Half Caff | How Yooka Laylee Achieves Mediocrity In Its Game Design
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- Опубліковано 26 лют 2021
- Yooka-Laylee is the kind of spiritual sequel made to raise the old 3D platforming genre from the dead...but it didn't. Why not?
sources:
1. Shah, P., & Miyake, A. (1999). Models of Working Memory: An Introduction. In A. Miyake & P. Shah (Eds.), Models of Working Memory: Mechanisms of Active Maintenance and Executive Control (pp. 1-27). Cambridge: Cambridge University Press. doi:10.1017/CBO9781139174909.004
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Something I see reviewers not mention is that Yooka Laylee feels a lot more influenced by Banjo Tooie than Banjo Kazooie. Tooie had giant worlds that felt a lot more empty because of how they consolidated note and egg/feather pickups so there aren't nearly as many things to guide you. Like Yooka, in Tooie enemies felt more like they were thrown in as a minor annoyance or to compensate for the lack of any other notable things in areas. Tooie also only required one collectible for transformations unlike Kazooie which had several Mumbo tokens hidden in every world. One problem I had with Yooka was the world's boss didn't feel nearly as significant as the bosses in Tooie because instead of getting 10% of the major collectibles in a world for beating it, you only get 4%. Although, to Yooka's credit, Mario Odyssey had this problem on a much larger scale.
I absolutely agree with you about Banjo Tooie leaning away from the collectathon. I actually shot and edited an entirely different episode of Yooka-Laylee where I talked a ton about the collectathon genre and Rare's motivation in creating Banjo Nuts and Bolts leading to Yooka-Laylee's design. But the episode deviated way too far from the core of my argument...so the the first half was consolidated to "Banjo has some shaky history."
For my personal taste, I enjoy the bosses in Yooka-Laylee (even tho they seemed hard af) because I like the feeling of a side-quest type of boss.
Your presentation style is really great, from your narration to your editing. Your live-action footage also has a loose, but informed and well-read design to it. Looking forward to more coverage of games like you did with Yooka-Laylee here. Keep it up.
I really appreciate the love. Thank you!
I really liked Yooka-Laylee overall, but you are spot-on with so many of these points. It's one of those games that's chock full of questionable design decisions and unnecessarily confusing level design. I think they did a much better job with Yooka-Laylee & the Impossible Lair, although that's a bit of an apples-to-oranges comparison since one is a sandboxy collectathon and the other is a classic "reach the end of the level" platformer.
So nice to see someone appreciate the criticism while enjoying the game :)
I haven't played the impossible lair yet, I keep hearing it's darn good.
Really excited for this, gonna be taking some notes
I really like your discussion style! It's nice to have some calm, conversational arguments rather than wacky, aggressive rants.
Thank you! Glad the tone works for you
Good vid and epic editing
Thank you!
Unbox: Newbie's Adventure released around the same time, was not nearly as hyped, and I enjoyed way more.
Interesting, I've never heard of that game. The graphics look a lot like Yooka-Laylee. I'll have to give it a try
Why are you speaking like you're afraid to wake someone up.
That's just how I be