Rayman Legends
game
•Updated Aug 2026Steam

Rayman Legends

byUbisoft Montpellier

Thirteen years on, Ubisoft Montpellier's hand-painted platformer remains the most generous, best-animated, and most joyfully designed 2D side-scroller money can buy — and the fact that nothing has surpassed it says more about the genre than about the game.

Where it ranks in Action

Scores 9.2 against a category average of 8.6 — top 14% of the 763 Action games we've reviewed.

Scores

Score breakdown

How we weighted the criteria

Design
9.8/10
Innovation
8.5/10
Value
9.5/10
Utility
8.7/10

Our strongest category here is Design (9.8/10); the weakest is Innovation (8.5/10).

Price
$29.99
one-time or subscription
Released
Sep 3, 2013
Platforms
Steam · Nintendo Switch
Developer
Ubisoft Montpellier
Publisher
Ubisoft
Metacritic
89 / 100

More Steam / PC app reviews

Quick summary

Rayman Legends (Steam) — scored 9.2: Thirteen years on, Ubisoft Montpellier's hand-painted platformer remains the most generous, best-animated, and most joyfully designed 2D side-scroller...

Pros

  • Hand-painted UbiArt visuals that have not aged a day
  • Best-in-class control feel and near-zero input latency
  • Rhythm-choreographed music stages with no real equivalent in the genre

Cons

  • Murfy escort levels are a compromised port of a touchscreen mechanic
  • Lucky Ticket scratch-cards inject a free-to-play grind into a premium game
  • Invasion stages recycle existing level geometry to inflate the count

Verdict

Is Rayman Legends worth it?

Rayman Legends is what happens when a studio is given the time to finish something. Every world introduces a real idea and then exhausts it. Every animation was drawn by a person who cared. The controls were tuned until they disappeared. That's not nostalgia talking — it's why the recent-review sentiment (91%) sits above the all-time figure (85%). Players discovering this in 2026 are rating it higher than the people who bought it at launch, because the competition it's now judged against has had thirteen years to catch up and hasn't.

The flaws are real and worth naming plainly. Murfy is a port casualty. The scratch-card economy is a bad idea that survived a good review process. Invasion levels are padding. None of it touches the core, which is a platformer with better fundamentals than almost anything released since.

If you own a Switch or a Steam account and you don't own this, the only remaining question is which version and at what price. Grab it on Switch if co-op and portability matter most. Wait for a Steam sale if they don't. Either way, this belongs in the library.

Pros

  • Hand-painted UbiArt visuals that have not aged a day
  • Best-in-class control feel and near-zero input latency
  • Rhythm-choreographed music stages with no real equivalent in the genre
  • Drop-in four-player co-op that remains the platform standard
  • 120+ levels plus 40 remastered Origins levels included, not sold
  • Kung Foot and daily/weekly leaderboard Challenges extend the life well past the credits

Cons

  • Murfy escort levels are a compromised port of a touchscreen mechanic
  • Lucky Ticket scratch-cards inject a free-to-play grind into a premium game
  • Invasion stages recycle existing level geometry to inflate the count
  • Ubisoft Connect launcher friction on PC
  • Switch Definitive Edition holds $39.99 against deep, frequent Steam discounts
  • Story and characters are pure scaffolding — there's nothing to engage with narratively

Pricing: $29.99

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Gallery

Screenshots

4 screenshots · tap to enlarge

What stands out

Key features

  1. 120+ hand-drawn levels across themed worlds: Not 120 reskins. Each world introduces distinct traversal rules — currents and buoyancy underwater, shadow-and-detection stealth in the Japanese stages, verticality and siege architecture in the castles — and then exhausts every good idea in it before moving on.
  2. Rhythm-choreographed music stages: The signature attraction. Every enemy, gap, and swinging platform in these levels is beat-locked to tracks like a mariachi cover of "Black Betty" and a manic reworking of "Eye of the Tiger." They function as world-ending exam papers where the correct input is also the musically correct input.
  3. Drop-in/drop-out four-player local co-op: Players join or leave mid-level with no menu, no lobby, no interruption. A fifth participant can play Murfy, a support role that cuts ropes, tickles enemies, and moves platforms rather than platforming directly.
  4. Large-scale 3D boss encounters: Each world closes with a creature that attacks from behind or beyond the 2D plane — dragons lunging out of the background at the camera while you stay locked to your two-dimensional lane.
  5. 40 remastered Rayman Origins levels: Unlocked through play, not sold as DLC. Effectively a second full game folded inside the first.
  6. Daily and weekly online Challenges with leaderboards: Procedurally themed time-and-distance trials with persistent global ranking — a competitive spine grafted onto a single-player campaign.
  7. Kung Foot: A four-player soccer mini-game where you punch a flaming ball into a goal. It is dumb, it is perfect, and it has ended friendships.

Full review

Rayman Legends in depth

Bottom Line: Thirteen years on, Ubisoft Montpellier's hand-painted platformer remains the most generous, best-animated, and most joyfully designed 2D side-scroller money can buy — and the fact that nothing has surpassed it says more about the genre than about the game.

The Gameplay Loop

Legends is built on a control model that most modern platformers still can't match: momentum you can feel and interrupt at will. Rayman accelerates over roughly a half-second ramp, and every part of that ramp is usable. You can punch mid-air to arrest horizontal drift. You can convert a fall into a hover with the helicopter hair, then cancel the hover to drop like a stone through a closing gap. Wall-runs bleed speed on a predictable curve. The vocabulary is small — run, jump, punch, glide, wall-run, slap — but each verb interacts cleanly with the others, and the level design assumes you'll discover the interactions on your own rather than being taught them in a tutorial box.

Input latency is the unglamorous foundation here, and Montpellier got it right. Presses register on the frame, not on the animation. That matters enormously, because Legends routinely asks for corrections mid-air — a punch to kill a bat you didn't see, followed immediately by a glide to reach a ledge you were already committed to overshooting. In a game with sloppy input buffering, that ask would feel unfair. Here it feels like skill.

The moment-to-moment structure is a collect-and-unlock loop with unusually honest math. Levels hide caged Teensies; freeing them unlocks new worlds and playable characters. The pacing is tuned so that a competent player clears the critical path steadily while a completionist gets a parallel game of secret-hunting layered on top. Neither one blocks the other, which is a design discipline a lot of contemporaries fumble.

Where the loop frays is at the reward layer. Level completion feeds Lucky Tickets, scratch-card lottery items that dispense Teensies and Lums. It's an early-2010s free-to-play mechanic wearing a premium game's clothes, and it grates. Randomized progress is the single laziest idea in an otherwise fiercely intentional design, and it's the most common complaint in player reviews for good reason. You will, at some point, be scratching cards to buy your way past a gate rather than playing to earn it.

The Invasion stages land in similar territory. These are speed-run variants of earlier levels — same geometry, new enemy placement, brutal time limit. As a difficulty escalation they work. As content, they're recycled, and stacking dozens of them against 120 original levels pads the number in a way the game didn't need.

Co-op, and the Murfy Problem

Four-player local is the mode that justifies owning this game. Drop-in is genuinely instant — a controller press puts a body on screen mid-jump. Dead players respawn as bubbles that a teammate can pop, so nobody sits out. The screen scales to the group, and the difficulty implicitly rises through chaos rather than through tuning, which is the correct instinct: four people trying to hit the same rhythm cue is funnier and harder than any enemy the designers could place.

Murfy is the compromise that didn't survive its own platform migration. The role was designed for the Wii U's touchscreen, where a second player physically swiped ropes and platforms while others ran. Ported to a standard controller, that direct manipulation becomes a context-sensitive button press with an automated cursor — competent, never satisfying. Solo, it's worse: you control both Rayman and Murfy, and the split attention turns some of the game's most creative set-pieces into stop-start chores. These levels are the clearest evidence of design compromise anywhere in the package, and every platform now available carries the scar.

The Music Levels

These deserve isolation because they're the reason people still talk about this game. A music stage strips the mechanics down to a forced-scroll run and then synchronizes everything — enemy attack frames, platform swings, coin arcs, background animation — to the track. Hit a jump on the downbeat and the game rewards you with a percussion hit. Miss it and the arrangement keeps playing without you, which is its own punishment.

What elevates it above gimmick is that the musical solution and the mechanical solution are identical. You aren't following a track that happens to play over gameplay; you're playing the track. Ten of these stages exist. Every one is a highlight. The genre has produced almost nothing comparable since.

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Top in Action

How Rayman Legends ranks among our 763 published Action reviews.

RankNameOur scorePlatformsPrice
#1CelesteScores 0.6 higher than Rayman Legends9.8Steam, Nintendo Switch$19.99
#1Deus ExScores 0.6 higher than Rayman Legends · Also on Steam9.8Steam$6.99
#1God of War (2018)Scores 0.6 higher than Rayman Legends · Also on Steam9.8Steam$49.99
#50Rayman LegendsThis review9.2Steam, Nintendo Switch$29.99

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FAQ

Common questions

Is Rayman Legends worth it?

Rayman Legends is what happens when a studio is given the time to finish something. Our experts scored Rayman Legends 9.2 out of 10 — best in class.

Why does Rayman Legends score 9.2 out of 10?

With a score of 9.2 out of 10, Rayman Legends lands in our best in class band. Design is its strongest category at 9.8 out of 10. Innovation is the weakest at 8.5.

What do our experts like most about Rayman Legends?

Hand-painted UbiArt visuals that have not aged a day. Best-in-class control feel and near-zero input latency.

What do our experts say is Rayman Legends's biggest weakness?

Murfy escort levels are a compromised port of a touchscreen mechanic. Lucky Ticket scratch-cards inject a free-to-play grind into a premium game.

About this review

How we scored Rayman Legends

Rayman Legends was scored on Design, Innovation, Value and Utility — each from 1 to 10, with the same rubric as every other game in its category — for an overall 9.2. Research and drafting follow Rankeno's fixed editorial rules; the rubric, the checks before publishing and the decision to publish are ours. Published Aug 19, 2026.

Editorial disclaimer The reviews and scores on this site are based on our editorial team's independent analysis and personal opinions. While we strive for objectivity, gaming experiences can be subjective. We are not compensated by developers for these scores.

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