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I was a huge fan of Rayman: Jungle Run last year when it came out. In fact, I loved it so much that I gave it a near-perfect review, praising its gameplay, visually-arresting art design, and unique twist on the platforming genre. With Rayman: Fiesta Run, Ubisoft is trying to raise the bar again.

The sequel brings a ton of new elements to the game, including swimming and, perhaps regrettably, in-app purchases. This review is a unique opportunity for me to reflect on what worked with the original, what still works, and what the formula is like a year later. Is a sequel necessary? Did the first game need little refinements? Read on to find out.


Rayman: Jungle Run is exquisite. It’s the very definition of what a platforming game on iOS should be: buckets of fun, gorgeous to look at, and fast-paced.

I’m a bit of a stickler for iOS gaming. It’s tough to impress me. The concept has to be one of those moments where I wonder why I never thought of it and developed it myself. It has to be beyond gorgeous (Infinity Blade II and its predecessor obviously blew me away), but the visuals have to suit the purpose. It has to be easy enough that anybody can learn it, but hard enough that a hardcore gamer could really get into it. Rayman has all of those things in spades.