About This GameYooka-Laylee is an all-new open-world platformer from genre veterans Playtonic!
Explore huge, beautiful worlds, meet (and beat) an unforgettable cast of characters and horde a vault-load of shiny collectibles as buddy-duo Yooka (the green one) and Laylee (the wisecracking bat with the big nose) embark on an epic adventure to thwart corporate creep Capital B and his devious scheme to absorb all the world’s books… and convert them into pure profit!
Using their arsenal of special moves, our heroes will tackle a huge variety of puzzles and platforming challenges in their search for Pagies, the golden bounty used to unlock — and expand — stunning new worlds, each jammed to the gills with oddball characters, hulking bosses, minecart challenges, arcade games, quiz shows, multiplayer games… and much more!
INTRODUCING OUR NEW BUDDY DUO: Yooka and Laylee boast an awesome arsenal of abilities built for platforming fun and unlocked with added freedom from the serpent salesman Trowzer.
CARVE YOUR OWN PATH: Purchase and unlock moves with freedom, choose to expand your favourite worlds into even larger, more complex playgrounds and equip unique Tonic gameplay modifiers to customise your play style. Every player will have a unique experience.
A COLLECT-EM-UP FOR THE MODERN ERA: Seek out a roster of shiny collectibles with gameplay progression at their core (as well as other, more valuable materials), such as the dual action Butterfly Energy or tricky Ghost Writers!
A CAST TO LAST: Meet (or beat) a huge cast of memorable characters brought to life by the art and audio teams behind legendary platform games, and destined to endure in future adventures as part of Playtonic Universe. Expect all manner of grunts, squeaks and squawks.
A DREAM SOUNDTRACK: David Wise (Donkey Kong Country) and Grant Kirkhope (Banjo-Kazooie) combine for a melodic masterpiece! Seriously, clean out your ears – they’re in for a treat.
BUDDY UP: Establish your own buddy-duo and adventure through Yooka-Laylee in co-op mode! Taking control of a unique co-op character, a second player can assist Yooka and Laylee by stunning enemies and helping them tackle tricky challenges. No piggyback required.
AND A WHOLE LOT MORE: Discover unique boss fights, mine cart challenges, retro-tastic Arcade games, quiz shows and 8 unique multiplayer games!
- Requires a 64-bit processor and operating system
- OS: Windows 7 (64bit)
- Processor: Intel i5-2500 3.3GHz
- Memory: 8 GB RAM
- Graphics: NVidia GTS450 / AMD Radeon 6850HD
- DirectX: Version 11
- Storage: 9 GB available space
- Sound Card: Windows Compatible Card
- Additional Notes: A Controller is STRONGLY recommended to play this game.
 Yooka.Laylee.64Bit.Tonic-PLAZA.Torrent [1fichier.com]
Just that. This is a good 3d platformer in a day and age where 3d platformers are not very prominent. It’s not great, but the hype is what kills a lot of good things. I think the game would have been better served to have 8 slightly smaller worlds with more to do. What you are getting here is worlds the size of Donkey Kong 64 (which had 5 playable characters), with the amount of things to do that Banjo Kazooie had (Banjo & Yooka have 1 character). There are 5 worlds, and I love the First world, the Casino world, and the Space world. They are all fantastically designed. The Ice & Marsh world could use some work but are very alright.
The soundtrack is very appropriate and enjoyable to the settings in which they take place. Kirkhope and Wise never fail to deliver, and this is no exception.
Challenges and collectibles are prominent throughout the world. The games coins (quills) are sometimes questionably placed on rare occasions in spots where you have to play hide and seek with the map. I want to downplay the presence of this, as there is really only 1 quill that stands out in my mind as being unreasonably placed on the maps border behind a castle. Other than that, I don’t mind tracking these down and having my exploration rewarded. A lot of challenges provide a fun and unique challenge utilizing the games many abilities that you unlock throughout the game. Packed with an activatable tonic (cheat) at any given time to boost your stamina, stop fall damage, etc. (these are all unlockable and not required for use, but do help without breaking the game).
The world designs themselves are incredibly impressive housing distinct themes, and sticking with them. Some levels really use the space well, such as in the casino level, and the space level. It almost feels like they got a grasp of how to design things extremely well as the game went on. This is not to downplay the first 3 levels in any way as they all serve their purpose, and do not reach points where honestly certain Banjo Kazooie games reached for me where they were almost more of a chore (Bubblegloop swamp, Clankers Cavern).
My only real complaints or disappointments are in 2 things. Donkey Kong Country & DK64 had absolutely fantastic Minecart levels, offering variations involving rollercoasters, bobsleds, RC cars, Dolphins, among others in really clever and fun ways offering some of the most memorable levels and challenges I’ve experienced in old Rare’s games. I was very disappointed with how these minecart levels force a 2d perspective and have a clunky control when the game controls really well otherwise. Seriously, if you haven’t seen some of DK64’s 3d minecart adventures, look them up. They’re so well done!
My last complaint is a lack of true boss fights. I know this was staying away from DK64 formulas in favour of a Banjo-Kazooie style, but honestly the bosses in Dk64 provided a nice cap to the end of each world that truly gave you a sense of finality and closure for each world that Yooka & BK never really gave me (I played BK after DK).
If you’re looking for today’s ideal 3d platformer, go with Hat in Time. If you want to experience even more than that, grab yourself Yooka Laylee on a sale under 20 dollars as well. It’s absolutely a fun time, especially if you liked Donkey Kong 64 & Banjo Kazooie. I hope Playtonic isn’t shying away from making more games because of the undeserved brutal backlash that people handed this game. Hype kills. Look at the new Star Wars movies (a stretch, but hype kills appeal when it doesn’t reach).
Play it! Make more playtonic! Kart Racers like Diddy Kong, FPS’ like Perfect Dark, Collectathons like DK64. I look forward to any of these formats you revive! (Yes, I am a fan of 5 playable characters in a remake. Do it up!)
So shame about that gameplay.
As good as Y-L is at evoking the memories of some of the first games I ever played, it’s actually kind of rubbish as an actual game itself. And it’s not a matter of the genre aging poorly, either – many of the criticisms I heard about this game before getting it I waved off because they sounded like the game was merely delivering on precisely what it promised: a 3D platformer collectathon that was transparently a rebranded Banjo-Kazooie. But here’s the thing: Banjo-Kazooie and to an greater extent Banjo-Tooie are GOOD collectathon platformers. Yooka-Laylee is NOT a good collectathon platformer.
I’m not sure if it’s because not everyone who worked on B-K came over to make Y-L, or if they’re just 20 years out of practice, but a lot of the elements of the original games that made them good are simply not there. And like I said – it’s certainly not for lack of enthusiasm. Tonally the games are spot-on, if perhaps slightly less crass. It’s in the design that things fall apart. The levels, in addition to being few in number (which can be waved off as the cost of polished modern visuals for a crowdfunded game), are just poorly made.
I spent a while thinking about what I meant by this while I played through the game, and what I realized is that where Banjo-Tooie’s levels felt like PLACES, Y-L’s levels just feel like disjointed collections of platforming puzzles sprawled across the floor. One of the big differences between the two is this: every single level in Banjo-Tooie (and most of the levels in Banjo-Kazooie, I think Gobi’s Desert might be the only exception) is built around a central landmark – the big top in Witchyworld, the twin mountains in Hailfire Peaks, the minecart rail running through Glittergultch Mine – which made it easy for you to build a mental map of where everything sat in relation to each other, giving the locations a feeling of coherent place-ness.
Most of Yooka-Laylee’s maps have nothing of the sort, with the possible exception of the first level’s central temple. And while these game’s have always made barely any effort at maintaining a fourth wall, they still had SOME degree of verisimilitude in terms of making the worlds you visit feel like they existed outside your immediate need for an obstacle course. And this is more than just an artistic value; a place that feels like a world has a geography, an understanding of how locations relate to each other that sticks in the mind more easily than trying to remember where in your luggage you left your toothbrush. Without that, Yooka-Laylee’s landmarks are memorable by themselves – that’s the golf course, that’s the lighthouse, that’s the Frogger-style log jump – they just sort of flow disjointedly into one another, making it difficult to tell where you’ve been or where you’re going until you can basically account for every collectable in the level.
Outside my issues with the level design, the difficulty curve is all over the place. Early challenges are almost patronizingly easy, and probably a solid 2/3rds of the game can be completed purely through a good understanding of platforming mechanics regardless of whether you actually have the intended upgrades to complete a challenge. Then the remaining third is a collection of hair-pullingly absurdity that practically feels like it was designed by someone else entirely. In the normal platforming areas, this means obnoxiously inconsistent rules, turning challenges from "what parts of my established arsenal can overcome this obstacle?" to "what does the developer want me to do here?" "Oh sorry, we want you to put this fire out with water, so your ability to make yourself immune to fire doesn’t work on this one." The minigame segments on the other hand, like Kartos’ minecart rides or Rextro’s arcade games, just become tedious, nigh-Battletoads-esque exercises in pixel-perfect rote memorization of the sequences where skill and reaction time don’t matter so much as already knowing what’s coming.
And finally, the boss battles are absolute ♥♥♥♥♥♥♥♥. Of the level bosses, 4/5 are variations on "angry wall," and the odd one out is literally on rails. And then there’s the final boss, which is an entirely different animal. Capital B is better designed, with a varied multi-phase battle that somewhat evokes the final showdown with Grunty at the end of Banjo-Kazooie. The problem is that it NEVER ♥♥♥♥ING ENDS. It’s a four-phase boss fight, and the third phase by itself is four phases long. Since the fight has no checkpoints and no opportunities to heal, it once again turns into a matter of just repeating it over and over until you’ve memorized the movements. At least Grunty’s fight had the courtesy of doubling your health meter just before the battle.
All in all, while I went into Yooka-Laylee prancing down memory lane with stars in my eyes, I came out of it burnt-out and frustrated. If the developers can learn from this experience, and maybe go back and replay their old Banjo-Kazooie titles to refresh their memory on how to do it right, it’d be worth seeing a sequel out of this franchise. Because it was good to revisit the memories, even if they forgot the dance.
I highlight this because I think Yooka Laylee would have been amazing if it had another year of work.
I did like the game for what it was supposed to be, which is a nostalgia-driven remaster for 90s kids; however, I think it requires a bit of eye-squinting and teeth-grinding through the game’s obvious flaws that stand well in the way of its pros.
If I were to describe Yooka-Laylee in one word, it would be "deflating". In a nutshell, the game feels unfinished from a lack of playtesting. I’m sure most people know the background of the game by now regarding how it arose, what it aimed to be, and how it met or failed to meet those expectations. I played through BK, BT, and DK64 a bit before playing this game to make sure that I wasn’t comparing through rose-tinted glasses. Also, I have heard the argument that this game should be judged for what it is, instead of judging it against BK/BT/DK64. That’d be great if the game didn’t make its sales marketing itself as a successor to those games…
I highly recommend watching the following videos that articulate my sentiments with a corresponding example of what they mean.
Playtonic has announced a patch that addresses the patchable issues. Patchable issues include things like lack of rebinding Keyboard/Mouse controls, adding pause music, better camera control, consistent dialogue skip options, volume control on voices, a "restart" button for the minigames (which was in DK64 18 years ago), and more. Yes, all of those previous issues were included in the final game that was supposedly "finished"!
However, the following issues are not really "patchable" without a different game; they are design flaws. I feel terrible for what I’m about to say. I know that no one sets out to intentionally make a bad game, and I wanted nothing more for this game to be great. I did play it and beat the final boss, but have you ever been playing a game and found yourself just wanting to "get it done"? Because Yooka-Laylee reeks of that down the stretch. I did not feel compelled to do anything additional for the following reasons:
Also, the game is too expensive for what it is!
All that said, I’ll still be keeping my eyes on a sequel. I think that the game could be good if Playtonic learns from the reception of this one, but I’d steer clear unless you like throwing away money and playing a flawed game that banked on nostalgia.
Sorry Playtonic. Better luck next time 🙁
So, when I finally sat down to play Yooka-Laylee, I was pleasantly surprised by a delightful action-adventure collectathon that had only a few minor flaws which I easily overlooked, a far cry from what the negative reviews led me to expect.
The graphics and music being great seems to be something everyone agrees on, even the negative reviewers. The controls did not give me too much trouble, but they were probably patched to death since the bulk of the reviews came out, so I can’t really argue in favor of them.
The gameplay manages to consistently feel like a sweet, diverse adventure. The huge areas packed with secrets and collectibles never failed to tantalize my exploration instincts. The exploration is made even more fun by the open format with minimal invisible walls that allows for many awesome sequence breaks which always made me feel clever when I pulled them off and got rewarded for my prowess. The levels are designed in a way that, in spite of their
hugeness, they never felt overwhelming, as it was always possible to slowly get acquainted with every single area until I got that satisfying feeling of accomplishment that one gets after exploring an entire world’s worth of stuff and knowing what’s in every corner of the scenery by looking at it all from afar.
The mechanic wherein you can only get to certain secrets and regions after obtaining a new special power is something I actually enjoy. Sure, many people may disagree, but I really like it when I get to return to a previously visited place with a new power and finally reach a collectible or place that was out of reach in my previous visits. It feels like I’m finally getting what I want after being teased the first time around.
The combat is barebones, but it doesn’t have to be super advanced. Combat is almost never the main focus of the gameplay in a 3D platformer, serving instead as an occasional obstacle to be rapidly overcome, and for that purpose, the combat does its job well. The boss battles are the only situation where the combat takes the wheel of the experience, and I had a lot of fun with them in spite of their simplicity. Some of them get to be really hard, but never in an unfair way (except for the final boss).
Another thing I really appreciate is the sheer amount of puzzles in this game. That’s something we rarely see in 3D platformers, and while none of the puzzles was hard to solve, they add some diversity to the formula, making this game a bit more adventure-esque than most of its kind, which I really love. Plus, some puzzles involve dexterity challenges, such as when you need to solve them while avoiding enemy attacks, or solve them under tight time constraints, and that’s also quite cool in my book.
Then there’s Rextro’s minigames. They were nothing special for the most part. All of them were perfectly functional, with a fair difficulty level, but none of them was very fun. Given that many of them use the exact same control scheme as the regular game, they could instead have been included as sidequests in a world, but I digress. I hate how they use the exact same graphicsfrom the rest of game, that reeks of laziness. I think I’d have enjoyed them more if they were actually as retro as they claim to be, maybe with some digitized 16-bit sprites like in Donkey Kong Country, or maybe with regular pixel art, and with retro quality music to go with them. Still, as they are, they add a bit of variety to the experience, which is nice. They’re not awful, and they thankfully never take too much of the player’s time, but they’re not good either.
The minecart sections were rather lackluster. Again, not terrible, but also not particularly fun. Which comes as a surprise, since some of the people involved in this game were also behind the absolutely excellent minecart levels from Donkey Kong Country. Maybe if they had been more like DKC’s minecart challenges, they’d have turned out a lot better than they are.
One thing I really had a hard time with is the writing. On one hand, I love the animated movie vibe I get from some of the character interactions and dialogs, those made me smile. On the other hand, this game’s attempts at comedy are usually either self-deprecation or references, both of which come off as a bit desperate, insecure and unfunny for the most part. There are the occasional very clever quips, but they’re few and far between, overshadowed by Laylee
whining about how crappy it is to help all those crappy NPCs or something to that effect. As Ben "Yahtzee" Croshaw put it, the comedy in this game is like farting on your own face and sarcastically rolling your eyes at the smell.
The final boss killed it for me, making me give up and watch the ending on YouTube instead of finishing it myself. God dammit. It is way too long, for one, and the final stage does not give you a break to rest in case you’re running out of energy. So, what are you supposed to do if you run out of energy to fly? That’s right, you take a hit. There’s literally no other way, at least not that I can think of. So yeah.
Overall, though, I really enjoyed my time with Yooka-Laylee. Save for the mostly bland writing and the aggravating final boss, I was never bored, and whenever I had a new huge world to explore, it was always awesome. I jumped around, solved puzzles, got collectibles, beat some baddies and investigated all kinds of curious things. I definitely recommend Yooka-Laylee to anyone looking for a good exploration-based 3D platformer if for some reason they still haven’t bought it after more than a year since the game’s release, but I’d wait for a sale, as the asking price is a bit too high in my opinion. Also, ♥♥♥♥ Capital B.
+ great character design
+ great music. damn can grant kirkhope write for an environment
– the level design is my main complaint. should’ve had ~10 smaller levels. the level expansions just make the levels feel fractured and empty. even before the level expansions there’s just so much unoccupied and uninteresting space. the casino in particular.
– quills don’t lead to anything, they’re just scattered about. there are so many other things to collect already, why hide the breadcrumbs too?
-generic, often crudely duplicated enemies
-tiresome minecart sections
I grew up on the n64 and rareware so I greatly anticipated this game. There is just so much filler. Half-baked, interchangeable activities, giant spaces, copied and pasted enemies. This was like having your favorite 90s band announce a new album 20 years later, only now they’ve decided to loop a lot of the instruments and recycle a lot of lyrics to save time. It just doesn’t feel organic or alive like its predecessors.
Fun for a little bit but can’t recommend
First off, this game is not bad and does not deserve all the hate it gets. It’s got a lot of the style and charm of the Banjo games and other late 90s 3D platformers.
Where it admittedly falls a bit short is on the mechanics and level design. Some of the puzzles get repetitive (e.g., finding hats for snowmen). The minigames range from decent to terrible (e.g., Rextro on Capital Cashino). The transformations are underutilized (e.g., the helicopter when you can already fly). Some of the abilities feel gimmicky because they are only used a few times and are annoying when you do have to use them (e.g., invisibility). The camera issues that a lot of people reported have been mostly fixed in the latest version.
I feel, however, that this game has been held to a very high, even impossible, standard by being compared to the Banjo games and has been widely reviewed by people who simply do not play a lot of platformer games. This game is not perfect, but a lot of the "flaws" reviewers cite, such as "excessive" backtracking, are actually part of the genre itself. It’s a solid game let down IMO by a lack of risk-taking in the level/puzzle design and mechanics. It doesn’t do all that much wrong, but it fails to take things to a higher level. Maybe out of fear of upsetting nostalgic Banjo fans? IDK.
I had fun with this game maybe about 80% of the time I played it. And for that reason, I give it a B. Get it on sale if you are a platformer fan and have fun, but don’t expect the world from it. If you aren’t a big platformer fan or you just haven’t played a game like this in a long time, maybe it’s not the best introduction/reintroduction . . .
The style and feel of the game was built on nostalgia for older games like banjo-kazooie, however, it has a feel of emptiness to the whole game, combat feels unsatisfying and awkward at times and there are issues they took way too long to patch to problems that are actually really common place in many games now (skipping cutscenes/dialogue etc) especially considering how many people were irritated by the games voices.
There were other strange choices such as parts of the game requiring you to pass a quiz about the game (where was this picture taken etc) which were honestly awful, they destroyed any pacing the game had and relied a lot on locations/characters being memorable that actually weren’t (one involved you naming one of four toilets from a level, each as forgettable as the last).
I truly appreciate what they tried to do, visually some parts of the game are pretty cool and I actually thought most of the music was quite pleasant but the game was bogged down with too much unnecessary filler, strange outdated decisions regarding the games design and bosses and frankly poor level design (I often got confused where the hell I was supposed to be going, including in the hub world) that no amount of nostalgia can save it from being merely an ok game.
I hope they get another chance to make a second game and really sort out the issues that arose from this one as I believe they could make something amazing.
I’d grab it on a reasonably low discount but anything above £20 just feels too much for what you get.
Sorry Playtonic, but like I said learn from what you did wrong with this installment and you’ll have no issue making the next one amazing
Genre: 3D Platformer
+ Good art style given the game
+ Certain collectables can be challenging and fun
+ Fun whimsical characters with the option of shortening the voice sounds if you find them too annoying
+ The music and sound effects feel straight out of 90’s Rare
+/- I had to play this game at the highest graphical setting because anything lower caused some weird lighting issues.
+/- A common complaint is that levels are too large, and I would agree. Levels feel too large and empty. Rather than having 5 large levels, this game would have been better off if it had around 7 smaller levels that were more focused in design.
+/- Every level features a ‘retro arcade’ game which can be hit or miss. Having to replay the games twice to collect everything seemed unnecessary.
– Combat was never an aspect of 3d platforming that was good. This game is no different. Enemies exist as mere distractions. If you removed all the enemies from the game I don’t think anything would change.
– Getting some collectables was frustrating due to the camera/controls
– Story is…. You don’t play these games for the story.
I feel like you could write two reviews for this game. One review for those that played Banjo Kazooie or any other 3d Platformer in the 90’s and another for younger gamers who missed out on that generation. I really enjoyed this game despite its many flaws because it feels like a ‘blast from the past’ even though they didn’t quite hit the mark.