It still runs on the UbiArt engine internally, but the depth planes UbiArt runs on are mapped to curved surfaces in Snowdrop and enhanced with all kinds of 3D stuff. The way this pipeline was created, the developers' tools enable them to run the original UbiArt levels and the newer Snowdrop versions at the same time.
Whether or not this functionality will be available in the final version is anyone's guess. It seems the developers didn't have an answer to give when asked by VGC:
Personally, I think it will be very difficult for them because they would have to make acceptable 2D versions of all the new stuff (hub, new levels, real-time cutscenes...), aside from the dragon sections obviously. Since they haven't marketed this switching system yet, I don't expect it. They would want the world to know if such a feature was coming.Some players, of course, may prefer the classic 2D look. Given that the two art styles play side by side so seamlessly in-engine, I ask whether players will also be able to toggle between the two art styles at will, Halo-style. “We don’t have an answer to give you on that at this time,” I’m told, somewhat cryptically. Read into that what you will.
Anyway, all this means modding will be quite difficult. To mod a level, you'd have to change the data used by the 2 different engines. I'll obviously try to add support for this (and Origins Enhanced) to my level editor ubi-canvas, but from my experience with Mario+Rabbids, Snowdrop is quite annoying modding-wise as there aren't any good tools for it yet. Even if there were, it would be a pretty tough extra step compared to the original Rayman Legends. Unfortunately, the PC version of this game will also use Denuvo, which will make this hybrid engine harder to reverse-engineer.
By the way, the video linked above describes how the tools/pipeline is mostly handled by Ubisoft Montpellier, whereas the assets, animations etc. are handled by Ubisoft Milan. That makes a lot of sense, as the new designs and cutscenes already felt very Sparks of Hope-y to me.
Some more new info in Julien Chieze's hands-on video at 13:13: https://youtu.be/ft7osnWQdrQ?si=1HFKkoiHF4A9hW__&t=793
They were told that the new villain or new story might be important even for the future of the series.
The power of light you gain in the Land of the Livid Dead makes the gameplay a bit more puzzle-like, allowing you can slow down or modify certain elements in the level.










