You can also play "Kung Foot" - a simple, single-screen multiplayer soccer game. There are also 60 creatures to find for your trophy cabinet. There are 700 Teensies dotted around the 123 levels, daily and weekly challenges to be had - which can be "endless runner" type levels, collection games, or timed events (as well as "extreme" versions of these) - trophies to be won based on the number of Lums you collect in a level, and “Awesomeness” cups to be collected. The completists will probably find that Rayman Legends takes them weeks or even months to complete. Once you've done that, you'll probably try and beat the best times from around the world, given that every invasion level has its own leaderboard. To say that you’ll try to beat these levels again and again in order to get all three of the little blue fellows is probably the understatement of the year. Completing an invaded level within 40 seconds will reward you with three Teensies - who are the little blue folks that you’re looking to save - but take longer and the Teensies are gradually shot into the sky on the back of a rocket. On top of that, completing levels in the main worlds will unlock “Invasion" versions of those levels, which are timed challenges that are entirely different to the level that you completed. Forty or so remastered Rayman Origins levels can be unlocked and played through again – all in glorious HD, for example. Outside of the main worlds, Rayman Legends packs an awful lot of punch. The fact that Murphy adds a genuine extra dimension to proceedings is nothing but a boon, when it could have gone so badly wrong. In fact, the control is so tight here, that we can’t see how touchscreen controls would be any quicker or more accurate. We didn’t once find that Murphy was in the wrong place, or had caused us to fail a level by not getting somewhere quick enough. That’s to the developer’s credit, as there are some fast-paced sections where multiple action points exist, and accuracy is key. Whether you need him to spread guacamole across a section to prevent fire from burning your backside, or need him to cut the rope in order to make a cage of Teensies fall so you can save them, he is ALWAYS in the right place. Murphy is activated by pointing Rayman toward where you want the little green guy to be, and pressing the B button when he gets there. We were concerned about how this would play out on the Xbox 360 controller, but thankfully, it works wonderfully well. On the Wii U and PS Vita editions, if you want him to interact with the environment, you need to touch the screen to point him in the right direction. Then you've got platforms and blocks made of cake that have to be eaten by either an enemy or your sidekick - Murphy - if you want to proceed. Another world brings in the ability for Rayman to change sizes, so he can squeeze through small gaps and dig into scenery that otherwise would have just been decorative. It seems like a small thing, but it makes for some awfully rewarding gameplay. Lights that actually work as lights should, in that if something floats in front of them, they can't shine on you and you're hidden. “20,000 Lums Under the Sea” for example, introduces brief stealth elements as you swim around, trying to avoid lights on laser turrets. Each world does have that platform base underneath the decoration of course, it’s just that there are slight changes each time that mix things up. Every world seems to introduce a new mechanic that changes things up and makes the levels contained within seem more fun and more involving than would have been the case if you were just running into another batch of straight platforming. Not so with Rayman Legends, which provides surprise after surprise. In other platformers, you’d venture into each successive world, expecting more of the same gameplay that you’d just gone through in the previous area, albeit with a slightly different backdrop. Six worlds made up of multiple individual levels are on offer. Take the game’s main story levels as a starting point.
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