Rayman Jungle Run Review
Developer: Ubisoft
Price: $2.99
Version Reviewed: 1.0.2
Device Reviewed On: iPad
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Rayman Jungle Run is a breath of a fresh air. Instead of fighting against the limitations of the iOS platform and floundering, Ubisoft and developer Pasta Games scale back complexity to deliver a big-brand experience that finally feels at home on mobile. Who better to show that less is more than a guy with no arms or legs?
The catch? Rayman can’t stop running. The game’s four zones are themed around the use of a classic move from his roster. Every level is a carefully crafted cacophony of trampolines, bottomless pits, hotly pursuing projectiles, and pesky enemies - to name just a few. So while controls may be limited to expertly timed jumps, making it to the finish flag manages to feel wonderfully like a high-flying series of acrobatics. Moreover, crucial to a perfect score are medallions hidden in hard-to-reach areas of each level, and nabbing them often means anticipating the contours of the course at a breakneck pace. The result is a game that feels all at once like a tough-as-nails platformer, and a puzzler on speed.
The only real sticking point is the game’s less than robust replay value. Certainly, unlocking each world’s sadistically hard bonus level or trying to set a new speed record will have players feverishly pressing the replay button seeking perfection. In the long run, however, a true endless mode generated procedurally from the game’s many levels would have been an even meatier hook back into the land of the Lums.
Who am I kidding, though? I’m just pining because Rayman Jungle Run is a game that has me wanting more as soon as I'm finished. Not only is it a huge departure from Ubisoft’s gaggle of barely passable licensed fare, but it arguably sets the bar for how to go from console to mobile. No arms. No legs. No flaws.