliver Dauba, Oliver Diaz, Jean-Christophe Guyot, Yann Masson; Animation: Jaques Exertier, Alexandre Baduel, Francois Cote, Joseph Nasrallah, Phillippe Arsenault, Erik Branz, Sebastien Brassard, Jennifer Dickie, Christian Dion, Jean-Sebastien Duclos, Jamie Helman, Phil Holloway, Francois Laperriere, Sean Leblanc, Michael Linington, Carla Prada, Allan Treitz, Mike Zingarelli; Cinematics Storyboard: Patrick Bodard; Animation: Damien Barranco, Jean-Yves Regnault, Phillippe Vindolet; Integration: Olivier Soleil; Scenario and Dialogs: David Neiss; Based on a Story by: Michel Ancel; American Adaptation: David Gassman; Sound Design: Lambert Combes, Romain His, Gregoire Spillmann, Olivier Bonnafy; Music by: Eric Chevalier; Sound Effects: Talk Over; Sound Engineering: Martin Dutasta, Lionel Bouhnik; Data Management: Malika Sahla, Franck Servettaz, Guenaele Mendroux, Nary-Tiana Andriamampandry, Hanane Sbai, Terik Mlahi; Graphic Designers: Patrick "Cous" Sirois, Patrick Emond; Test: Jonathan Pepin, Alain Gagnon, Raphael Francoeur, Alain Chenier, Jean-Sabastien Labrecque, Frederic Blattmann, Frederic Laporte, Pierre-Yves Savard, Jonathan D'Anjou; Tools: Bernard Lefebvre, Corneliu Babiuc, Mircea Dunka, Ionut Grozea, Cristi Petrescu, Nicolae Suparatu, Mihaela Tanku, George Baltatanu, Dan Dragan, Catalin Dumitrescu, Joel Gregoire, Christophe Martinaud, Cristi Rizea, Pascal Ruiz, Phillippe Touilland, Estelle Parent; 3D Plug-Ins: Daniel Raviart; 3D Research: Philippe Vimont; Marketing: Laurence Buisson, Axelle Verny; USA Marketing: Sebastien Provencher, Erica Mason; WW Studios Managers: Dominique Bordenave, Christine Chosson, Cyril Derouineau, Eric Huynh, Didier Lord, Vincent Paquet, Eric Tremblay; Local Studios Managers: Jerome Antona, Ahmed Boukhelifa, Sylvain Brunet, Sandrine Maigret, Gilles Monteil; SITES MANAGERS Annecy: Daniel Palix; Montpellier: Michel Ancel; Montreal: Christophe Derennes; Montreuil: Christine Burgess; Production: Gerard Guillemot; Publishing: Yves Guillemot; Development: Michel Guillemot; Special Thanks to the Former Management Team: Gregoire Gobbi, Nathalie Paccard