Monday, October 5, 2026

Review Round-Up - September 2026

Sports both extreme and decidedly NOT too extreme with some skateboarding and golf 
topped the review highlights for the month of September.

September is over, and that, of course, makes way for spooky season with October. Before we bid adieu to September completely, let's take our routine, traditional look at the reviews that were for the month with none other than the Review Round-Up.

We started with a trio of titles of varying genres, bringing the variety immediately to SPC. We flew to the skies above, as well as the world of light and dark, too, with the Metroidvania Aggelos 2, soaring to a B- grade. From there, we took a flight and trip to Lou's Lagoon for some action, exploration, and crafting fun, but not without a lack of polish, which gave this game a C. The final of our first set of games, Marsupilami 2 - Salsa Palombia, ran, jumped, and climbed its way to a B+ with a superb Donkey Kong Country-like adventure.

Moving on, one of our two top graded games of September took the tee with Mario Golf: Advance Tour, a retro review on the links, as it were. This game scored an A- for an impressive RPG and golf game outing featuring Mario and a decidedly small cast of the Mushroom Kingdom crew. 

Two more indies marched into the lineup of September reviews: a clever Zelda-like called Isle of Reveries (B-) and the Malagasy culture and folklore-rich Kalanoro (C+).

Finally, we stepped on our skateboards and ollie'd with the pros in the super well done Tony Hawk's Pro Skater 3+4, which nailed most of its tricks, earning an A- for its extreeeeeme performance. 

As stated, October is spooky season, so my hope is to have some reviews of both the modern and retro variety to fit into that theme! Until then, check out some snippets from September's reviews (complete with links to said reviews) as well as the SPC Review Archive for all 1,100+ reviews ever published in SPC's 18+ year life.  

Aggelos 2 (Multi) - B-

Aggelos 2 is all-in-all a solid Metroidvania that delivers lots of sweaty palm-inducing action, especially with its level of challenge and difficulty when it concerns its boss battles. Perhaps the greatest challenge, however, comes in a less than stellar way, with its confusing navigation due to a lackluster map system and quality of life features that are entirely absent. Aggelos 2 doesn't necessarily rise up to Heaven, but it also doesn't plummet into the depths of Hell, either.

Lou's Lagoon (NS2, PS5, XBS, PC) - C

...its inventory and crafting systems should be updated if even a little bit to help with the grind, and polishing and debugging for the presentation and multiple technical issues are required for certain. Even with all of my gripes with the game, I deeply enjoyed the adventuring aspects, the platforming, the exploration, the massive amounts of customization, and much of the colorful cast of quirky characters. As it is now, Lou's Lagoon is a tough game to wholeheartedly recommend in its current shape when half of the experience is mired and betrayed by its design.

Marsupilami 2 - Salsa Palombia (PS5, NSW, XBS, PC) - B+

Marsupilami 2 - Salsa Palombia is every thing a sequel should be: It improves upon pretty much all aspects of the original--gameplay, level design, and presentation--adds more features and content, and is just an overall greater adventure. The three protagonists play uniquely to one another, each have their own special uses, short detours and paths through levels they can access, and all I would consider useful to play as. The local co-op could be better, and Salsa Mode especially desperately needs a quick retry option--but otherwise, Marsupilami 2 - Salsa Palombia certainly got me into a very good groove. 

Mario Golf: Advance Tour (GBA) - A-

Mario Golf: Advance Tour is a remarkable adaptation of the franchise in portable, pixelated form. It makes me a bit sad that we haven't seen an RPG mode with this much depth from the series since this installment. 

Isle of Reveries (Multi) - B-

Isle of Reveries offers an overall worthwhile and well designed Zelda-like adventure. The game's starring duplication mechanic is a massive boon to making for some seriously challenging and engaging puzzles, as does the roster of wonderful tools and items. Although aspects like the quickly depleting energy gauge, lack of logical flow in otherwise cleverly designed dungeons, and some major clutter in the visuals do detract from the experience, all in all, Isle of Reveries is yet another Zelda-inspired indie game this year that "owl" probably return to in the future. It's one I also think you should give a "hoot" about, too.

Kalanoro (Multi) - C+

Glitches, poor combat, and some unfortunate, disappointing design decisions aside, Kalanoro is an above average platformer that I'm glad I was able to play. My introduction to Malagasy culture and folklore was a massive bonus as well in playing this game. With a ton of lovely charm, good vibes, and some decent, but not great level design, Kalanoro might not necessarily be a must-play for platforming fans, but it certainly made this reviewer pleased to play it.

Tony Hawk's Pro Skater 3+4 (Multi) - A-

While the way THPS 4's levels and goals were incorporated into this package might feel like Iron Galaxy jammed a square shape through a circle hole, it worked for me, overall. I realize that this won't necessarily be the case for true blue fans of the original THPS 4, though. That said, with a lovely suite of multiplayer modes, accessibility options, and the enhanced Create-a-Park included with the well-designed levels and great feel of the controls, Tony Hawk's Pro Skater 3+4, like the Birdman infamously with a 900, successfully sticks the landing for one stellar skating experience.

Also during the month of September, we took some virtual trips around the world 
in the form of plays and reviews of both Marsupilami 2 - Salsa Palombia and Kalanoro. 

Tuesday, September 29, 2026

Tony Hawk's Pro Skater 3+4 (Multi) Review

It's not every day I'm late to the party on a game, but recently it's becoming more common! Still, it was a pleasure to finally hop on my board and shred with the best of them in Tony Hawk's Pro Skater 3+4. This game released last summer, and I'm only now getting to it with a review. Better late than never? Your mileage may vary on that, but here's a review nevertheless!

Nothing too gnarly about this skateboarding package


In 2020 and after a bit of a hiatus, the Tony Hawk's Pro Skater franchise ollie'd its way back into the hearts and minds of players with Tony Hawk's Pro Skater 1+2, a remake of the first two THPS games. All in all, it was a glorious return to the roots of the series and a wonderful homage to the original classics. Last year saw another return, this time Tony Hawk's Pro Skater 3 and Tony Hawk's Pro Skater 4 were given the remake treatment with, fittingly enough, Tony Hawk's Pro Skater 3+4.  

Tony Hawk's Pro Skater 1, 2, and 3 mesh well together due to their now-standard-and-classic two-minute runs through levels, having players pick their skater and attempt to complete as many goals in each level as possible, all the while performing tricks and ramping up high scores in the process. It's a formula that's tried and true for the Tony Hawk franchise, and there was always that "just one more run" quality to it.

The sparks fly as the Birdman soars through the Foundry level.

Meanwhile, Tony Hawk's Pro Skater 4 introduced a sandbox-style formula to its levels. Instead of having two minutes to tear up the levels, you were tasked with finding the locations of NPCs and completing their various challenges, some timed, some not. With this major change to the franchise's formula, there were questions regarding how the developer of Tony Hawk's Pro Skater 3+4, Iron Galaxy, would handle this in the remake of THPS 4's levels.

For many, it'll be seen as a downgrade, but THPS 4 in Iron Galaxy's 3+4 remake package utilizes the standard two-minute career mode runs that Pro Skater games beforehand used. Thus, Tony Hawk's Pro Skater 4's levels have been overhauled to fit the traditional career mode from THPS 1, 2, and 3 into something that would work and mesh well enough. What you end up with in THPS 4's levels are less goals and ones that don't have any kind of context this time around. You'll just be spoiling the frat's fun within the College level just for the heck of it, for example. (Well, that, and they're probably trash people anyway.)

In the College level, I'd say this grind certainly makes the grade.

The Tony Hawk's Pro Skater 4 campaign isn't just altered in less goals and in its structure either. Some levels, like Carnival and Chicago, have been removed entirely, though thankfully, Iron Galaxy has included three entirely new levels to make up for it: Movie Studio, Waterpark, and Pinball. These wouldn't be confused for skate parks and levels already featured in the franchise to begin with, as they blend in beautifully and have awesome designs. 

Even for THPS 3 purists, there are some noticeable changes to how goals work. In the Career Mode for each skater in the OG THPS 3, things like collectible locations changed depending on which skater's career you engaged with. In THPS 3+4, every location is uniform, no matter what skater you select. In fact, you don't unlock the Solo Tours of each skater until deep into THPS 3+4, long after you've beaten all the goals across both THPS 3 and 4. 

Suburbia remains one of my favorite locales from THPS 3.

Both THPS 3 and 4 combined have 19 levels total across them. Most levels feature a multitude of level goals to try out and take on. These can be as simple as finding and collecting the letters S-K-A-T-E throughout the level, usually in a skate line that leads you from one letter to the next instead of haphazardly or randomly placed throughout a given level. There are high scores, pro scores, and sick scores, where you're tasked with reaching those point thresholds by executing tricks and reaching those totals within the time limit. Sometimes your skater's tasked with performing a specific trick over a certain gap within the level, while others have them needing to nab certain collectibles.

Among the levels are various goodies to be found, such as cold, hard cash and stat points, the latter of which go to increasing the abilities of not only your selected skater but also the 30+ others available to play as in the game. Unlike the original THPS 3, you need not collect stat points for each and every skater's career mode. Instead, one size fits all, in a sense--meaning that stat points earned are available to use on every skater you currently have unlocked. And while favorites from THPS 3 like Wolverine and Darth Maul do not make an appearance in this remake, you do get the chance to trade Wolverine's adamantium claws with Michelangelo's nunchuks, as the member of the Teenage Mutant Ninja Turtles is a playable character here in THPS 3+4.

Nice grind, eh? 

The levels themselves have seen a major upgrade visually within THPS 3+4. I almost could literally feel the heat from the red-hot sparks being emitted in THPS 3's first level, Foundry, and loved the atmospheric fog that coated the nighttime playground that was THPS 4's London. Each level has been meticulously remade and redone in such remarkable ways that the glow-up is major and massive for each.

Even those aforementioned newly included and designed levels: Movie Studio, Waterpark, and Pinball, feel like Iron Galaxy didn't lose any semblance at all of what made the other skate parks and levels within the original games so worthwhile and enjoyable. Movie Studio allows for skaters to grind up boom and camera arms, drop into skate pools surrounded by green screens and large Hollywood-style movie props, while Waterpark is home to an abandoned theme park of old, complete with numerous different slides and rides to skate down. Pinball is the secret level of the THPS 3+4 package, putting your skater in a Night of the Living Dead-style pinball table, while simultaneously having them avoid rebounding and ricocheting  pinballs and skate off all of the moving parts within. This is all the while you can view the Birdman himself, Tony Hawk, controlling the pinball table itself.

Rio is one of several competition-focused levels within the THPS 3+4 package.

Outside of the base game parks, Create-A-Park returns from THPS 1+2, and this time around it's even more in-depth and even viable for more long-term enjoyment. This comes from the addition of being able to add your own custom goals to your parks, so while the original THPS 1+2 saw fans make some truly awesome skate park creations, there really wasn't an onus for the player to stick around and skate in them for too terribly long. With goals, I definitely saw myself taking more time to enjoy and also appreciate what creators put out design-wise, and I must say, it's a fantastic inclusion to the Create-A-Park mode.

Multiplayer is also present in THPS 3+4, and these feature standard modes like Trick Attack--where players try to get the highest score within a time limit--and Graffiti, where players mark their territory by performing skate tricks on specific objects. If another player lands a higher-scoring trick on it, they take over that object. By far, the coolest mode and the one added to THPS 3+4's collection of multiplayer mayhem is that of HAWK. This mode is comprised of two rounds: one where players place four H-A-W-K letters around a level, while the other is where the seekers try to find and collect the hopefully well-hidden letters. Points are awarded for letters found in the case of the seekers, or not found, in the case of the hiders. It's an incredibly clever concept, and more importantly, one that's loads of fun. 

Another fantastic inclusion, though this time accessibility-wise is that of different mods the developers added for THPS 3+4. These make the single-player career modes quite a bit more feasible for players that might not have the best skate skills around, including the ability to never bail, to automatically balance on rails for grinds, for lip tricks, etc. And something I found super useful for myself is the ability to increase the time for runs in career mode. Instead of the base two minutes, you can up the max time to an hour maximum. For me, it didn't make sense to be limited to two minutes to complete goals, so I increased it to 20 minutes, then a half-hour, as I just wanted the freedom to explore as my leisure. 

THPS 3+4 includes a vast amount of challenges to complete. Whether that's finding and landing all gaps within either THPS 3 or 4's levels, finishing speedruns of levels within a set par time (these task you with completing all of a given level's goals within one run as fast as possible), or skater-specific goals, as well. There's a whole host of Expert-related challenges, and unlike the others in THPS 3+4, these do not allow you to use the accessibility mods to complete them. They're meant for the toughest of the tough, the ones that can hang with the Birdman at his career's zenith.

A trick so hardcore, it created aftershocks.

Like THPS 1+2 before it, THPS 3+4's gameplay mechanics and skating feel excellent. You're not limited to the repertoire of moves that were featured in the original games. Basically everything up to Tony Hawk's Underground's ability to get off your board is present here. Though, I won't lie and say that I wouldn't like being able to hop off my skateboard sometimes, especially when trying to reach certain areas. Oftentimes when attempting to turn around, my skater would smack and ricochet between walls and railings as if they were a pinball in that titular secret level. Frustrating, for sure. Still, it's an absolute blast to have the muscle memory to perform tricks, manuals, grinds, reverts, and more as if I never skipped a beat with the same button and analog stick inputs as I pressed back in the day.

I talked about THPS 3+4's visuals some, and they do definitely delight and impress. Perhaps the only less than stellar part of the presentation comes in the form of the insanely limited Create-A-Skater, offering a sparse selection of body types and faces. I'm not asking for sliders for every possible body part and dimension on the human body imaginable, but just something that delivers something to better make my CaS look more like me. Because God knows I'll never be able to tear of the skate park for real, so it'd be nice to have a fantasy skater representation of myself that actually looks somewhat close to myself.

Familiar levels like this one, Tokyo, received a massive glow-up within THPS 3+4.

Sound-wise, THPS 3+4 brings the goods. While not all of the licensed music from the original THPS 3 and THPS 4 could make their way to THPS 3+4, a good number of the top tracks do. For instance, if Motorhead's Ace of Spades wasn't included in the soundtrack of this game, why were we even doing this remake in the first place? I jest, of course, but only slightly.

Even with some different design decisions that might make some of the more diehard fans want to break their 'boards over their knee when they compare them to the originals, Tony Hawk's Pro Skater 3+4 makes for a great way to skate with an awesome game worthy of the Birdman's name. While the way THPS 4's levels and goals were incorporated into this package might feel like Iron Galaxy jammed a square shape through a circle hole, it worked for me, overall. I realize that this won't necessarily be the case for true blue fans of the original THPS 4, though. That said, with a lovely suite of multiplayer modes, accessibility options, and the enhanced Create-a-Park included with the well-designed levels and great feel of the controls, Tony Hawk's Pro Skater 3+4, like the Birdman infamously with a 900, successfully sticks the landing for one stellar skating experience.

[SPC Says: A-] 

This game was played via the PlayStation 5 version. Tony Hawk's Pro Skater 3+4 is also available on PlayStation 4, Nintendo Switch 1 and 2, Xbox Series consoles, Xbox One, and PC.

Friday, September 25, 2026

Ace Combat 8: Wings of Theve (PS5, XBS, PC) Overview Trailer

Reviews are out for Ace Combat 8: Wings of Theve, and the game is certainly flying high with critics. Ahead of the game's release on October 2nd, Bandai Namco has provided this overview trailer for the game, a relative deep dive into the skies of Ace Combat 8. With quality reviews, you might be thinking about taking to the skies yourself next week. Now seems like a good time as any to consider preordering, then, if you haven't already, as Ace Combat Zero: The Belkan War remains an exclusive preorder bonus.

Thursday, September 24, 2026

Kalanoro (Multi) Review

A game I previously previewed on SPC, Kalanoro sees a full release today on PC, Switch, Xbox Series consoles, and the platform I'm reviewing this game on, the PlayStation 5. Let's take a trip to Lemuria and experience some Malagasy folklore and culture in the process, shall we?

Doubles as an enjoyable game and a lovely primer in Malagasy culture

Kalanoro stars Kalakely, one of the hairy, eponymous creatures of Malagasy folklore, in a musical adventure. To follow an ancient prophecy, Kalakely needs to cancel the concert plans of the sinister witch named Raneny, who has taken over Lemuria. How to do this? By jumping into a tour bus, rescuing a bunch of lemur musicians, creating a band, and singing and playing their way to Raneny, of course! It's a simple enough story that is imbued and strengthened by not only an immense amount of cute charm, but also because it represents so much of Madagascar, its culture, and folklore--a part of the world that decidedly doesn't get much in the way of representation in gaming. Therefore it was incredibly cool to be enlightened and introduced to this part of the world in such a wonderful way. 

If Kalanoro was a Malagasy dish, like the ones Kalakely prepares on the tour bus for her bandmates, then the ingredients would be one part 3D platformer, one part band management, and one part rhythm game. The 3D platforming is the main ingredient, of course, and this takes place in various levels, generally giving the player a quasi-overhead perspective of the action. 

Kalakely's ready for adventure and to assemble her ensemble of lemur musicians!

Kalanoro's levels feature plenty of platforming and especially dangers to concern herself with, whether that be disappearing platforms to leap off from, rolling spike hazards to avoid, boxes that dip into poisonous water when Kalakely's weight is distributed on them, spike traps that mount upon Kalakely passing over them, and more. 

Fortunately, Kalakely the Kalanoro has several moves to not just get around levels, but also to contend with various enemies that get in her way. Between jumps and double jumps, as well as air dashes that allow her to pass through certain gates, Kalakely is well equipped to platform her way through levels. 

Perhaps the piece de resistance for Kalakely is that of her hair. Throughout the game she can get shampoo that strengthens her massive mane to perform various different abilities. She can grab onto enemies and pull herself towards them for a charge attack, and conversely, attach her hair to switches and levers to pull them to open doors and such. Later, she can use her lovely locks to latch onto enemies and shock them. This hair ability can also siphon and transfer electricity from generators to open up locked doors. Finally, Kalakely earns the ability to throw a clump of hair at enemies to blind and confuse them, having them go berserk in their anger and start attacking their friends. This mass of hair can also block pipes spewing toxic gas as well as cover the gaze of security cameras.

Keep your rear in gear and avoid those spears, Kalakely!

When you're not running, jumping, and air dashing through levels, you'll be pitted against numerous enemies. This usually happens in cordoned off zones that are essentially rooms where you face and fight off a mob of enemies using kicks, punches, Kalakely's various hair techniques (each has a cooldown, by the way), and also weapons that can be picked up from the ground. These weapons come in the form of hammers, signposts, shoes, carrots, among other objects, and each has their own amount of hits they can give to enemies before they break. 

This enemy saw the sign, and while it didn't open up their eyes, it did totally knock them out.

Unfortunately, combat is not really a strong suit for Kalanoro. Between the camera being too far zoomed out to always be able to clearly see the arena you're fighting in--meaning it's way too easy to take unintended hits, especially from ranged weapons and shots--and just the clunky feel of combat in general, I sort of got to a point near the end of the game where I groaned each and every time I encountered a room like this. Since it happens basically three times a level, yeah, it got old quick. 

While discovering combat rooms isn't too joyful, what instead is are the vast amounts of goodies thata are generally cleverly hidden within Kalanoro's dozens of levels. The main collectible is that of blue gems, used as the currency in Lemuria and for Kalakely to purchase the previously mentioned shampoo, as well as upgrades to her tour bus and other goodies from various vendors across the Lemuria world map. There are also lost Lemur children to rescue, paintings of Renany to cover up with posters of Kalakely's band, cassette tapes which unlock new songs from actual Malagasy artists to play on the tour bus, and scrolls which reveal interesting iotas of information regarding Malagasy folklore. Each level optionally has a set amount of collectibles to fully nab, and doing so will give you a 100% notification at the end of a given level for doing so.

When you're not running and roaming through levels, you'll spend the rest of your time moving from location to location, level to level, via your traveling tour bus. Here, you can craft posters and numerous Malagasy dishes from materials found throughout Kalakey's adventures. The dishes are to satisfy the bandmates Kalakely rescues along her journey. Basically, when a given band member has a specific dish over the head in a thought bubble, that's Kalakely's cue to cook something up for them using gathered food materials through a super simplistic crafting mini-game. Fail to do this after a-decidedly-generous-while and the bandmate has the potential to run off and get abducted by Ranany's troops again. Therefore, you'll have to go back to the original level you rescued them and do so once more.

Kalakely's transport to levels, gigs, and more, one could say it's a "bus"tling hub.

Thus, what this amounts to is needless babysitting to satisfy your bandmates, and it happens so much where they yearn for something to eat--pretty much every two levels completed. It becomes incredibly tedious, and I can't help but wonder if there would have been a better way to incorporate crafting real-world Malagasy dishes to enhance the gameplay flavor instead of detracting from the game's menu of features instead. 

Perhaps instead of using fear of punishment to force players to feed Kalakely's bandmates, Kalanoro could have instead given players positive reinforcement techniques to do so. For instance, building their friendships through giving them dishes they like, which in turn could reward given goodies at different points in their friendships. Just spitballing and brainstorming, because as is, having to feed Kalakely's bandmates is an imposition at best and obnoxious as all get out at worst when all I wanted to do was enjoy the other aspects of the game.

Kalanoro has a pretty typical loop to it in what you need to do. Each time you enter a new region of the world map, of which there are three total, you're tasked with entering the level to rescue a band member (i.e. playing through a normal level from point A to point B). From there, the next level after is all about finding their instrument of choice at that level's end. The next step is printing off posters (from wood found in levels) and spreading the word of Kalakely and band's upcoming concert. This is done by plastering said posters over Raneny's smug face-ridden portraits in one of two to three levels that then open up. Finally, the actual concert performance happens, and then the process of finding a new bandmate anew once again. This process happens twice per region with a boss level following it.

The concert performances themselves start off with Kalakely and a bandmate performing in front of a sparse smattering of Lemurians. As your band gains fame and fans from doing different actions throughout the adventure (putting up posters, defending boom boxes from enemy attacks in special level areas, and rescuing Baby Lemurians, for example), the audience and venues for the concerts expand as the game goes on. The performances themselves are incredibly basic rhythm mini-games. You press a button when the gauge around the circle reaches the blue part and occasionally aim at Raneny's troops who try to mess up the performance behind the stage. 

The music in Kalanoro is some marvelous Malagasy-style magic.

As for the boss battles, these are engaging fights that offer a decent amount of challenge. Perhaps quite a bit more than the standard levels seen otherwise in the game. They're all about waiting for an opportunity for the boss to become vulnerable (sometimes too much of a wait) and then pummeling them senseless while they are in that state. Fortunately, even with some of the fights being a bit taxing, the game does well in bestowing you with hearts to replenish your health, so you seldom have to worry about playing perfectly.

Kalanoro's first boss certainly knows how to make waves.

If Kalakely does lose all of her health in a level, whether from falling into pits too many times, or taking a lot of damage from enemies or hazards, you have the option of either restarting the level from the beginning or opting to use some blue gems to revive her instantly on the spot. Curiously, there is a finite amount of gems in Kalanoro to collect throughout the game. Ones you've collected previously show up a translucent in appearance and don't count towards your overall total when grabbed again. This means, theoretically, you could spend all of your gems and be left without a way to revive yourself or buy items from various vendors. Sure, by the end of Kalanoro I was swimming in over 2,000 gems, but it makes me interested to see if it is indeed possible to run out of gems completely and what would happen then. 

While I did overall enjoy Kalanoro, there were other aspects that took me out of my element of enjoyment with it. For one, occasional glitches where I could easily reach certain areas of levels, but the game did not necessarily like me doing that, resulting in Kalakely getting stuck with no alternative but to restart the level. Further, some of the parts where the game switches between 3D and a 2D perspective didn't always function the greatest. Kalakely could sometimes get placed or locked on the wrong plane in the transition between a 3D and 2D section, causing some frustrations in the control and platforming accuracy departments. 

Kalanoro isn't a lengthy game either way. I beat it within a weekend, and it took about six hours to 100%, collecting everything in levels and completing all of the side quests. Honestly, it's a fair amount of time for this type of game. It doesn't outwear its welcome length-wise, even if the constant demand to cook dishes for bandmates did. 

Glitches, poor combat, and some unfortunate, disappointing design decisions aside, Kalanoro is an above average platformer that I'm glad I was able to play. My introduction to Malagasy culture and folklore was a massive bonus as well in playing this game. With a ton of lovely charm, good vibes, and some decent, but not great level design, Kalanoro might not necessarily be a must-play for platforming fans, but it certainly made this reviewer pleased to play it.

[SPC Says: C+] 

A code was provided by the publisher for the purpose of this review. 

This game was played via the PlayStation 5 version. Kalanoro is also available on Nintendo Switch, Xbox Series consoles, and PC.
 

Tuesday, September 22, 2026

Rayman Legends Retold (Multi) Game Overview Trailer

Ahead of its December 3rd release date, Rayman Legends Retold has received a new game overview trailer. The voice of Barbara, Elana Dunkelman, narrates this look at various features in this remade and reborn rendition of Rayman Legends. New levels, new modes, new features, and a whole lot more arrive in this remake, and it almost makes the recent delay sting a little less! Almost. Either way, Rayman Legends Retold will arrive on all current platforms in early December.