Yooka-Laylee |OT| Reptile Rolling in the 90’s

Soundtrack:

Download sandboxie [prevents potentially malicious software infecting your system]

Get the wem conversion tool https://www.reddit.com/r/NoMansSkyMods/comments/4xrxvv/tool_extract_wem_audio_files/ Extract it

Copy wem files from C:\Program Files (x86)\Steam\steamapps\common\YookaLaylee\YookaLaylee64_Data\StreamingAssets\Audio\GeneratedSoundBank\Windows to the same folder (don't worry about bnk files, they're just sound effects).

Right click convert.bat and open in sandbox [revorb.exe triggered detections on virustotal]

Copy ogg files out of the sandbox and convert them to mp3 if you want, or use vlc to play them (I use Xmedia Recode for converting videos and audio).

delete the sandbox

some of the files are duplicates, some are ambient noise. You can name them by comparing to the spotify soundtrack linked in an above post, but there will be files here that aren't listed.
 
Ok guys (even those who don't like the game?), please post your favourite pieces of music from Yooka-Laylee! :)


Galleon Galaxy
I love the euphoric sound and feeling while playing this cool level! Music, world design and graphics mesh together so well! I wouldn't mind a Jet force Gemini type game in this style! I think Playtonic literally saved their best for the last here.

Moody Marsh
Classic Banjo music. It's catchy, immediately hummable and fits the..mood. :)

Gallein Galaxy Mine Cart theme
The one piece of David Wise that's worth his name, I think. I don't know why his other tracks don't resonate with me but here he finally goes into DKC-mode. <3
 
My favorite tracks (in no particular order):

Bee Bop - It has almost like an Irish or Medieval vibe to it mixed with retro sounds? It's awesome.


Hivory Towers
- I think this one is up there with Grunty's Lair theme. It's perfect for a sinister hub world, and then it gradually gets more grandiose as it goes on. Such a cool track.

World 3 (Moodymaze Marsh) - Out of all the main world themes, this one feels like it could've been straight out of BK. It would fit perfectly as the theme for Bubblegloop Swamp.

Tropic Trials - I think everyone has heard this many, many times by now but the final version is even better. David Wise is amazing.
 
The boss themes David Wise did were great. Grant was definitely the right pick for the stages, but the bosses with Wise's music felt way more exciting.

Track Attack

Armed and Dangerous

I've been listening to Tropic Trials since the kickstarter and I still love it

The best stage music is stage 4, even if the level itself isn't fantastic
 
Apparently, Playtonic is aware of the critics and they're working in order to improve more the game.

Personally I think (by the comments I've read) the most urgent fixes are adding a retry button for Kartos's challenges/Rextro's minigames, an option to turn off the voices, fixing the cashino bug with the tokens and polishing the camera more. Maybe adding some kind of teleportation system within the worlds, too.

And it would be great (but I don't have any hopes on it) if they manage to pretty up the world 3 a bit, with better lighting and another background.
 
They need to polish up Kartos, that is by far the biggest blight on this game. Needs a control tweak, retry option and lowering of requirement of gems collected to get the Pagie. I wouldn't have been nearly as frustrated if the retry was instant a la Meat Boy, but talking to Kartos again every time was annoying.

The only retro arcade game that frustrated me at all was the world 4 one, but a lot of people hated world 1 arcade game as well, so those two need some tweaking and balancing. The flappy bird one was pretty easy and I did it my second try with a score far above the requirement.

I would love if they worked on the camera when flying, because unless I fly in a straight line without turning it is a nightmare to control.
 

From reddit:

In World 4, the vast majority of the Pagies you collect are obtained by first finding ten items, then trading them to an NPC near the entrance for a Pagie. However, if you turn in enough to get multiple Pagies, you can potentially prevent yourself from completing the game.

From what I can tell, upon trading in all the items, you start getting the Pagies individually, causing the game to save every time you get one. If you quit the game or shut it off before the last one is saved, however, you'll no longer be able to obtain those remaining Pagies, as the tokens will have already been spent.

Hopefully, this will get fixed quickly, but until then, be very careful in World 4. It's hard to say if leaving the world or dying shortly after can also affect this, without experimenting. Which I can't do, as I've already gotten all the other Pagies.
 
Finally got the game.

I've only played a bit, but I tried all the minigames from the main menu expecting the worst and... I don't really get the huge criticism with them? Some could be more polished (Bee Bop) and Hurdle Hijinx seems to be quite hard, but I can't see them as the bad aspect of the game and game breaker that people are claiming they are (they need a retry button, though, that's for sure).

Regarding Kartos Karting, it obviously has a rough control, but that's exactly the idea. If you could drive this thing propperly I would find it pretty boring, and honestly it isn't that hard to master. I got the two Pagies at my second and third try respectively.

I really liked Kartos Karting, Up'n Nova and Jobstacle Course, and while others like Glaciators and Blag the flag are pretty weak and clearly oriented to multiplayer, most of the others are well done. However, I can understand that some of the high scores are too high and some of them are too long. Minigames would probably be better received if they were shorter and each one was segmented into three difficulty levels. Playtonic could easily take a minigame like Hurdle Hijinx and split it into three shorter levels (en easy one taking the first segment, a medium with the second segment, and a hardest one with the final segment where everything goes crazy). You could get the first pagie completing the easy one, the second completing the medium and leave the hardest for pure completionists. This could actually work for Hurdle Hijinx, Up'n Nova, Jobstacle Course and Gunlet Run.
 
Finally got the game.

I've only played a bit, but I tried all the minigames from the main menu expecting the worst and... I don't really get the huge criticism with them? Some could be more polished (Bee Bop) and Hurdle Hijinx seems to be quite hard, but I can't see them as the bad aspect of the game and game breaker that people are claiming they are (they need a retry button, though, that's for sure).

I really liked Kartos Karting, Up'n Nova and Jobstacle Course, and while others like Glaciators and Blag the flag are pretty weak and clearly oriented to multiplayer, most of the others are well done. However, I can understand that some of the marks are too high.

Regarding Kartos Karting, it obviously has a rough control, but that's exactly the idea. If you could drive this thing propperly I would find it pretty boring, and honestly it isn't that hard to master. I got the two Pagies at my second and third try respectively.

I'm with you, I braced myself going in and ended feeling like I maybe kinda even liked them, for what they are. The ones I've tried can be tough.
 
I've only played a bit, but I tried all the minigames from the main menu expecting the worst and... I don't really get the huge criticism with them? Some could be more polished (Bee Bop) and Hurdle Hijinx seems to be quite hard, but I can't see them as the bad aspect of the game and game breaker that people are claiming they are (they need a retry button, though, that's for sure).

A couple of those arcade challenges(Worlds 4 and 5 namely) require a certain high score threshold to get a collectible for 100%. They can be very unforgiving as a single mistake costs a massive point loss leading to some frustration and forced motivation. Mileage varies as the Hurdle Hijinx is the only one that gave me issues personally, but given these are completely segregated from the core of the game design(a 3D platformer collectathon) its largely not what the target audience really wishes to deal with. I don't believe many would feel the title would be lacking if the arcade minigames were instead replaced with a few more actual environmental objectives or platforming puzzles instead.
 
They need to polish up Kartos, that is by far the biggest blight on this game. Needs a control tweak, retry option and lowering of requirement of gems collected to get the Pagie. I wouldn't have been nearly as frustrated if the retry was instant a la Meat Boy, but talking to Kartos again every time was annoying.

The only retro arcade game that frustrated me at all was the world 4 one, but a lot of people hated world 1 arcade game as well, so those two need some tweaking and balancing. The flappy bird one was pretty easy and I did it my second try with a score far above the requirement.

I would love if they worked on the camera when flying, because unless I fly in a straight line without turning it is a nightmare to control.

I'm with you on the retry option, but lowering the amount of required gems even further? Why? I only know the first four so far, but the numbers seemed too low for 1-3, where you could basically play like a madman and just right for 4.

Man, fuck the
I.N.E.P.T.
boss fight. What terrible fucking game design, top to bottom. Add on performance issues when timing becomes REALLY FUCKING IMPORTANT, jesus christ Playtonic.

This game so often goes from being so, so much fun to absolute bullshit 'my-first-videogame' game design. The inconsistency is driving me crazy. I want to love this game, and I do for periods of time but then something new comes along and makes me want to drive over my PS4. Videogame industry veterans my arse, there are some inexcusable design choices in this game, as well as a complete lack of other basic elements.
The performance issues seem to be very specific to the version though. I had performance issues on Xbox with the Cashino, but no issues on the minecart thing at all. Disregarding the performance issues, I see no wrong with the boss and even think it is one of the highlights of the Cashino.

Good example of bad design right here.

The Rampos fight on World 1, you get hit by a log at the top and slide down hitting 3 more logs and lose 3 additional pieces of health.

How is getting penalized 4 times and losing 4 pieces of health for one mistake good design? Good design would be having you not lose health when sliding down against the logs. Lose one piece for getting hit by the log but when sliding down have them just beak without taking health. It is very simple and makes it far less frustrating.

Sorry, but losing 4 butterflies on one slide down the ramp is impossible. The invincibility lasts very long, in fact, the two times I was hit on the ramp, I only lost one butterfly each, even though I got hit multiple times on my slide down.
 
Sorry, but losing 4 butterflies on one slide down the ramp is impossible. The invincibility lasts very long, in fact, the two times I was hit on the ramp, I only lost one butterfly each, even though I got hit multiple times on my slide down.

Maybe 4 was an exaggeration but I have lost 3 of them on the final round when I got hit at the top of the ramp and slid all the way down a couple of times.

Still bullshit and bad game design if you get hit once and lose a further two butterflies sliding down. Like I said there is no reason for the player to get penalized 3 times for one mistake.
 
(...) given these are completely segregated from the core of the game design(a 3D platformer collectathon) its largely not what the target audience really wishes to deal with. I don't believe many would feel the title would be lacking if the arcade minigames were instead replaced with a few more actual environmental objectives or platforming puzzles instead.

But actually minigames were a huge part of the Rare collectathons, specially in Banjo-Tooie and DK64. Can't say I loved them in those games (I actually like more the ones in Yooka Laylee) and I understand what you're saying, but I can't blame Playtonic for including these since they where key parts in the games they are replicating with YL.

As I've said, I think splitting some of the minigames into 2-3 difficulty levels and adding a retry button would be an easy solution that could make everyone happy in a reasonable way.
 
The game managed to get a hearty laugh out of me. There is a frog in W5 that insults Laylee and I dont know why I found it so funny, but I did.
 
I'm with you on the retry option, but lowering the amount of required gems even further? Why? I only know the first four so far, but the numbers seemed too low for 1-3, where you could basically play like a madman and just right for 4.

The only thing I would change about Kartos is adding a quick retry option and a tweak to the visibility/placement of some obstacles, as they have a tendency to put dark barrels right around turns so you barely have time to react. Oh, and maybe alter the way the cannon works - most players will surely expect it to fire to the right at all times when it actually fires in the direction the character model is currently aiming, which means jumping and firing will send the projectile upwards rather than forwards. The gem requirements are just right though, any lower and they might as well just hand you the Pagie.
 
Is there an easy and obvious short cut from the casino type area to where world 1 is? I'd like to go back and finish world 1 now I have all the abilities needed to do so, but it seems an awful long way back..
 
Is there an easy and obvious short cut from the casino type area to where world 1 is? I'd like to go back and finish world 1 now I have all the abilities needed to do so, but it seems an awful long way back..

I think the fastest way to get there is to go to the world 3 area and use the shortcut to the world 1 area.
 
Is there an easy and obvious short cut from the casino type area to where world 1 is? I'd like to go back and finish world 1 now I have all the abilities needed to do so, but it seems an awful long way back..

Use the shortcut next to Hivory Tower proper (huge tower near world 5), then the windy bridge straight into world 1. If you are at world 4 you'll have to backtrack quite a bit, but it's really not THAT far.
 
Just finished the game, final boss had some extremely BS parts that really really irritated me.

Overall I feel like I got the game I backed. It's rough around the edges sometimes, level design isn't always magnificent and most of the acquired moves felt only slightly better than locking Pagies behind keys.

I think the worlds weren't as cohesive as Banjo's. They generally felt like big areas with missions randomly scattered through them. Transformations were mostly underused.

Sometimes the rules applied to moves can be very arbitrary, this ice block can be melt, but this same looking ice block on the same world has to be sonar blasted because reasons.

Didn't have nearly as much trouble with the camera as the reviews made it seem I would, but the very few moments I did were annoying. Boss fights were a mixed bag, some of them I appreciated the originality, some of them felt really generic, some of them were just mechanically dumb.

For me the Banjo-Kazooie charm was absolutely nailed. Most characters are incredible, most songs are incredible. I'm very nostalgic about Banjo-Tooie and the game managed to make me smile. It also managed to make me want to stand up and destroy everything in my house, but at the end I think I'll remember the good moments more.
 
The only thing I would change about Kartos is adding a quick retry option and a tweak to the visibility/placement of some obstacles, as they have a tendency to put dark barrels right around turns so you barely have time to react. Oh, and maybe alter the way the cannon works - most players will surely expect it to fire to the right at all times when it actually fires in the direction the character model is currently aiming, which means jumping and firing will send the projectile upwards rather than forwards. The gem requirements are just right though, any lower and they might as well just hand you the Pagie.

I think most people would tend to disagree with your last sentence and Playtonic need to accomodate them if they want this genre to succeed today.

For the sequel they should remove the option to raise and lower the speed of Kartos just to simplify things and the projectile should only be firing forwards like you say and it would be easier to understand if it just followed the track, even if it turns or goes up/down. And be a little clearer in the visual communication of exactly when Kartos is ready to fire the next shot.
 
23 hours later and now 100% done. Probably would've finished way sooner if I didn't have to quill hunt twice (world 1 and 5).

Rough in parts but I never got too frustrated. I didn't have issues with any ball missions like reviewers?

Overall, I'd say better than Tooie, but Kazooie is still GOAT.
 
Official Character Rankings

Trowzer >>>>> Bottles, JamJars (Ssssso obviousss)
Dr. Quack = Klungo (dumb quizzes not included in rating)
Gruntilda = Capital B (I'm surprised, I really like Gruntilda and was impressed with Capital B)
Banjo and Kazooie >> Yooka and Laylee (originality ding)
Mumbo >>> Dr. Puzz
Dr. Puzz >>> Humba Wumba
The Ghostwriters >>>> The Jinjos (ghostwriters are actually fun to collect)


Can't think of any other parallels at this moment.
 
I think most people would tend to disagree with your last sentence and Playtonic need to accomodate them if they want this genre to succeed today.

I guess the best compromise would to be to make a separate Easy difficulty setting to choose from at the beginning of the game. Lower all the Rextro high score/Kartos gem requirements, increase the timer on all timed challenges, limit the quizzes to a pool of easy questions, and make it so you only need ~60 Pagies to fight Capital B. Nothing major would need to be changed, so I imagine it would be a pretty simple thing for Playtonic to add.
 
Ugh honestly the further I get into this game the less I want to try 100% it.

I was feeling optimistic I could do it until I came across Kartos and Rextro on world 4. Pair of annoying shits.

Although they're not both as annoying as trying to grab all those quills when you launch into the air from out of the fountain. Holy shit talk about awkward camera angles.
 
I can't believe it, but I actually......liked.....the Kartos challenge in world 5. The
zero gravity floaty jumps
gimmick made the controls suck less. The only reason I suggest lowering the gem requirement for Kartos is because the current requirement on world 4 in particular leaves little margin for error; in an imperfect clunky minigame like this that's asking a lot.
 
I guess the best compromise would to be to make a separate Easy difficulty setting to choose from at the beginning of the game. Lower all the Rextro high score/Kartos gem requirements, increase the timer on all timed challenges, limit the quizzes to a pool of easy questions, and make it so you only need ~60 Pagies to fight Capital B. Nothing major would need to be changed, so I imagine it would be a pretty simple thing for Playtonic to add.

Yep. They shouldn't call it easy though. Call it normal and make the current difficulty hard, so people get a better feeling of accomplishment.

EDIT: They don't need to lower the pagies required to complete the game. As long as they're mostly as easy obtaining as completing a modern Mario game, they'll run into fewer complaints.


Typical minor bug you can reproduce in many 3D games of this type.
 

I'll be the first to admit this game can use some good amount of polish, but I have experienced the exact bug that you posted in dozens of games, especially those where constantly jumping into things is invited.



On a semi-related note, what bothers me the most from a technical standpoint thus far is that my loading screens often freeze, giving the impression my ps4 froze while the game is actually still loading. It happens to me fairly frequently.
 
Platinum get.
Not gonna lie, I just used a guide to hoover up the last 3 pagies, a heart extender and the pirate treasures which I didn't even realise existed until I checked the trophy list and then thought "how the heck have I possibly not come across a single one of these myself?".
In particular I would've thought my last comb around worlds 1 and 3 would have me bump into them but nope.

I enjoyed this game a lot even with its faults, the closest comparison I can make is when a more modern Sonic game like Colours/Generations came out and you know it's rough, it's got problems and ain't for everyone but it delivers something nothing else in the business is and getting that fix and appreciating the highs even with the lows lead it to feel stronger as a sum of its parts even if it dips into straight up baffling game design at points.
For me Yooka-Laylee basically is to Banjo-Kazooie what Colours/Generations are to Sonic2/3.

I can't believe it, but I actually......liked.....the Kartos challenge in world 5. The
zero gravity floaty jumps
gimmick made the controls suck less. The only reason I suggest lowering the gem requirement for Kartos is because the current requirement on world 4 in particular leaves little margin for error; in an imperfect clunky minigame like this that's asking a lot.

This one was actually quite good, the slower pace and the fact that world 4 sort of forces you to understand exactly how you can use each of the mechanics to their fullest pay off here.
 
Ugh honestly the further I get into this game the less I want to try 100% it.

I was feeling optimistic I could do it until I came across Kartos and Rextro on world 4. Pair of annoying shits.

Although they're not both as annoying as trying to grab all those quills when you launch into the air from out of the fountain. Holy shit talk about awkward camera angles.
Believe it or not Kartos and Rextro are far easier in world 5.
 
Oh damn... I think I've screwed myself... ahhhh...

I traded in tokens for two and got them, I then went around a bit more and forced another save I think.

I've turned it back on and have lost two pagies and only have 17 tokens..

Yeah it seems like a pretty widespread bug :/ Hopefully Playtonic gets it sorted out soon.
 
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