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

Well looks like the answer was already given twice regarding that ghost writer.

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If there's one gripe I have with the collectables in this game it's that they're not above sneaking quills or casino coins into some odd places designed to be rather well hidden, this may not sound like an unusual thing but really for the most part musical notes and bananas in Rare's N64 efforts were used as markers or to direct attention, few of them felt like they were deliberately snuck around corners or on some lonely obstacle outside of like Tooie's treble cleff and maybe a few of DK64's balloons.

To go back around to giving this game a nod, I think it's safe to say there's more actual platforming in YL than any of those other 3 games. I'm not sure I get the issues some have with the jump of Yooka, he's surely got the most versatile and controllable jumping of Rare's characters, I'm sure Banjo by default jumps lower, doesn't get the double jump (just the extender) and the less said about the Kongs the better, so it's kinda strange to me to see Yooka's jumps compared negatively to those. Maybe the reviewers all have super athletic mario on the brain with his gymnastic moves?
 
Originally Posted by bede-x
While I agree and love Yooka-Laylee dearly, there are elements that makes it inaccessible and frustrating to anyone but genre veterans. The camera being the most obvious. It's not necessarily worse than the old Spyro games or Ape Escape series, but even if someone could handle those, I would caution people on the difficulty in combination with the camera.

I saw Day9 play this the other day:

http://youtu.be/riToz2ErGrA

At 1:25 he discovers the first race in the first world and watching that gives you a good idea that the game handles things in the way games used to, when first learning to design objects interacting in a 3D world. In order to keep rolling in the race, you have to keep refilling your power bar by collecting butterflies. Notice how even missing a single one in one of the runs, means having to give up on the race, since there's no way of winning it then. And not only has he lost the race due to a single mistake, he can't even restart it right away, which he tries to at one point by running off the course.

It's made even more stressful by how difficult the single butterflies are to pick up, due to their small size. Making a character collide while rolling at high speed with such a small object, isn't easy and there's really no reason why such a pick-up wasn't made bigger. The very first butterfly pick up is also behind rocks so you almost can't see them, before you've passed them. So even before you get a feel for the race and the design it revolves around, the game is trying to thwart your progress.

And this is the first race in the first world.

It's very old fashioned design of the kind you often encountered in early 3D games. Whether you have the patience for something like that in the modern gaming world will vary from individual to individual. Personally I had no problems completing any of the challenges, but I could see it was making my friends wanting to throw the controller at the wall.
To be fair, he could always come back to the race later as there are tonics and stamina upgrades that make it far more teneble. Taking it on immediately is very doable though but it does demand butterfly catching. Really don't see this as much of an issue.
 
No, but the alert stopped when I picked up the quills. Or at least it seemed that way. Did I miss a secret?

You missed a secret, though I don't really know what it's purpose is yet.
It's the answer to a hint that was told to players who 100% the Toybox demo.
 
To be fair, he could always come back to the race later as there are tonics and stamina upgrades that make it far more teneble. Taking it on immediately is very doable though but it does demand butterfly catching. Really don't see this as much of an issue.

I thought the race was impossible to win without any tonics. I tried it once and got my ass kicked, came back after I got the tonic for stamina and beat the cloud in my first try lol
 
Have you gone back to where the galleon puzzle took place before the world expanded?

What do you mean by "galleon puzzle"? Also, I expanded the world before I went into it so I'm not sure what the expansion added.

Found them! They were
in two porta potties you can open up by attacking.
A bit too cryptic for my liking.
 
Ok, now I'm missing 2 quills in world 5. I have no idea where they could be. ;_;

Try the bathroom stalls(though there are three of those so you may gotten them). Try the water pool near the arcade machine too. Break open chests inside the ship hold. Also the cliffs surrounding the boat morph puzzle area.

Just some that are easily missable. Also, explore with the sound turned up as you hear the quills call for you when close by. Helped me big time on a few missing ones.
 
I'm pretty sure quills start making noises with the hunter tonic when there are 10 left in a world.

Cool. I always like when you get some kind of help with the last collectibles in a game, like how the orb sound radius expanded depending on how many you'd collected in Crackdown or the X-ray vision in Super Metroid.

You missed a secret, though I don't really know what it's purpose is yet.
It's the answer to a hint that was told to players who 100% the Toybox demo.

Didn't play the Toybox and tried to avoid spoilers, so I definitely missed this. Will go back and take a look. Thanks :)

To be fair, he could always come back to the race later as there are tonics and stamina upgrades that make it far more teneble. Taking it on immediately is very doable though but it does demand butterfly catching. Really don't see this as much of an issue.

It's not much of an issue to me either, but in terms of design philosophy I can see why YL rubs so many the wrong way. That saddens me even though I understand the reasons, because I love the game and the genre and would have enjoyed nothing more than seeing this becoming the revitalisation of the genre.
 
What do you mean by "galleon puzzle"? Also, I expanded the world before I went into it so I'm not sure what the expansion added.

Ah nevermind then, I meant the area opposite the transformation where you have to use the ship's various attacks to reach the centre and release a pagie.
Because for some reason when expanding the world it added 2 quills to that section that weren't there previously (despite the ones dotted on the surrounding high rocks being ther prior, it was weird)
 
I wasn't really feeling it in world 1, but world 2 grabbed me hard.

Looking forward to how it looks like in expanded form.
 
Goddamn it, there is ONE quill in a ridiculous spot in world 1 at the Shovel Knight area. It would be absolute insanity to find it without the sensor. Why do things like this this? Not even DK64 pulled this kind of shit. The casino token at the top of the pole was brutal too, it looks like part of the mast from a distance.

Collected everything in worlds 1-4, starting 5 now. I already have over 100 pagies so I could skip to the final boss without ever touching 5 (I did enter it just to grab the final skill), but of course I'm not gonna do that. Collectathons are meant to be 100%'ed imo.
 
I need one last quill in Hivory Tower and then I'll have all the quills in the game. Anyone know where the last one might be? There's only 10 in Hivory Tower.
 
Goddamn it, there is ONE quill in a ridiculous spot in world 1 at the Shovel Knight area. It would be absolute insanity to find it without the sensor. Why do things like this this? Not even DK64 pulled this kind of shit. The casino token at the top of the pole was brutal too, it looks like part of the mast from a distance.

I found that quill in W1 because it was the first place I looked when the world opened up. I always expect there to be collectibles in last-place-you-look spots :)

I also saw the chip at the top of the pole in W4 when carrying one of the pigs to the golf course. I understand not everyone takes the same path, but it's not unfathomable that people might look in these spots.

One thing I could not figure out and had to look up in W4 was
breaking the blue slot machines to reveal chips
. I never would have thought of that. I was primarily using the missiles to get my revenge on the INEPT sensors!
 
Finally had more time to play this today after a busy week at work. I'm a world 2 now. This game is an absolutely joy to me so far.
 
I need one last quill in Hivory Tower and then I'll have all the quills in the game. Anyone know where the last one might be? There's only 10 in Hivory Tower.

FWIW, I was stuck on 9/10 myself and spent a long time looking high and low for the last one. Then I went back to the starting area to see if maybe I missed a chest. Sure enough, there was one under the red and green ramp that I failed to get. Hopefully it's as simple as that for you.

Ok.. Is there a trick to the planker challenge in Moodymaze Marsh? Pushing the thing doesn't seem optimal.
Lick them! I found out with the last "seed", haha.
 
I'm surprised at how many people don't realize they can lick the seeds. There are a lot of things the game doesn't make obvious, but if there's one thing it's consistent about it's putting a glowing white outline around any object that can be licked. Same with the blocks that can be broken with Sonar 'Splosion, they always have a blue outline.
 
I found that quill in W1 because it was the first place I looked when the world opened up. I always expect there to be collectibles in last-place-you-look spots :)

I also saw the chip at the top of the pole in W4 when carrying one of the pigs to the golf course. I understand not everyone takes the same path, but it's not unfathomable that people might look in these spots.

One thing I could not figure out and had to look up in W4 was
breaking the blue slot machines to reveal chips
. I never would have thought of that. I was primarily using the missiles to get my revenge on the INEPT sensors!

Yeah, the machine thing could definitely have some kind of hint. Game is full of overlooked things like that.

Ok.. Is there a trick to the planker challenge in Moodymaze Marsh? Pushing the thing doesn't seem optimal.

Like this one. Use the tongue.
 
I'm surprised at how many people don't realize they can lick the seeds. There are a lot of things the game doesn't make obvious, but if there's one thing it's consistent about it's putting a glowing white outline around any object that can be licked. Same with the blocks that can be broken with Sonar 'Splosion, they always have a blue outline.

Do seeds have a white glow? I can't remember right now.
 
FWIW, I was stuck on 9/10 myself and spent a long time looking high and low for the last one. Then I went back to the starting area to see if maybe I missed a chest. Sure enough, there was one under the red and green ramp that I failed to get. Hopefully it's as simple as that for you.

It was in one of the chests. I thought you had to get all the quills in order to buy your first move from Trowzer. Didn't think there was any leeway.
 
Also powerup timers continuing to run during cutscenes and still being vulnerable to attack even when you can't move your character.

Agreed. The interesting part here is that the old Rare games actually exhibited similar quirks like how the underwater air timer kept counting when transitioning from scene to scene in Banjo, where you had no control or how the game kept running when pausing in Goldeneye, until you were fully zoomed in on your watch.
 
Pressing the attack button on the first mini game (the kart one) makes the fps almost hit negatives. When you literally have 2 buttons to press for this mini game how did tbhis get through? (PS4)
 
They do. Didn't stop me from being confused since the game lets you knock the bottom two seeds down with your standard aerial attack. Only the third seed needs to be sonar'd for some arbitrary reason.

Yeah, I noticed that too. I thought I encountered a glitch. But if these games have taught me anything, it's that you have to throw every attack you have at everything no matter how little sense it makes. Some things are intuitive, some things seem totally arbitrary - this was even true of some things in the Banjo games.
 
Yeah, I noticed that too. I thought I encountered a glitch. But if these games have taught me anything, it's that you have to throw every attack you have at everything no matter how little sense it makes. Some things are intuitive, some things seem totally arbitrary - this was even true of some things in the Banjo games.

To this day I will never understand how it makes sense to use a grenade egg on the Cactus of Strength in Banjo-Tooie.
 
I'm surprised at how many people don't realize they can lick the seeds. There are a lot of things the game doesn't make obvious, but if there's one thing it's consistent about it's putting a glowing white outline around any object that can be licked.

I saw the outline, but missed the seed solution as well until a kind gaffer told me the solution. Maybe because I hadn't gotten used to the move and the outline at that point?

It's a balancing act as to how much to communicate to the player. One of the reasons I never get a thrill from modern collectathons like Assassin's Creed is that almost everything is obvious. You mark the collectable on your map, get a pointer to follow and go pick it up. In contrast games like YL have me pondering what the solution to any given area is. I mostly get a sense if an area contains a major collectable like a pagie, but the solution isn't obvious. That lack of direction combined with the variety of different skills being tested, is the hook to me.
 
To this day I will never understand how it makes sense to use a grenade egg on the Cactus of Strength in Banjo-Tooie.

Replaying Banjo-Kazooie some weeks ago, I forgot how to break the webbing in that one part of Grunty's Lair near Freezeezy Peak. You'd think you'd just have to beak bomb it or use Wonder Wing, but instead you have to fire eggs at it lol
 
To this day I will never understand how it makes sense to use a grenade egg on the Cactus of Strength in Banjo-Tooie.

Tooie was filled to the brim with that sort of shit. It's one of the big reasons why I don't like that game. It's only been a problem on a few occasions in YL but it's 2017 and this shouldn't even be a problem to begin with.
 
Meh. I'm done with this. What a disappointment.

Whoever thought it was a good idea to make the projectile power-ups a limited time thing is an idiot. It adds zero challenge, just annoyance and tedium.

Between that, the shit floaty controls, the awful camera, the terrible level design (besides the first world), empty levels (ice level, lol). I just feel like I am wasting my time playing. What a bore.
 
Beat it a few hours ago, with 101 pagies.

The good (or at least decent)

- The first world, swamp world and space world were great. Especially the latter. A space world was something I had wanted in Banjo-Kazooie for a long time, and this was a perfect version of that, mixing a space world with an ocean world in what basically amounts to a giant amusement park. It also has the most fun transformation. It has the best designed NPCs (that space marine! those frogs!) The entire game I was thinking "lol no way these guys don't make a beach/pirate level, that's a core theme of the Kazooie series." And never would I have thought they'd go in that direction for the pirate level! These three really felt like Banjo worlds and were interesting and really fun to wander around and discover new things.
- Capital B is a fun big bad that differentiates himself from Grunty, while also working as a nice parallel to her. His fight was also one of the better boss fights in the game, even if it's just pattern recognition.
- The character designs are mostly good. The main characters and villains are very good.
- The game mostly succeeds at what it set out to be, an indie reboot of the 90s 3D platforming genre made by former Rare staff.
- The snow world minigame is fun, why couldn't all the arcade games be like this one? It's the only one that actually feels like Tooie minigame and isn't a chore to complete. I dare say it was actually an enjoyable distraction part of the game (which is what the arcade games should be)!
- The music ranges from okay to fantastic. The only real dud song is the arcade theme, which feels like a wasted opportunity to make chiptune remixes of the stage's theme instead of a generic theme used whenever there's an arcade. David Wise's great songs are wasted on garbage parts of the game.
- The bosses range from trivial (the first one) to okay, if not too easy once you memorize the patterns (Capital B) to brutally hard (the space one) to "I can't find this boss so it might as well not exist." (Snow and Casino) I don't really know why I listed this as a pro, I guess because I wasn't really annoyed by the bosses like some other people, even if the space boss was brutal and extremely punishing, but was still pretty fun in a weird way. And the two I didn't find maybe are bad, but I won't know any time soon!
- The little nods here and there to Rare's old game were charming. The random Grunty snowwoman (complete with rhymes) was really appreciated.
- People were complaining that the worlds were too big and too empty or whatever, but I never got that. Other than maybe the Casino, every stage is packed with stuff to do, and every area serves a purpose.
- Gimme all the puns

The bad (or not that great)

- The snow world is mediocre and the casino is pretty boring, bordering on bad. Coins for pagies is a novel idea, but the stage seems to move really slow with progression because tasks that would usually award you a pagie just give you 5ish coins, so you have to do a bunch of random tasks to get the same rewards the other stages have for tasks. The snow world isn't as bad, but it's just kind of... boring. Which is a shame, since Freezeezy Peak is like the gold standard of Banjo stages, but this one goes in a completely different direction and feels more like a DK64 stage, right down to the music. I was expected a high energy Christmasy sort of jingle (like Freezeezy), but ended up with slow, kind of generic "glacier" theme. And I know Grant can do a quiet snow theme because this exists. And this. But this stage's theme didn't really hit the same notes (har har) as Click Click Wood or Hailfire Peaks.
- On that note (har har), the music is really subdued in the game. Banjo Kazooie's music was a part of the stage, and in most cases was loud, high energy and set the mood. This game's music is more tucked in the background and doesn't really stand out. And maybe it's unfair to compare the soundtrack to three of the original game's best (objectively) but... it's the same composer making the same style of music for the same genre of game. And in every case except space world, he was making music for a stage theme he's already made music for. This is the first level of Tooie. The first stage. And it's in your face loud, powerful gladiator tribal sort of music. This game's first stage is roughly the same stage theme (tribal jungle ruins) and yet the theme is not really as powerful at all. Even the "powerful" version of the first stage sounds slow and meandering. It's actually kind of a shame, since I really like the actual tunes in the game, I think they're just way too slow and low energy. I know this game can do high energy themes. Because this exists and it's awesome. On an awesome stage. My god this stage was great. Make more space amusement park pirate stages. Pls gib orchestrated patch soon. Just for this song. But I will say the slow music works for the swamp stage, that theme is a fine pace.
- The minigames (sans snow world) are... well... ummm. Yea. That's a few pagies I'll never get.
- The game would have been a better game had the minecart stretch goal never existed. They make the game worse for existing. Wise's awesome Tropical Freeze tunes are wasted on those parts of the game.
- The camera is bananas. I've never seen a 3D platforming camera break on a slide. As in sliding down a slightly curve slide. As in a camera that Mario 64 managed to do just fine with on its various slide themed stages over 20 years ago. And it'll randomly jerk around, get stuck on stuff, change perspective a rapid pace. Change perspective messing up your controls and causing a loop of in and out of an area. Often the camera will just give up on life and go hang out in a bizarre angle making it impossible to see anything. Jesus, when I was using the snowplow, sometimes the camera would actually shift inside my player model.
- Some of the challenges are way too punishing. Especially the ones with timers. Many of them have no margin for error at all. None. You miss a jump slightly or take damage or whatever and that's the end. And with no easy way to redo challenges, you just have to buckle down and wait for the time to run out. This is especially jarring on something like the 3 minute long boat race in space world. If you fall behind, there is NO HOPE to catch up, at all, so you just mess around until the timer ends. It's like Canary Mary exists, except she exists in 15 different spots in the game. "Boy, these tedious and brutal minigames sure are awesome in DK64" said nobody ever.
- The autosave is janky, and needed to go to the options and jiggle with the stats to force a save to not lose your quills is bad. It should auto-save when quitting no matter what. Why doesn't it? Tooie managed to autosave just fine (Kazooie only really ever saved your jiggies, so it wasn't as noticeable if it saved or not, I don't remember)...
- Some of the NPCs are really ugly. Like they were plucked right out of the mid 90s, which you might say is intended, but it's not intended on any of the main characters, so why do these random NPCs look so dated standing next to updated modern Yooka or Trowzer or Capital B.
- The stamina meter starts off as "wow, this game needs way more stamina" and then one rolling stamina booster tonic and a single bar upgrade later and stamina is basically meaningless.
- Even so, it takes way too long to charge and this is most noticeable on the final boss. Also the bar fills up erratically, which appears to be a bug.
- Giving the player near unrestricted flight in a 3D platformer is a bold move. Note that Kazooie and Tooie limited flight to specific areas on specific levels. And maybe there was a good reason why that was the case. It works on the one stage post flight (SPACE). But for all the stages before, you can cheese any pagies you missed. The swamp stage basically falls completely apart with unlimited flight. There's no need to climb anything anymore. Or roll on tricky slopes. Or even jump for that matter lol. I found myself using flight to do simple platforming because why not?
- Shovel Knight is jarring and out of place. He feels like bad product placement, even if I don't think that was intended by the cameo.
- Progression on moves is awkward. Gliding and high jump should be stage 1 moves (why is Sonar??). Those really open the game up for more exploring and make traveling the huge overworlds less tedious.
- There are too many quizzes. One at the very end would have been enough. 2 might have been okay. 3 was too many. I was bored of the quizzes by the end of the game.


I wrote a ton of cons, but I actually really, really enjoyed this game a lot. I know a fantastic, charming, awesome game is in there. It's just rough around the edges and has some nagging problems that are very noticeable (like the camera and the poor arcade games).

But the thing is, if they really want to, I don't think any of the huge issues can't be fixed with patches. Rebalance the minigames and minecarts (just lowering the required totals by 20 would do wonders!). Tweak some challenge timers. Bandage up the camera. Add orchestrated music. Slow down the jibberish to Kazooie speeds. Adjust the autosave. These things can be patched. I've watched other indie devs patch similar things and more. And I hope they do, do it. Because there's a great product here and a great series here, and I really want this game to succeed and be the best it can be.

I still have a ton of stuff to collect in this game. But I'm going to hold off and see how the devs update the game. The orchestrated soundtrack and N64 shader alone might give me a push back in. But a nice re-balance and some camera tweaks and I might jump right back in.
 
Almost done with world 5 and it's legit good, I'm actually impressed. There's still bullshit in it, but there's a level of care here that is not present in the others. This is the only world in the game that I would be mostly happy to have in a proper Banjo-Threeie. 1 and 3 are decent, but they don't quite realize their potential imo. 3 in particular is great in terms of theme and layout and it also has the best music, but it's ridden with bad pagies. 2 and 4 are just awful.

Still think overall it's a mediocre game at best, but at least it seems to be ending on a high note. Despite all my complaints, it has good things in it. The Banjo spirit is definitely there, I like the characters, and the soundtrack is great as expected. This has been enough for me to have a fairly enjoyable ride, even if I don't think it's a good game.

Now for the next project, Playtonic, make Gavin Price just an executive director, Chris Sutherland just a programmer/engineer and hire a proper game designer. Or at least learn from the negative feedback this game has received from many gamers and journalists and become better designers yourselves. Don't bury your heads into an echochamber of circlejerking fans who say this game has bested Banjo, like I've seen you retweet.
 
Good write up. You had a lot more patience with the game than I did.

I gave up in the snow world when I kept having to back track to grab the timed power ups to solve some dead simple puzzles, just because I missed a shot by a second using the clunky ass aiming system. It is so annoying how you have to be stopped dead to even enter aim mode.

And you know... I thought I was being too hard on this game... and maybe I was just blinded by nostalgia thinking Banjo-Kazooie was so great.

So... I went and booted up the Xbox 360 version of B-K. Amazingly, this old game felt more polished, has more responsive controls and I found myself having more fun with it than Y-L. Worlds have more life to them. Characters fit better in their worlds. The sound mixing is better. Move progression makes more sense. The list goes on.

Anyway, sorry for the rant. I'm just so let down by this. I was pumped for it!
 
So... I went and booted up the Xbox 360 version of B-K. Amazingly, this old game felt more polished, has more responsive controls and I found myself having more fun with it than Y-L. Worlds have more life to them. Characters fit better in their worlds. The sound mixing is better. Move progression makes more sense. The list goes on.

Anyway, sorry for the rant. I'm just so let down by this. I was pumped for it!

I replayed both BK over Christmas and now having played YL I feel like BK does everything better.

That isn't to say YL is a bad game, but BK is in my top 5 of all time so it just feels like missed potential.
 
Does anybody know if the whole Yooka Laylee soundtrack has been uploaded to YouTube yet or anything? I don't think it has been because I've been trying to find the underwater version of World 3's theme and I can't seem to find it anywhere. I only keep finding two variations of World 3's theme, but they don't sound anything like the underwater version. Is there anywhere I can find the entire soundtrack without hearing it just by playing or watching the game itself?
 
Does anybody know if the whole Yooka Laylee soundtrack has been uploaded to YouTube yet or anything? I don't think it has been because I've been trying to find the underwater version of World 3's theme and I can't seem to find it anywhere. I only keep finding two variations of World 3's theme, but they don't sound anything like the underwater version. Is there anywhere I can find the entire soundtrack without hearing it just by playing or watching the game itself?

This channel has most of the tracks. However, I'm not sure that one you're asking for is already uploaded.
 
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