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Yooka-Laylee

Developer: Playtonic Games Publisher: Team17
11 April 2017
Yooka-Laylee - cover art
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243 Ratings / 5 Reviews
#4,549 All-time
#241 for 2017
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As a mega fan of Rare platformers growing up and as a backer for this game's kickstarter I was REALLY hoping this could change the growing negative perception of crowd funded nostalgia trips. While Yooka Laylee isn't a total bomb it definitely falls way short of expectations. In my opinion I think this game's strongest attributes are it's narrative and presentation, but it drops the ball in many key areas of it's design. I'll admit that I was rolling my eyes at how contrived the plot was rolled out, Capital B and his side kick Dr. Quack devise a plan to steal all of the world's books so they can... monopolies book sales??? They steal Laylee's "special" book that held together magical golden "pagies" scattering them across the world which you must now reclaim. There's little explanation as to what power these pagies hold and how Capitol B will even use them. Pretty lame stuff honestly, and when I saw how desperately they tried modelling Yooka and Laylee's personalities after Banjo and Kazooie I wasn't very impressed. But the game slowly started to win me over with it's dry British humour, wacky characters, and self referential punch lines. Characters like the shady salesmen Trouser and the 16-bit dinosaur sprite Rextro had me charmed and I found myself laughing quite a bit when I was able to get past the sea of immature puns and predictable gags.

The visuals are also sharp with a great colour pallet and vibrant environments (with a few exceptions). Playtonics really tries to recapture the feel of Rare's old games so they hurl eyeballs onto just about any object that is a "thing", and the voice acting is essentially just arrrgs and silly sound effects which... I won't lie; I grew up with that shit so it's much more tolerable I guess, but it is pretty ugly sounding I can't front. The soundtrack is actually quite stellar with big names like Steve Burke, Grant Kirkhope, and even David Wise composing, all of which have worked with Rare studios previously for titles like Banjo and Donkey Kong Country. The worlds in Yooka Laylee are much more expansive than in Banjo Kazooie, I'd say they're more along the scope of Donkey Kong 64's level sizes, and what's interesting is that you can expand each level once you've collected enough pagies to reveal more puzzles and tasks, there's even a decent hub world that is interconnected and ripe with it's own challenges. Just like in Banjo; you have special moves that must be learnt from Trouser, these will include things like a barrel roll or a sonic blast, or being able to shoot fire/ice balls by consuming special coloured flowers. Unlocking more moves is critical to progressing and you'll want to revisit older areas with new moves to accomplish tasks you couldn't previously handle.

See? There are a lot of great ideas at play here but ultimately the execution and level design is a ginormous mess. Individual pagie puzzles are usually really simple and isolated tasks that involve platforming or some kind of timed event. The quality of the platforming design varies from location to location but it's generally mediocre, even then it's usually the other types of non-traditional challenges that cause most of the problems here. There's awful mini-golf challenges that have you fighting to push an uncontrollable golf ball into a small hole in an unreasonable amount of time. There is a "mine-cart" challenge in each level which is supposed to be a call back to Donkey Kong Country but the cart is impossible to properly control and the courses seem as though they were designed by sadistic baboons. Rextro shows up in each level to offer you an arcade mini-game challenge but every arcade game is ASS! Every level lets you transform into a wacky object like a boat or a plant, but the controls are ASS for all of these transformations and the puzzles involving them usually suck donkey balls. The boss fights... Good lord the boss fights, every single one of them is a complete disaster either because of awful design and/or a terrible fixed camera angle. The final boss fight in particular is waaaaay too long and over indulgent.

Can we talk about the hardest boss in this game though? It's the fucking camera!!! Shit has a mind of it's own, it stutters around while you're in motion, gets caught onto objects easily, gives you a massive blind-spot almost always and you can't use some of your abilities properly unless the camera is in a very specific position. On top of that it'll sometimes decide to opt for a fixed angle in certain locations unannounced, so if you're in midair while the camera repositions itself you're screwed. In one extreme instance; one area in the second world uses a fixed camera angle for "artistic" purposes, but then, in this exact same area you're asked to shoot targets from a distance that you can't properly aim at and you can't even see the targets you're trying to hit because of the camera angle (oh, and of course there's a time limit!). It's these types of awful design choices and inconsistencies that totally bog this experience down. I often wondered what were the developers thinking? Why? Why would you give the player a flight ability that rips the challenge out of the game's platforming? Why? Why would you fill a level with VLTs and make the player spend hours trying to time slot machines just for a small handful of pagies? Why? Why are the swimming controls so awful? Why? Why would anybody want to be continuously quizzed about pointless crap in order to progress through the game? Why???

Boy oh boy did this game run me through the mills. You know there's enough charm and personality here that I really wish Playtonic Games pick this up and try again someday, but they have a long way to go if they're gonna catch up to where 3D platformers should be in 2017. *Sigh* Least I got a good soundtrack out of this!
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PaperbagWriter93 2017-04-13T02:49:29Z
2017-04-13T02:49:29Z
2.5
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Title
I've never played Crash Bandicoot
This was cute! I spent ten hours here and had a pretty pleasant time in about eight of them. Unfortunately the win condition of the game seems to rest on you loving the mechanics and exploration to the point where you'd have to sink another ten or fifteen at least - which I didn't wanna! Its a pretty big drawback and leaves me wanting some closure. Since this was really my first ever game of this kind (I suppose the closest to this I've played is like.. Lego Star Wars?) I found the mechanics novel and occasionally challenging in a fun way. Maybe I'll come back to this again in a few years with a craving for this sort of platformer gameplay again, or maybe I'll have played more 3D platformers by then and this won't feel as satisfying anymore. We'll see!
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reneuxx 2024-02-10T04:48:35Z
2024-02-10T04:48:35Z
2.5
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Title
Picking the Banjo-Kazooie baton
Intro:

Picking up the spiritual baton left on the ground by the genre of ‘collect-a-thon’ platformer games such as Banjo-Kazooie, Donkey Kong 64, Spyro the Dragon and other series comes Yooka-Laylee. A game made by many of the same developers as two of the former titles mentioned back when they were still a part of the original team Rare. If that style of game never grabbed your attention prior then this modern day visit to a classic style will not do anything to change your mind. However if you’re like me and had fond memories of many games like Banjo-Kazooie and hoped for more titles like it to be made then you’ll enjoy the colorful adventure of our chameleon and bat duo.

Gameplay:
A ‘collect-a-thon’ game sees players using their character’s platforming abilities to navigate the game world in a quest to snag up the many items scattered about. As said, Yooka-Laylee doesn’t try to reinvent the wheel by any measure and in fact has many moves and ideas pulled from prior games in the genre. Though new ground isn’t really broken, jumping gliding, using Yooka’s lizard tongue to get power ups, or transforming into various forms to complete challenges is still a fun, light hearted style of game. The game is intentionally designed to be reminiscent of Nintendo 64 platformer games and as one who remembers playing those on debut this one has all the same draw as well as some of the same issues. Backtracking to previous levels with new abilities is baked into the experience, which can feel monotonous for those looking to fully finish the game. If you’ve never played a game of this type and are looking for something colorful and fun with a mild challenge, Yooka-Laylee is a good intro to the genre.

Story:
The story of Yooka-Laylee, like many games of this style, is largely an inciting event with scant story beats here and there in order to give the characters a reason to go on their hoarding hunt of items. Beginning things off, our title characters are relaxing in their home when the plans of Capital B, who seems like a dead ringer for a cartoon villain version of Michal Scott of “The Office”, sucks up the books of the world including one of particular importance that our heroes unwittingly had. Unlike other heroes with some motive of doing the right thing Yooka and Laylee act more in the interest of just getting their stuff back and head to Hivory Towers the evil bee’s corporate lair (yes puns abound) to collect the pages of their stolen book. Nothing about the story itself will keep anyone of the edge of their seat but the interactions of characters, the humor laced into their lines, and fourth wall breaking jokes that are often a calling out of games and the industry as a whole are entertaining and give the player something to chuckle about as they move from challenge to challenge. One complaint to voice on that subject is while I looked forward to my next encounter with the oddball cast like Trousers the Snake salesman with and 80s style phone alway present or Rextro and his offering of old school inspired mini game challenges by comparison Capital B just felt far less entertaining and his lines forgettable.

Sound:
One thing that attracted me to this game from it’s first announcement on kickstarter, though I didn’t back it sadly (I was a poor student back then much to my dismay) was the listing of David Wise on the sound team. I love game music and this man’s work, most famously on the Donkey Kong Country games, is to this day a treat to the ears of many gamers, myself heavily included. While Wise didn’t do the whole of the soundtrack the game his work on select boss themes, as well as other sections, shines. Rounding out the soundtrack are themes for each of the game's handful of areas that are relaxing to listen to as players explore the world. Nothing on the whole soundtrack that I would listen to outside of playing but still enjoyable while doing so. In addition to a soundtrack that calls back to past ventures in many ways is the voice acting or lack thereof. Much like Banjo-Kazooie the game sees characters lines read out in a series of grunts and noises unique to each character that has a certain old school sort of charm in my heart and endears some of the cast of silly characters.

Presentation:
Like the games Yooka-Laylee draws on for its inspiration it is a brightly colored romp that looks quite good. Levels are sprawling and detailed, more so since each one can be expanded by spending collectables, but not so large that one can get lost or have a very difficult time becoming familiar with the areas. While the game is the first Playtonic Games put out it on a kickstarter budget it does look good, certainly outshining the nostalgic look of their N64 days (though a fun unlockable allows the game to be played in 64 bit sort of graphical look), it doesn’t attempt to compete with modern high fidelity games which is a good thing for this style of game opting to appear like a cartoon by choice.

Conclusion:
Before jumping into this game for myself I had heard a lot of buzz that folks were disappointed by it when stacked against the games of the past. I certainly love this subset of the platforming genre and of course had my own expectations as well. Upon finishing the whole experience at about 20 some odd hours I put the game down with a smile on my face. Those who are fans of Rare’s 64 library of games or the collect-a-thon style of game in general should find all the same fun with a new cast of characters I would love to see return for plenty more colorful adventures. Overall from me Yooka-Laylee earns 7.5 out of 10.

Pros:
Fun light hearted gameplay that is easy to handle
A colorful pallet and attractive soundtrack make the game fun to explore though
Odd sounds voicing, and the game’s script is humorous

Cons:
Same design frustrations with older collect-a-thon games are present here
Built in backtracking and lack of explanation to many puzzles and mechanics can be off putting
While some characters are fun others fall flat including the main antagonist
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Shea_Machost 2022-01-01T16:14:09Z
2022-01-01T16:14:09Z
3.5
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A group of former Rare employees formed Playtonic Games, and begun work on Banjo Kazooie-tribute Yooka Laylee. Everything here is from the same template. It's a 3D collectathon platformer, with bright, colourful graphics, and Yooka and Laylee work as one unit to navigate the environment.

Laylee the bat clings onto Yooka the chameleon. Their abilities are unlocked as you progress through the game, with 2 abilities available to purchase in each world from Trowzer the Snake. There's all kinds of abilities: a spring jump, glide, roll (to navigate slopes), dash, lick certain objects to inherit their properties (sticky honey, heavy cannonball), sonar, invisibility, fly. I like the look of Yooka and Laylee. I think they have done a good job of recreating the partnership of Banjo and Kazooie.

The story is basic - involving the evil Capital B and his side-kick Dr. Quack planning to steal the world's books to monopolise sales. When stealing Laylee's book, the “Pagies” are scattered, which you then go on a journey to reclaim.

The speech is just nonsense every syllable. This instantly becomes annoying. Luckily there is an option to reduce it just to the start of a sentence. I know it is pastiche of Banjo Kazooie, but it would have been a much better idea to use real language. The soundtrack is good though, created by Grant Kirkhope, David Wise and Steve Burke.

The Pagies are used to unlock worlds, and expand existing worlds, giving more opportunities for more Pagies. There are Quills to collect which you need to unlock the new moves. The Quills are often positioned to guide you around the environments; they highlights areas where you haven't explored.

There's a few Ghost Writer characters to find, an item that expands your power gauge, an item that expands your health meter, a Play Token to play Retro's Arcade Machine.

In each world, Retro lets you play a different game. You play the game once to gain a Pagie, and play again to beat the high-score to gain another Pagie. Even if you beat the high score the first time around, you still have to play again which is a little annoying.

A few characters give you quests. These can vary such as races, fetch quest, fly through hoops, reach an area without touching the ground, puzzles, move a ball to a hole etc. There's a mine-cart level which I presume is a nod to Donkey Kong Country. You constantly move forward, and can jump in order to dodge enemies and collect the gems.

The levels can be quite large and I think a map, even a simple one – would have helped nicely. I thought it wasn't clear when you should move on. You definitely have to revisit levels when you have the required ability, but sometimes I did wonder if I should be able to do something or if it was something I could ignore for now.

When you get the flying ability, some of the challenges are a little easy. The flying is (I assume) intentionally clunky, but you can cover large distances and reach large heights with it; bypassing many tricky platforms and making some challenges a “walk in the park”.

A common complaint seems to be about the camera. This must have been fixed since launch, since I thought it was perfectly fine.

To reach new parts of the Hub World, you need to pass a quiz. You may be asked about how many collectables you have, total play time, recognise characters or locations. This is also a nod to Banjo Kazooie.

This style of game has fallen out of favour over the years, and it's nice that Playtonic Games have tried to rekindle people's appreciation of the genre. I reckon I would have preferred more numerous but smaller, concise worlds. I did feel a sense of nostalgia playing this, but I felt I would have enjoyed the game more if I was younger.
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CaptainClam 2019-12-23T19:28:35Z
2019-12-23T19:28:35Z
3.5
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A Platformer Served Rare
Yooka-Laylee is the result of the ambitious project, through the efforts of both the video game community and veteran game developers, to "revive" a video game genre which has been dormant since the end of the 90s with a modern take on it collectible-based 3D platformer. When first announced, by its title alone it was possible to guess the direction the newly founded Playtonic Games wanted to take with their first game. Yooka-Laylee is a play of words with "ukulele". The reference to music instruments and the title formatting makes it easy to associate with Banjo-Kazooie, the main source of inspiration. Despite being a new company, Playtonic is actually a group primarily formed by game industry veterans, ex-Rare members who worked in the Banjo-Kazooie and Donkey Kong games from 1994 to 2001. The game received a positive reception from the community, given the success of its funding raiser. Fans of collectible platformers and curious players helped the funding of a type of game which hasn't been relevant for some time. The developers behind the game had a strong background on platformer games, some of those being considered all-time favorites by many to this day. This game had the perfect formula and the horizon was bright... hypothetically. The game was an experiment, and as an experiment it was prone to unforeseen results. Yooka-Laylee has plenty of inconsistencies and bad decisions which previous games from the same genre and developers did not suffer from, despite having everything to be a worthy homage to the lost platformer style.

Since it's unfeasible to write down a full rundown of all problems (some of them are small details and even personal nitpicky), I will dissert about the major points which make the game not as great as it could be. It's unfortunate that the game's flaws sum as you play, so the more you progress, more problems you notice, worsening the whole experience. It's the inverse of the popular "it becomes good after 10 hours" line of thought, leaving a bitter taste for those who expect the game to be more enjoyable or "fix itself" over time.

Firstly, the level design. Level design is a factor of great importance for platformer games. It's the field of experimentation and application of the mechanics and laws of the game world and characters through the player's control and actions. It sets the progression and provides the feedback to the player regarding their pace, skills and overall ability to deal with the platforming. In collectible-based platformers, there is an extra peculiarity. The level should be able to apply the game's collectibles within the level design while maintaining all the previously mentioned aspects intact and working. In Yooka-Laylee there are five worlds to explore, a lower number of worlds when comparing to Banjo-Kazooie games, Donkey Kong 64, Super Mario 64 [スーパーマリオ64] and Super Mario Sunshine [スーパーマリオサンシャイン]. I selected these games specifically since they are also collectible-based (at varying degrees) platformers, and because I will make some comparisons of aspects found in Yooka-Laylee to these games, pointing out their differences and similarities. Going back to the five worlds, while the apparent low number, these worlds are bigger than most from other 3D platformer games. A key feature in Yooka-Laylee is that each world is expandable after acquiring the necessary number of collectibles, and it's in this very feature where a major flaw resides, directly affecting the level design in Yooka-Laylee. When you first arrive at a new world, you are presented with an area to interact with, and bonus areas and content appear after expanding the world. This sounds like a nice concept when written down. If the player is enjoying the minor version of world, they will surely enjoy even more the world once it's expanded, as the options of things to do and see will increase. The first world, Tribalstack Tropics, is a jungle/ruins-themed world, a popular and common choice of theme for first world of platformer games. The initial area pre-expansion is a big round chunk of land, with a nice presentation and plenty to interact and collect in a substantial level from the get-go. After the expansion, big vertical temple ruins structures appear on the outer boundaries of the land, doubling (or even tripling) the amount of territory to explore. This is the only world in the game where I appreciated the concept of world expansion, and later I would realize that was the only part the developers managed to correctly apply the feature. The problem lies in the way the idea was implemented and how each world was designed in pre-expansion form. The second world, Glitterglaze Glacier, opens a new area in its expanded form, the Ice Castle, which you can reach in the pre-expansion version only to bump into its closed locked doors. Capital Cashino, the fourth world, has some new attractions and appendages to its big rectangular single room world. The third world and fifth world, Moodymaze Marsh and Galleon Galaxy, are inherently poorly designed given their linear exploration. These worlds are groups of "corridor" islands floating on seas that your character cannot touch, those being the swamp and poison "space water", respectively. The before and after expansion versions are similar, the only difference being that more mini-islands appear after expanding, though the pre-expansion version of Galleon Galaxy is so barren and empty to the point of barely having anything to do until expansion. The carelessness with Galleon Galaxy makes me wonder why they bothered with the world expansion feature in the first place.

The world expansion feature brings a implication to the progression of the game which is quite backwards for collectible-based platformers, something also found in Banjo-Tooie and Donkey Kong 64: discontinuity, or segmented level progression. When you explore a level in a platformer, it's up to the player to reach and check everything the level is offering, with the character abilities at their dispose. In BT and DK64, like in Yooka-Laylee, it's not possible to fully explore a new world because the character lacks abilities and mechanics to reach certain locations unless they advance to other new areas, hence the discontinuity. Note that segmented exploration is not the same as backtracking, which is not the case here. In Yooka-Laylee, the worlds immediately presents the player with things they cannot do. Instead of increasing the exciment of going into the level with more to explore, the pre-expansion world leaves a bad first impression, as if it's lacking places that were cut, instead of presenting a full location which receives bonus areas to explore. As mentioned, this is only successfully applied in Tribalstack Tropics, where at first you don't really know what's coming after the expansion. In the other worlds there are obvious indications that something is missing there, such as the locked castle door, the "under construction" casino signposts, and the few number of islands in the swamp and space seas. This makes the world less engaging to explore until you expand it and breaks the game progression. The worlds don't have much to offer yet, so checking the very few and limited things you have to do with a lackluster level composition is really disheartning. Discontinuity in excess in collectible platformers only brings frustation and turns the exploration in a chore.

Like in the BK games, the duo of characters you control start with some very basic platforming movement, like running and single jump, and gradually receives new moves as you find a specific NPC responsible for teaching your characters new moves and abilities to reach new places, execute new puzzles and progress through the game. In YL, Trowser, a snake in trousers (thanks Rare) is the ability teacher NPC. Differently from Bottles and Jamjars from the BK series, there is a single Trowzer in each world, and instead of giving a single move he makes available three or two new moves. Even though giving the player the option to choose from a catalog of abilities sounds interesting, this is counter-intuitive to the purpose of gaining abilities and level progression. Bottles and Jamjars gave abilities that made sense to the context of the world and location they were, and you could test your new move at a nearby part of level designed just for testing the new ability (subtle or not), be it a switch used for ground-pounding, or a small lake for swimming. This is non-existant in Yooka-Laylee, given that Trowzer is not only in an easily accessible location of the world (there was the exploration challenge of going after Bottles and Jamjars for new moves), as there is no level feature around him where the abilities can be tested. Though when encountering Trowzer in the hub level, Hivory Towers, there were specific puzzles for testing the single ability he teaches you in the cutscene, as it should be. While functioning as intended in the hub world, having Trowzer function as a shop owner selling abilities elsewhere was a bad decision because there is a lack of proper application of the moves you are learning, weakning the sensation of character improvement. The player must decipher the new ability through the dialogue full of gags and jokes, and it's not possible to fully understand the application of the new ability at first through dialogue and description only (e.g. Slurp Taste).

Speaking of the abilities themselves, a good amount of them are barely used in the puzzles and exploration, with some of them being way too focused for very specific sections rather than being useful for any kind of situation (Lizard Lash, Sonar Shot, Sonar Explosion). Relating that fact to the level design, there are a lot of sections made only for a specific ability rather than naturally blending it within the overall level design. While such decision is fine as long as the puzzle is challenging and creative within itself while using the ability, that wasn't the case most of the time. It's as if the character abilities were designed before the level design, and some abilities didn't really match any level design so they were forced into it. This hurts the exploration, making several areas and sections very direct, soulless and artificial, instead of experimenting with abilities and making open-space creative solutions to platforming and puzzles, something that Banjo-Kazooie excels at. Speaking of hurting exploration, Flappy Flight is the ability which single-handedly breaks the game and defeats the purpose of platforming. Flappy Flight allows you to fly from any spot at any moment to any place, as long as you have power meter. Flight is not seldom seen in platformers. BK series, Super Mario 64 and Super Mario Sunshine had flying too, however the way the mechanic was implemented was completely different in those. Flying in Yooka-Laylee is dependent of a resource which replenish itself after 5 seconds and you can fly anywhere, anytime. You gain this move in mid-late game, but it affects plenty of platforming sections since you can simply complete them or correct mistakes by flying through everything. Flying should be limited and based on valueable resource. It feels as Playtonic didn't give much thought at how Flappy Flight would be used and how it defeats the point of platforming and punishing the player's errors. Another special ability feature are transformations, where your character transforms into another being, like a flower or helicopter, granting a unique ability for each world. Transformations were not interesting at all in YL, and like certain normal abilities they also seem like an afterthought that was forced into the level design instead of blending within it and giving a reason to explore the level again as the transformed being.

The level design and character abilities, along with overly long and static boss fights, minor enemies' lack of variation and bad placement, awful kart sections based in collecting a certain number of gems through the run and make it dependable of speed variation only known via trial and error, and a handful of repetitive, bland, irritating and shallow platforming sections form up the problems with this game. While my critic seems too harsh, I enjoyed YL more than I disliked, as it was the same type of game I've waited and never got to see happening since my childhood. Banjo-Kazooie is one of my favorite games, so I was obviously looking forward at a game made by the same people involved with BK after all these years, this time with more creative freedom and time than ever before to develop a game. Yooka-Laylee has wacky characters, dumb humor dialogue with grunting noises as voice acting, great soundtrack from David Wise and Grant Kirkhope, and some interesting platforming action, things that I appreciate. This is the game I've wanted fifteen years ago, which unfortunately suffered from some design decisions which were perfected or almost flawless in the previous games from the same developers, hence my overall disappointment. Nevertheless, I am certain this is a game the people behind it cared about. Extra time, gathering more opinions from people who were familiar with the past games, avoid mixing plenty of ideas which do not sinergy well with each other would have helped them remediate most of the problems. If Playtonic can take their time to reflect upon what has been done, realize how and why they took the direction they did with certain things, rethink if that really was the best option among others, and take all the criticism to heart, I believe they will be able to improve and fix most issues in their next game. They have hinted multiple times through in-game dialogues their intention of making a sequel, I only hope they will get there someday and make the worthy homage to collectible-based platformers happen. As long as they don't pull another Banjo-Threeie and the sequel never happens, there is always the possibility.
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Kites Yooka-Laylee 2024-03-23T06:41:32Z
Windows / Mac / Linux/Unix
2024-03-23T06:41:32Z
3.5
1
In collection Want to buy Used to own  
jackfennimore Yooka-Laylee 2024-03-16T06:07:25Z
Switch • US
2024-03-16T06:07:25Z
2.0
In collection Want to buy Used to own  
eliottstaten Yooka-Laylee 2024-03-16T01:12:15Z
2024-03-16T01:12:15Z
In collection Want to buy Used to own  
Noahhuds1 Yooka-Laylee 2024-03-05T17:39:29Z
2024-03-05T17:39:29Z
In collection Want to buy Used to own  
aliens_exist Yooka-Laylee 2024-03-04T07:11:21Z
Windows / Mac / Linux/Unix
2024-03-04T07:11:21Z
In collection Want to buy Used to own  
Molten_ Yooka-Laylee 2024-02-29T11:11:04Z
PS4 • US
2024-02-29T11:11:04Z
3.0
In collection Want to buy Used to own  
Pancakeman Yooka-Laylee 2024-02-15T12:23:24Z
2024-02-15T12:23:24Z
3.5
In collection Want to buy Used to own  
puppies_on_acid Yooka-Laylee 2024-02-15T06:46:28Z
Windows / Mac / Linux/Unix
2024-02-15T06:46:28Z
In collection Want to buy Used to own  
reneuxx Yooka-Laylee 2024-02-10T04:48:35Z
2024-02-10T04:48:35Z
2.5
In collection Want to buy Used to own  
hunterskull1234 Yooka-Laylee 2024-02-08T16:10:46Z
Windows / Mac / Linux/Unix
2024-02-08T16:10:46Z
In collection Want to buy Used to own  
Alberthus Yooka-Laylee 2024-02-04T19:56:49Z
Windows / Mac / Linux/Unix
2024-02-04T19:56:49Z
3.5
In collection Want to buy Used to own  
__generic Yooka-Laylee 2024-02-03T21:36:59Z
Windows / Mac / Linux/Unix
2024-02-03T21:36:59Z
In collection Want to buy Used to own  
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  • Previous comments (6) Loading...
  • ella_guru 2021-09-03 18:22:13.98074+00
    Just finished replaying this. Perhaps it is just my nostalgia for Rareware platformers, but the game has a lot of charm and I still enjoyed it. If they had patched the Rextro games to reward both Pagies if you surpass his hiscore on the first playthrough, if the energy cost of flying had been increased so that you can't cheese half the platforming sections, and if the collectibles had a bit of a larger range in which they can be picked up, it'd remove a lot of the more frustrating aspects of gameplay
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  • ... 2022-04-24 02:08:14.331293+00
    Quite beautiful. I do not get the hate.
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  • simonkenis 2022-04-28 14:46:51.262802+00
    Far from perfect but way over-hated.
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  • LedriTheThane 2022-12-30 19:29:53.344555+00
    Having numerous friends tell me that this was bad was probably the biggest finesse of my trust I've ever witnessed. Great varied platformer game.
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  • samples 2023-09-09 14:10:57.308478+00
    overhated but definitely has issues

    dr puzz was boring as hell, but i liked trowzer, rextro, and capital b as characters
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  • omo_ree 2023-11-14 19:32:10.759053+00
    is it bad that i thought this game didnt even come out and got cancelled after the kickstarter for years
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  • Molten_ 2024-02-29 11:10:54.159351+00
    I mean if you grew up playing banjo tooie & donkey kong 64 I would argue this is a step above them. still doesn't come close to banjo kazooie & mario 64, but it's definitely over-hated.
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  • Kites 2024-03-23 06:42:44.957137+00
    wow 2.5 average, i imagined it would be around 3.4-3.5
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