Halo CE
My original plan after competing Halo CE was to start playing Halo 2. As is often the way though, I’ve ended up completing something completely different.
This weekend passed, Yooka-Laylee was included in the Xbox ‘free play weekend’. And it got me thinking about the game. I started looking at some YouTube reviews/retrospectives, and I stumbled across a video from one of the only YouTubers that I rate; KingK.
On the back of this video, I decided to boot up the game on Friday night and resumed from where I left of in 2017.
I will preface this post by saying that I love 3D platform/collectathon games. Banjo-Kazooie, A Hat in Time, Jak and Daxter: The Precursor Legacy, Ratchet and Clank, Sly Cooper, Spyro, 3D Mario. It’s safe to say, it’s my favourite genre.
For those who don’t know, Yooka-Laylee is a game made by some of the veteran Rare developers who made Banjo-Kazooie. I backed this game on Kickstarter. I was really looking forward to this game releasing. Whilst the game was met with mediocre reviews upon release, I gave it a fair shake. However, I found the game to be too bloated at the time. It reminded me of Banjo-Tooie. I got to the second world, Glitterglaze Glacier, and tapped out. Its scale was too daunting for me.
Banjo Tooie is a great game. However like Yooka-Laylee, it forsakes the core tenet that makes 3D platform/collectathons what they are; self-contained worlds. In Banjo-Kazooie you can enter any of the 9 worlds, and you can 100% that world in one go. 100 notes, 10 jiggies, 5 jinjos. There is order. The only exception to this is 1 jiggie in Gobi’s Valley. This jiggie requires the running shoes, which are unlocked in a later world. To me, this is the only act of sacrilege in the otherwise perfect, definitive example of the genre. In Banjo-Kazooie, the notes carefully and subtly guide you around the map and lead to hidden jiggies/key points of interest on the map.
To enjoy Yooka-Laylee, I had to let go of my assumptions of what a 3D platform/collectathon game should be. Gone is the order, and as such, I let go of my belief that I had to collect every pagie, quill, ghost writer, pirate treasure, health and energy booster. I became much more liberal with my exploration. I could only collect 4 out of the 25 pagies in Glitterglaze Glacier? Who gives a fuck? Let’s go and buy the latest move from Trowser and go seek another world in the hub area. Oh look, now have this move I can go back to Tribalstack Tropics and get more, previously unattainable pagies. I can extend this world? Why the fuck not.
I definitely think that Yooka-Laylee is bloated in terms of collectibles. 200 quills on each world, 100 would suffice. 25 pagies on each world, 20 would suffice. However, I didn’t give a fuck. Unlike Banjo-Kazooie’s notes, the quills seem haphazardly scattered around each map. So I didn’t go out of my way to collect them. Just through playing the game and exploring each map, I had more than enough quills to buy every move from Trowser, getting all 200 on each world became irrelevant.
I’d seen in advance that you can boundary break to access the final boss without getting 100 pagies. I utilised this exploit last night. I had 70 pagies by the time I defeated the world 5 boss, and I didn’t fancy going back to grind the remaining 30 needed. I’d enjoyed the game, but I was finished with it.
Is this game perfect? Not at all. On a true 1-10 scale I’d give it a 7. It was fun. The actual platforming was tight. The bosses were quite fun. The worlds, despite being large, are ok. They actually improve when expanded. David Wise and Grant Kirkhope deliver a great score as you’d expect. The transformations in the whole felt unnecessary for me, with the exception of the pirate ship in world 5.
If you’re a completionist, avoid this game. But if you can let go, give it a go.