Rayman 3: Hoodlum Havoc

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Rayman 3: Hoodlum Havoc

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Game Description

Ubisoft's limbless mascot prepares for a new 3D adventure in Rayman 3: Hoodlum Havoc. This time the whimsically animated hero finds himself in a strange world populated by equally bizarre characters. In addition to exploring colorful new environments, players will fight enemies using a redesigned combat system offering a more tactical approach. Creator Michael Ancel provided input during the development process, hoping to continue the success of the award-winning series as it marks its seventh year in the industry.
~ Scott Alan Marriott, All Game Guide

Production Credits

Producer: Ahmed Boukhelifa, Pauline Jacquey; Marketing Coordinator: Damien Moret; Production Coordinator: Diane Bernard; Story and Dialogue: David Neiss; Art and Level Design Supervisor: Jean-Marc Geffroy; Lead Programmer: Olivier Didelot, Dominique Duvivier; Programmer: François Queinnec, Christophe Roguet, Lucian Rowe, Alain Robin, Daniel Raviart, Franck Delattre, Frédéric Bourbon, Christophe Garrigues; Lead Game Designer: Michaël Janod; Game Designer: Olivier Palmieri, Benjamin Haddad, Frédérick Gaveau, Eric Couzian, Xavier Plagnal, Jérôme Collette, Olivier Barbier, Yann Leclerc; Art Director: Céline Tellier; Lead Character Designer: Stéphane Zinetti; Graphic Technical Director: Céline Tellier, Avlamy Ramassamy; Real-Time Cinematics Director: Alexandre De Broca; Illustrator: Eric Pelatan; Graphic Artist: Fabrice Holbé, Lina Lu, Florence Charpentier, Christphe Messier, Alain Bernhard, Olivier Conorton, Mohammed Gambouz, Laurent Debarge, Sébastien Du Jeu, Gabriel Villatte, Christphe Dur, Christphe Bourges, Marie Nguyen; Lead Gameplay Programmer: Olivier Dauba; Gameplay Programmer: Yann Masson, Nicolas Chereau, Laurent Chiarazzo, Setha Chun, Nicolas Normandon; Lead Animator: Stanislas Mettra; Animator: Hélène Oger, Hélène Pierre, Isabelle Leduc, Karine Karabétian, Philippe Penaud; Lead Sound Designer: Ida Yebra; Sound Designer: Emmanuel Gouvernaire, Alexandra Horodecki; Sound Art Director: Romain His; Lead Data Manager: Nary-Tiana Andriamampandry; Data Manager: Eric Berkani; Rayman Created By: Michel Ancel, Frédérichoude; Additional Game Design: Yann Masson, Nicolas Normandon, Stéphane Hilbold, Fabrice Holbé, Olivier Conorton; Additional Graphic Artist: Vincent Colombel, Bertrand Israel, Pierre Truong, Manu Hauss, Grégory Chandèze, Sybille Ristroph, Sandra Vaquero, Sandrine Houalet, Yann Jouette; Additonal Gameplay Programmer: Matthieu Crepeau, Eric Berkani, Michel Momcilovic, Michaël Janod, Frédérick Gaveau, Olivier Palmieri, Xavier Plagnal; Additional Programmer: Patrice Desarnaud, Michael Ryssen, Frédéric Balint; Additional Animator: Alexandre Baduel, Vanessa Sarazin; Test Studio Manager - Paris: Cyril Gouel; Lead Tester - Paris: Cyril Gouel; Tester - Paris: Olivier Berteil, Jérôme Amouyal, Fabrizio Costa, Sébastien Métivier, Carl Huyghues Despointes, Frédéric Lapalus, Manuel Rozoy, Hervé Da Mota, Wolfgang Buttner, Anis Boujouane, Antoine Viellard; Lead Tester - Montreal: Alain Chenier, Bruno St-Laurent, Félix Hardy, Louis-Phillippe Brissette, Martin Hamel, Martin Shank, Max Bricault, Nicolas Gagnier, Stéphane Arbour, Yanick Beaudet, Pascal Gauthier, Patrick Melanson, Yann Provencher, Antoine Drouin, Jo-Ashley Robert, Mathieu Larin, Miguel Canepa, Olivier Proulx, Patrice Cote, Patrick Charland, Pierre Boyer, Vincent Nadeau; Additional Data Manager: Thomas Omer-Decugis, Fabrice Machecler, Vincent Chardonnereau; Additional Tester: Eric Visconti, Jean-François Dupuis, Michel Morin; Managing Director - Montreuil Studios: Nicolas Metro; Development Studio Manager: Vincent Greco; Graphic Studio Manager: Sandrine Maigret; Game Design Studio Manager: David Douillard; Cinematic Studio Manager: Sophie Penziki; Director: Alexandre De Broca; Technical Director - SFX: Charles Beinaert; Graphist - SFX: Corinne Bouvier, Xavier Le Dantec, Jérome Lionard; Layout Director: Mathieu Breda; Animator: Michel Guillemain, Thomas J. Anderson, Gilles Monteil, Véronique Lacombe, Eric Branz, Wilfried Ayel, Sonia Pronovost, François Cote; Guitar-Hero: Françoois Queinnec; Audio Production Manager: Sylvain Brunet; Creative Manager: Manu Bachet; Sound Production Organization: Marine Lelievre; Music Composed, Arranged and Performed By: Lume, Fred Leonard, Laurent Parisi; Sound Effects: Talk Over; Mixed By: Christophe Marais, Claire Schwab, Gwen Hervochon; Mastered By: Martin Dutasta; Music Editing: Pascal Flork; Game Designer: Shui Xiu Yi, Yang Jin, Xiong Jie; Graphic Artist: Yang Bo, Chen Jing, Fan Yin Jia; Info Designer: Zhang Tao, Ren Bo, Mu Hong; Animator: Gu Jie, Shen Hui; Data Manager: Yu Lei; Programmer: Sun Ting, Chen Hai, Chen Bo Wu; Voice Director: Eddie Crew; Voice of Rayman: David Gasman; Voice of Globox: John Leguizamo; Voice of Murfy: Billy West; Voice of Andre: Ken Starkevic; Voices: Lee Delong, Jodie Forest, Doug Rand, Mike Deneen, Dana Westberg, Steve Croce, Eddie Crew; Worldwide Localization Manager: Carolie Martin; Localization Project Manager: Laurent Rigal; US Script Adaptation: Nathan Wolf, Eddie Crew, Vanessa Flynn, Adrian Matthews, Guy Parker; US Linguistic Testing: Michel Sainisch; US Voice Recordings: Ubi Sound Studio, Blindlight Studio USA; US Post-Production: Guillaume Billaux; Casting Director: Dawn Hershey; Casting Coordinator: Lisa Schaffer; Recording and Dialogue Editing: J. David Atherton; Video Producer: Karen Vernimmen; Director: Michel Guimbard; Editor: Julien Milaire, Grégoire Chevalier-Naud; Savage Beast: Jérôme Collette; FX Designer: Alain Micaelli; "Madder" Performed By: Groove Armada; "Madder" Courtesy of: Jive Electro; "Madder" Written By: Michael Daniels, K. Lee, J. White, C. Jenner, Tomas Findlay; Dmis: Guénaëlle Mendroux, David Picco; Company 1: Ubi Soft International; President and CEO: Yves Guillemot; International Production Director: Christine Burgess-Quemard; International Content Director: Serge Hascoët; Game Design: Gunther Galipot; Play Tests: Lionel Raynaud, Frédéric Duroc; Story Editor: Alexis Nolent; Approval Coordinator: Nikola Millisavljevic, Dave Costello; Group Brand Manager: Lidwine Vernet; Brand Manager: Clothilde Du Saint, Judit Barta; Local Brand Manager: Amanda Butt, Thorsten Kapp, Hélène Carbon, Valeria Lodeserto, Oriol Rosel, Marcel Keij, Kristina Mortensen, Vanessa Leclercq, Yannic Theler, Nick Wong; Group Brand Manager: Mona Hamilton; Brand Manager: Stephanie Bond; Public Relations: Robin Carr, Tyrone Miller, Carol Quito, Mark Smotroff
~ Keith Adams, All Game Guide
Wikipedia on Answers.com:

Rayman 3: Hoodlum Havoc

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Rayman 3: Hoodlum Havoc
Rayman 3.jpg
PAL region cover art
Developer(s) Ubisoft Shanghai (Nintendo GameCube)
Ubisoft (Game Boy Advance, PlayStation 2, Xbox, PC & Mac OS X)
Gameloft (Mobile & N-Gage)
Publisher(s) Ubisoft (Nintendo GameCube, Game Boy Advance, PlayStation 2, Xbox & PC)
Gameloft (Mobile & N-Gage)
Feral Interactive (Mac OS X)
Producer(s) Ahmed Boukhelifa
Designer(s) Michael Janod Michel Ancel
Composer(s) Plume Leonard, Fred Leonard, Laurent Parisi
Platform(s) Nintendo GameCube, Game Boy Advance, PlayStation 2, Xbox, Microsoft Windows, Java ME, N-Gage, Mac OS X, PlayStation Network PlayStation 3
Release date(s)
Genre(s) Platform
Mode(s) Single-player, Multiplayer
Rating(s)
Media/distribution DVD-ROM, GameCube Optical Disc, Digital Download, Cartridge

Rayman 3: Hoodlum Havoc is the third major platform game installment in the Rayman series. It tells the story of how Rayman stops André, an evil black lum, from taking over the world with his army of sack-like "Hoodlum" soldiers. Unlike the game's predecessor, Rayman 3 took a more light-hearted turn, it has sarcastic self-referential undertones and pokes fun at the platforming video game genre. It was released for the Nintendo GameCube, PlayStation 2, Xbox and PC in 2003 and for the Mac OS X in 2004.[1] A remastered HD version of the game was released for Xbox Live Arcade and PlayStation Network on March 20, 2012.[2][3] 2D versions were developed for the Game Boy Advance, Mobile and N-Gage. A follow up game, Rayman: Hoodlums' Revenge, was released for the Game Boy Advance in 2005. The intro features the song "Madder" by Groove Armada.

Contents

Gameplay

Rayman's controls are similar to that of Rayman 2: The Great Escape, albeit he is now limited to utilising long-ranged punches (and kicks at some opportunities), as opposed to throwing Energy Spheres. Instead, Rayman can now find special "Laser Washing Powder" cans containing one of five temporary power-ups. The Vortex allows Rayman to fire mini-tornadoes instead of punching, the Heavy Metal Fist increases Rayman's strength and allows him to break down certain doors, the Lockjaw gives Rayman extendable claw weapons that can be used to latch onto and electrocute enemies or swing across gaps, the Shock Rocket allows Rayman to fire a remote controlled missile, and the Throttle Copter provides Rayman with a special helmet that allows him to fly vertically for a limited time.

Plot

André, the leader of the Black Lums, is a lum, who was supposedly said to have grown out of pure evil. One night, he transforms other Red Lums into Black Lums to join him. The group eventually gains enough hair from various animals throughout the forest to dress up to disguise themselves as Hoodlums. In the middle of the process, Murfy, one of the residents and workers of the Fairy Council, discovers them. André later on discovers him hiding nearby and begins to make chase of him. Murfy is eventually chased to a small clearing, where Rayman and his friend Globox, are sound asleep. Just as Murfy reaches them, Globox is awakened by the commotion. Now aware of the situation, Globox helps Murfy try to get Rayman, who is still unawakened by the commotion, to safety. In the process, Globox accidentally removes Rayman's hands, forcing Murfy to pick Rayman up by his hair and drag him away from the clearing himself. In an attempt to save himself, Globox runs away to safety, taking Rayman's hands along with him.

As time passes, more and more Hoodlums are invading the forest. After reaching the entrance to the Council, Rayman and Murfy discover Globox hiding in a barrel. Just as Rayman gets his hands back from his rather cowardly friend, André and a few of his minions join them, giving chase to a much frightened Globox. As Rayman and Murfy pursue after them, they learn of André's evil plan: to taint the heart of the world so that he can create that same energy into an army of Hoodlums. Undeterred, the twosome continue the chase. Eventually, André catches up with Globox, who ends up accidentally swallowing the evil creature. Afterwards, Rayman attempts to seek out a doctor that can rid André from Globox's insides and Murfy departs from the team, warning Rayman that the Black Lum may force Globox to drink plum juice which the glute is allergic to (when he leaves and remains absent for the rest of the game, Murfy says, "See you in Rayman 4!").

Along the way, Rayman meets up with three doctors: Otto Psi (a play on the word autopsy), Romeo Patti (homeopathy), and Art Rytus (arthritis) (or Gonzo). As all three doctors fail independently to purge André with body music, which André appears to hate (when Otto tried playing Globox's arm like a guitar, André moved to the glute's vistula by going through a kidney near a spare rib and when Romeo tried playing Globox's body like a Caribbean drum set, the Black Lum moved to Globox's brain. Art Rytus' head-pricking failed to work also, though the Black Lum remained in Globox's head), they succeed in getting rid of him after allying with each other in Art Rytus' clinic room. Now angry and still undeterred by his plans for world domination, André teams up with Reflux, a being whom Rayman had to duel with to prove his worth to the Knaaren race. Hungry for power and desperate to get rid of Rayman, the two decide to team up and make even more havoc for Rayman.

In a final faceoff, Rayman ends up destroying Reflux and turning André back into a red lum. Shortly thereafter, Rayman and Globox return back to the clearing that they were in at the very beginning. Globox is sharing his sorrow with Rayman about André's return to a Red Lum. Rayman tries to console him by saying that he thinks that there is really no way to bring André back. Globox then shares that, unlike making a Black Lum turn back into a red one by scaring it, you can also do it the other way round. At a loss for what would truly scare a lum, Rayman and Globox fall asleep.

The cut-scene at the end reveals how it all began; Rayman's hands go off on their own (which might explain how they were pulled off from Rayman) and once they come across a red lum they scare it, turning it into André.

Notable versions

Handheld version

As a counterpart to the 3D console versions of the game, the Game Boy Advance and N-Gage versions of the game were 2D sidescrolling platformers, controlling similarly to the original Rayman game. This version received a sequel, Rayman: Hoodlums' Revenge, released for Game Boy Advance in 2005.

GameCube version

The GameCube version of the game features exclusive content compared to the other releases of the game, which include several minigames. Additional content could be unlocked by connecting the Game Boy Advance version of the game to it.

HD version

A high definition version of Rayman 3, titled Rayman 3 HD, was announced by Ubisoft in November 2011[4] and was released on PlayStation Network and Xbox Live Arcade on March 23, 2012, nine years after the original version. The game runs at 60 frames per second, in up to 1080p. This version includes the original game content including the nine extra standalone minigames, and features newly introduced leaderboards and trophies/achievements. However, it lacks the original opening intro (featuring the Groove Armada song "Madder"), and also lacks the "Wanna Kick Rayman" bonus videos.

Reception

In general, the game has been received positively.[5] Overall, the game has been praised for its graphics and sound quality, but is more hit-or-miss on the gameplay and sound style. IGN lauds the game for the voice-acting, calling it "exactly what the Rayman franchise has been begging for",[6] whereas GameSpot notes that the dialogue for the game is "trying too hard to be self-aware and hip".[7] Reviews also note that the gameplay sets into what can become an obvious pattern.

References

All other respective information concerning scenarios and in-game items were taken from the Rayman 3: Hoodlum Havoc instruction manual.

External links


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