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

Props to Playtonic for improving so many things with this patch and providing detailed patch notes. Makes you think though how the game could have been received had it launched now with those extra few months of polish.
 

Peff

Member
The Grotto is super nerfed now, you can just walk through 90% of it instead of having to roll. I tried the two Pagies for the Cashino arcade and it didn't seem all that different (the course and the high score were the same) but I didn't die, so I guess losing less points is what they tweaked. The signposting for the hub is a little ridiculous, though, but the QoL updates for the camera and dialogue speed are worth it.
 

maxcriden

Member
I skimmed through the patch notes and didn't see anything about improved Kartos controls but I'd seen some complaints about them. Have they been modified and I just missed it in the notes?

The Grotto is super nerfed now, you can just walk through 90% of it instead of having to roll. I tried the two Pagies for the Cashino arcade and it didn't seem all that different (the course and the high score were the same) but I didn't die, so I guess losing less points is what they tweaked. The signposting for the hub is a little ridiculous, though, but the QoL updates for the camera and dialogue speed are worth it.

Is the grotto part of a level or something else?
 

Peff

Member
Is the grotto part of a level or something else?

It's a challenge in the second world that takes you to a separate area where most of the obstacles used to cause Yooka to slide off to his death unless you were using the roll move. It was a relatively tough section considering you have to do it in one go and the rolling controls were a tad too sensitive, especially when you have to jump several times in a row. After the patch, all but one segment of the grotto have had their slippery properties removed.

EDIT: The cart controls feel pretty much the same, but they did add an overheating effect so you can tell whether or not shooting is disabled. I *think* they also tweaked the stages so that the timing for the moving obstacles is more consistent in every attempt, but it might just be a placebo effect.
 

maxcriden

Member
It's a challenge in the second world that takes you to a separate area where most of the obstacles used to cause Yooka to slide off to his death unless you were using the roll move. It was a relatively tough section considering you have to do it in one go and the rolling controls were a tad too sensitive, especially when you have to jump several times in a row. After the patch, all but one segment of the grotto have had their slippery properties removed.

EDIT: The cart controls feel pretty much the same, but they did add an overheating effect so you can tell whether or not shooting is disabled. I *think* they also tweaked the stages so that the timing for the moving obstacles is more consistent in every attempt, but it might just be a placebo effect.

Oh, good deal. Thanks for the info, it's much appreciated. Now for the patch to come to XB1 so I can finally jump in!

If all the patches changes are as good as they sound, kinda seems like the game would have scored at least one whole point out of 10 better for many reviewers (if reviews were updated).
 

Lynd7

Member
The grotto wasn't even that bad, they probably really only had to tweak it a bit to iron it out. The layout of the hub wasn't that confusing either, it's much simpler than Grunty's Castle was.
 

hydruxo

Member
Nice patch notes, but they should've just waited until it was ready for consoles too and released them all at once. They said end of June and now they say "in the coming weeks". It's annoying.
 

maxcriden

Member
Nice patch notes, but they should've just waited until it was ready for consoles too and released them all at once. They said end of June and now they say "in the coming weeks". It's annoying.

They only said end of June for PC, though, right? I agree it's disappointing, though.
 
The grotto wasn't even that bad, they probably really only had to tweak it a bit to iron it out. The layout of the hub wasn't that confusing either, it's much simpler than Grunty's Castle was.
All the grotto really needed was a checkpoint in the middle somewhere and it would have been fine
 

muteki

Member
Not sure I like how that optional camera mode reads. "Fuck it, we won't do anything and you put the camera where you want" isn't an ideal solution either. There are other camera tweaks mentioned, hopefully that gets us closer to a happy medium.
 

Lijik

Member
Popped into the game to check some of the camera problem spots with the changes, and I cant get into the game because the title screen says "Missing String" and wont accept any input. Anyone else have this issue?

edit- it fixed itself after a restart
 

illusionary

Member
Has anyone had the chance to look into whether the Cashino Pagie bug fix is retroactive? I'm guessing from the working of the patch notes that it's not
 

Burbeting

Banned
I'll start this post by saying I have never played any Rare-games in the past, so I have no ties to Banjo, etc.

Platinumed the game on PS4, just in time before the patch was about to come, haha. Took roughly 22 hours, but I did resort to using guide for few last pagies, because I couldn't really be bothered to look everywhere with a tight comb.

The game was... not very good. The controls felt very janky, especially with Kartos and some of the transformations. But some of the moves Yooka had were pretty annoying to control too, rolling in particular. This made getting some of the quills far more difficult just because Yooka didn't roll or fly as I was trying to make him to, due to camera deciding to start spinning wildly all of a sudden.

So yeah, the camera was really, really bad, and the voices were very grating to listen to. The game was also prone on crashing, I platinumed the game in three days, yet the game was able to crash five times during that time. Not a very good outlook. The framerate was also inconsistent, and the game even had freezing moments in the casino level.

Still, the issues above might be (and some of them will be, seemingly) addressed in patches. But there were also some fundamental issues in the game, that I doubt no patch can change. Biggest issue for me was the level design, particularly in levels 2, 3 and 4. The Pagies were almost all put into their own separate minigame sections, leaving the actual levels themselves just extremely dull and bland to actually traverse. So what happened was me just trying to traverse this bland landscapes, trying to figure out which separate little area for pagies I hadn't been exploring yet. Same problem is even worse with Quills, which seemed to be positioned very randomly, so that finding them never felt very rewarding.

Another big issue was sadly the music. It was all very dull and repetitive to me. I actually put the music completely off from the options for the last 5 hours of my play or so, when the Casino-level music got too much on my nerves.

Still, it wasn't all bad, since I did have enough interest to keep on playing the game until I had collected everything. Over half of the missions leading to getting pagies were pretty fun platforming challanges, which is the meat of the game. Roughly third of them were pretty dull though (especially the arcade minigames). I actually liked the level design of Levels 1 and 5, with Level 1 having visually very pleasing aesthetic, and level 5 did not waste any space at all, but was very compactly designed. More of that in the possible sequels, please! The boss fights very quite fun too, except for the one where you had to use Kartos.

So yeah, not awful, but not very good, either. Roughly 5-6/10 game (and I mean on 1-10 scale, not the usual 7-10 :p)
 
Started it last night. Found 10 pagies and just expanded the first world.

Liking it so far. It's flawed, but flawed in a way that I can live with.

I was the right age for N64 platformers, so it's scratching that itch fine.

It's not mind blowing, but it's solid.
 

Ourobolus

Banned
I'll start this post by saying I have never played any Rare-games in the past, so I have no ties to Banjo, etc.

Platinumed the game on PS4, just in time before the patch was about to come, haha. Took roughly 22 hours, but I did resort to using guide for few last pagies, because I couldn't really be bothered to look everywhere with a tight comb.

The game was... not very good. The controls felt very janky, especially with Kartos and some of the transformations. But some of the moves Yooka had were pretty annoying to control too, rolling in particular. This made getting some of the quills far more difficult just because Yooka didn't roll or fly as I was trying to make him to, due to camera deciding to start spinning wildly all of a sudden.

ok burb
 

nin1000

Banned
I'll start this post by saying I have never played any Rare-games in the past, so I have no ties to Banjo, etc.

Platinumed the game on PS4, just in time before the patch was about to come, haha. Took roughly 22 hours, but I did resort to using guide for few last pagies, because I couldn't really be bothered to look everywhere with a tight comb.

The game was... not very good. The controls felt very janky, especially with Kartos and some of the transformations. But some of the moves Yooka had were pretty annoying to control too, rolling in particular. This made getting some of the quills far more difficult just because Yooka didn't roll or fly as I was trying to make him to, due to camera deciding to start spinning wildly all of a sudden.

So yeah, the camera was really, really bad, and the voices were very grating to listen to. The game was also prone on crashing, I platinumed the game in three days, yet the game was able to crash five times during that time. Not a very good outlook. The framerate was also inconsistent, and the game even had freezing moments in the casino level.

Still, the issues above might be (and some of them will be, seemingly) addressed in patches. But there were also some fundamental issues in the game, that I doubt no patch can change. Biggest issue for me was the level design, particularly in levels 2, 3 and 4. The Pagies were almost all put into their own separate minigame sections, leaving the actual levels themselves just extremely dull and bland to actually traverse. So what happened was me just trying to traverse this bland landscapes, trying to figure out which separate little area for pagies I hadn't been exploring yet. Same problem is even worse with Quills, which seemed to be positioned very randomly, so that finding them never felt very rewarding.

Another big issue was sadly the music. It was all very dull and repetitive to me. I actually put the music completely off from the options for the last 5 hours of my play or so, when the Casino-level music got too much on my nerves.

Still, it wasn't all bad, since I did have enough interest to keep on playing the game until I had collected everything. Over half of the missions leading to getting pagies were pretty fun platforming challanges, which is the meat of the game. Roughly third of them were pretty dull though (especially the arcade minigames). I actually liked the level design of Levels 1 and 5, with Level 1 having visually very pleasing aesthetic, and level 5 did not waste any space at all, but was very compactly designed. More of that in the possible sequels, please! The boss fights very quite fun too, except for the one where you had to use Kartos.

So yeah, not awful, but not very good, either. Roughly 5-6/10 game (and I mean on 1-10 scale, not the usual 7-10 :p)


Holy shit Burb. You are a sucker for pain
 

ghibli99

Member
New camera mode impressions anyone? Looking to hear how it turned out.
Having full manual control over it is so much better. It still has this weird tendency to zoom in/out quickly and do that stutter thing in some situations, but I think it's a great improvement over what it was like before.

The shortened voices are also much better if you aren't into skipping through dialogue, even though just hearing 1-2 seconds of them still makes my eye twitch.

Haven't tried it with different quality settings to see how/if performance has improved.
 
The layout of the hub wasn't that confusing either, it's much simpler than Grunty's Castle was.
I disagree, I had no problems with Grunty's Castle back when I was a kid. It had some secrets and hard to find parts, but for the most part the layout was pretty straight forward.

It helped that Grunty's Castle had Note Doors to gate progress so it was clear that different "sections" of the castle would have new levels in them. The entrances were also very clear, usually being in open areas with an obvious theme telegraphing them ahead of time (a big mountain having the entrance to the first level, a bridge over a swamp leading to the shack with the swamp level, crossing the quicksand to get to the pyramid with the Egyptian level, etc.). There were definitely some trickier to find levels (like Rusty Bucket Bay, and maybe Clanker's Cavern) but I remember the majority of them being very clear.

I'm only a few levels into Yooka Laylee, but the hub world feels claustrophobic and aesthetically similar for the majority of it so far. Only when you get right up to the snow level do you see snow surrounding it, and the swamp level just had a couple pumpkins around it if I remember right.
And their locations aren't very memorable to me, off the top of my head, I think the snow level is in an area with pneumatic tubes the level entrance is just in a little room to the side, and the swamp level I think you have to go through the library(?) and into the flooded area.

The added signposts in this patch will make it easier to find the levels, which will be nice, but as someone who loves a well designed overworlds, the patch doesn't make it any better designed as a whole or a fun environment to explore.
 
New camera mode impressions anyone? Looking to hear how it turned out.

It fits my playstyle. They fixed some of the automatic camera as well. I'd still recommend to turn up the sensitivity of the manual camera control and choose the default camera option.

There are some small quality of life changes here and there and I'd say the game feels a bit more polished now. :) There are signposts in the world (I also think the overworld feels a bit samey everywhere but it's nothing gamebreaking for me. I still like it.) Also there's an option for short/limited gibberish. The characters will only make a few sounds in the beginning of their dialogue now. Skipping it is also possible.

Playtonic is slowly working on many things players critisized. I'll replay it once the N64 is working.
 

nkarafo

Member
It's been a week and GOG version is still not patched.

Is this normal? Do GOG versions of games get shafted like this regularly?
 
So I bought this during the Steam sale and played a couple hours of it last night. I really miss 3D platformers and love the artstyle of Yooka Laylee. Unfortunately I'm not so sure I'll play much more of it.

My biggest complaint is the sound design. It almost feels like someone went out of their way to make the game's audio incredibly grating. I'm playing with the latest patch, so this isn't just about the gibberish speech. It's everything. From the background music looping to footprint sounds. It absolutely astonishingly bad. I don't understand how it was released in this state.

On top of this some of the game design decisions are equally baffling. To get to the top of the central parthenon like structure in that first world I had to navigate the exterior of the model in a way that felt like I was exploiting terrible model and bounding-box designs. I understand making a game not hand-holdy, but that's ridiculous. There were other situations of the same sort of thing. Where it felt like to get where I needed to go I had to traverse areas that appeared to not be viable. Even the textures at times in these spots gave that impression.

Is the entire game like this or does it improve? Does this whole "expand the level" mechanic transform these levels from a feeling of incompletely developed into full levels. If so why the hell is that a mechanic? Why would you want the player's first experience with a game world to seem broken and unfinished?
 

Camjo-Z

Member
My biggest complaint is the sound design. It almost feels like someone went out of their way to make the game's audio incredibly grating. I'm playing with the latest patch, so this isn't just about the gibberish speech. It's everything. From the background music looping to footprint sounds. It absolutely astonishingly bad. I don't understand how it was released in this state.

On top of this some of the game design decisions are equally baffling. To get to the top of the central parthenon like structure in that first world I had to navigate the exterior of the model in a way that felt like I was exploiting terrible model and bounding-box designs. I understand making a game not hand-holdy, but that's ridiculous. There were other situations of the same sort of thing. Where it felt like to get where I needed to go I had to traverse areas that appeared to not be viable. Even the textures at times in these spots gave that impression.

I don't know what you mean about the audio stuff. I never had a problem with improperly looping music or... footprint sounds.

As for your other complaint, all I'll say is that you didn't have to reach the top of the temple that way.

I'm stuck at a spot in this game. I've been using the IGN wiki guide doing the Frozen Caged Pagie and right after this room, I get stuck in a mystery room that doesn't appear in any of the guides or the youtube walkthrough I was watching. What do I do!?

https://drive.google.com/open?id=0B3SGWcT12aboVUtNX1UtekM2QVE

https://drive.google.com/open?id=0B3SGWcT12aboMGNNM0J3VVJEREk

You need an ability from later in the game to get past the security camera. Specifically,
the invisibility move Trowzer gives you just before the fourth world.
 
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