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Yooka-Laylee: Games have evolved past this - in what way actually?

nkarafo

Member
The original's art direction did look great at times

Banjo_Table.png


Banjo_Trove_1.png


Banjo_Trove_2.png
 

Sponge

Banned
Okay here's a better comparison. One evolved the designs from the early days. Another transplanted the design.

They definitely nailed the look of the some of the characters in Yooka-Laylee. I really like Trowzer, Rextro, Kartos and Dr. Puzz's designs.
 

Yoshi

Headmaster of Console Warrior Jugendstrafanstalt
Also, not to harp on the art too much, but art design has come a long long way in the genre.
Sorry, but that's disingenuous, you are comparing a major-publisher funded AAA remake in a dedicated engine, exclusive to one platform to an effort of a <20 persons team on a minor budget using a general purpose engine for multiple platforms here. And the difference is not that the art design is worse in Yooka but that the production values are sky high in Ratchet.

The heft of Donkey Kong games and character presentation are absolutely "like" the SNES series.
Presentation-wise, yes, it is similar, but gameplay-wise, it's night and day. Which is a good thing from my perspective, because I think DKC is rather weak and DKC TF is one of the best games ever made, but boy, are those very different games. The fluidity, the speed, the design approach to the levels, it's absolutely not the same and not feeling the same either.

General flaws of adventure platforming from the 90s:
-Presentation of story and characters. Jak and Daxter showed you can tell a damn good story with a huge cast of characters in the context of a platformer. Also characters can be something more than one note. If they are just one note characters, you better make sure that is a damn good note and makes sense in context to the world.

-Relevance of side quests in the story. Everything you do in Ratchet and Jak has a purpose that feeds into the main narrative or characters. Side quests for the sake of sidequests is not enough. Players need a reason or a drive to do something and getting more collectibles or more of the same is not enough of a reason.

Honestly most of the things wrong with 90s platformers is giving the player a drive to do something. Being "wacky" isn't enough to carry a game anymore. In the same way CG films moved from "Madagascar" to "Toy Story 3", there just need to be more substance now that the luster of being a 3D game has gone.
I'd argue the story and presentation of Jak & Daxter is actually weaker. Disregarding the disasters that were 2 & 3 for various reasons (including presentation, that's some Shadow the Edgehog shit right there), I do not agree that the more serious American-comic themed story of Jak 1 is superior to the whimsical British-humour style story of Banjo. Both stories are super simple, just that Jak takes itself serious, where Banjo (and Yooka, from what I have seen so far) is living off some crude and unique humour. Why would one appriach be superior to the other? You may prefer one of those approaches over the other, but neither is inherently superior. Also, let's take a look at the motivation for the collectibles.
Jak's jiggys: Powering devices to reach new worlds
Banjo's jiggys: allow to solve jigsaw puzzles which open the gates to new worlds
Yooka's jiggys: pages to a magical book that allows to visit and change worlds

Jak's notes: They are valuable artifacts from a past civilisation, you can buy more power cells from them
Banjo's notes: They are magical and can open gates in Grunty's lair
Yooka's notes: After all books are gone, feathers, allowing to write new books, are particularly valuable, so they can be used as currency

Jak's Jinjos: No explanation, some random flies that give jiggys
Banjo's Jinjos: Captured by the evil witch, if you help a full group, they are thankful and give you a jiggy as a reward
Yooka's Jinjos: No explanation, just some monsters that, if you find all five in a world give you a Jiggy.

I really don't see the difference in explanation of the collectibles, if anything, Banjo gets the edge for explaining all three types of collectibles rather than just two.
 

sn00zer

Member
One of those is a screenshot, the other is not.

This is more fair:
Agreed I fixed it to be more representative. Used key art only to represent the original art design concepts better.

They definitely nailed the look of the some of the characters in Yooka-Laylee. I really like Trowzer, Rextro, Kartos and Dr. Puzz's designs.
I totally agree with this, but I would also argue these are the furthest from the traditional Banjo designs.
EDIT: Maybe not Dr. Puzz, not a fan of the penis head thing going on.
 

sn00zer

Member
Sorry, but that's disingenuous, you are comparing a major-publisher funded AAA remake in a dedicated engine, exclusive to one platform to an effort of a <20 persons team on a minor budget using a general purpose engine for multiple platforms here. And the difference is not that the art design is worse in Yooka but that the production values are sky high in Ratchet.
Fixed my posty to be more representative from a charcter design perspective.


Presentation-wise, yes, it is similar, but gameplay-wise, it's night and day. Which is a good thing from my perspective, because I think DKC is rather weak and DKC TF is one of the best games ever made, but boy, are those very different games. The fluidity, the speed, the design approach to the levels, it's absolutely not the same and not feeling the same either.
I'm not saying they are exactly the same, but if someone had not played the SNES DK in years I bet they would say it plays like a DK game, albiet much better playing.


I'd argue the story and presentation of Jak & Daxter is actually weaker. Disregarding the disasters that were 2 & 3 for various reasons (including presentation, that's some Shadow the Edgehog shit right there), I do not agree that the more serious American-comic themed story of Jak 1 is superior to the whimsical British-humour style story of Banjo. Both stories are super simple, just that Jak takes itself serious, where Banjo (and Yooka, from what I have seen so far) is living off some crude and unique humour. Why would one appriach be superior to the other? You may prefer one of those approaches over the other, but neither is inherently superior. Also, let's take a look at the motivation for the collectibles.
Ratchet may be a better example as it is a bit lighter. My point was not that Jak's story was darker, just that there was some substance. Even "super wacky modern kids show" like Gumball have something to say behind all the craziness. I just don't think you can create a story that is "crude and unique humor" without something behind it. Hell, Conker was crude as hell, but there was a definite through line with the plot and characters and tasks given.

Jak's jiggys: Powering devices to reach new worlds
Banjo's jiggys: allow to solve jigsaw puzzles which open the gates to new worlds
Yooka's jiggys: pages to a magical book that allows to visit and change worlds

Jak's notes: They are valuable artifacts from a past civilisation, you can buy more power cells from them
Banjo's notes: They are magical and can open gates in Grunty's lair
Yooka's notes: After all books are gone, feathers, allowing to write new books, are particularly valuable, so they can be used as currency

Jak's Jinjos: No explanation, some random flies that give jiggys
Banjo's Jinjos: Captured by the evil witch, if you help a full group, they are thankful and give you a jiggy as a reward
Yooka's Jinjos: No explanation, just some monsters that, if you find all five in a world give you a Jiggy.

I really don't see the difference in explanation of the collectibles, if anything, Banjo gets the edge for explaining all three types of collectibles rather than just two.
Not going to argue too much on this one as I generally agree with your point. Although I think there is more context in the Jak collectibles than the Banjo, baring the jiggies. But I think that is a matter of personal preference.
 

Aquillion

Member
This game isn't out yet so most ppl in this topic are projecting based on the opinions of others.

I'll revisit this after the 11th when most people can actually play the game.
The reviews seem pretty consistent, though, despite the split in terms of liking / disliking it: Nearly everyone agrees it's an accurate recreation of 90's era 3D mascot-driven platformers, capturing the things people liked about them but not adding much new. If you liked those games, you'll probably like it; if you didn't, you won't.
 

Yoshi

Headmaster of Console Warrior Jugendstrafanstalt
Ratchet may be a better example as it is a bit lighter. My point was not that Jak's story was darker, just that there was some substance. Even "super wacky modern kids show" like Gumball have something to say behind all the craziness. I just don't think you can create a story that is "crude and unique humor" without something behind it. Hell, Conker was crude as hell, but there was a definite through line with the plot and characters and tasks given.

I'd suggest leaving Conker out of the discussion because it is really quite different, being a very strongly story dirven game, whereas all collectathons I know are primarily or even exclusively gameplay-driven. Wrt story, Conker obviously has all the other games we might discuss beat handily. But the matter of fact is: What is story substance? Banjo has a base story that stands on its own, an evil witch has kidnapped a cute bear and her brother and his friend try their best to beat the witch's ass in her own lair, which is all magic and gated by magical puzzle locks and magical note doors. The Yooka-Laylee story substance is a bit more than that, talking about an evil corporate boss who tries to build a monopoly and even gain world dominance by capturing all books, among them a magical world building one which happens to have been in possession of Yooka and Laylee up to that point (unknowing of its powers). I think the stories do not have much less substance than Jak's story does and I don't really see what you feel is missing here when compared to Jak.

Actually, the only thing other than tone different in that regard is, that Banjo an Yooka choose a decidedly gamey way of presenting the story with funny noises, texts and funny animations (which wouldn't flow with more film-like presentations), whereas Jak uses voice acting and more "down to earth" animations. But looking at Rextro's adroably cute animations, it would be a shame if they had to go in favor of a more film-like presentation.
 

Rathorial

Member
Yeah, the "games have evolved past X" line in reviews is a good way for me to disregard your opinion. Unless you can immediately after go into actual detail to explain that point, it's just a vague platitude like the "shooting was meaty".

I think there are ways 3d platformers could be evolved (like any genre), and that the 3d Mario games have done that with stuff like Sunshine, and then the Galaxy games. Even with those games though, it's largely control and camera improvements, on top of just layering in a bunch of neat physics based mechanics + environments. Like most genres, I think the evolution has been slow and mostly based around conveniences, or trimming the fat out of things people never liked/don't have the patience for now.

The idea that games have evolved past the Banjo Kazooie's of the 90s, would have to mean we have a roster of newer games doing what they do better. All we've got is Mario, and Ratchet & Clank has frankly stayed pretty iterative. What other games are integrating incredible 3d platforming? All I've seen are some action games that have integrated in some simplistic platforming like Uncharted or Dying Light.

Like action/RPGs now, they don't do everything that made CRPGs compelling to play, and so I don't think we've evolved past those either. Almost seems like better production values and action are the thing people expect now as evolution, and that's silly.
 

AgeEighty

Member
If the "evolution" people talk about involves the dominant genre being shooters of various sorts, then I think it should be re-evaluated.

I think there's plenty of room for the so-called "obsolete" game styles to have a large audience today; they just need to do a better job honing themselves and leaving behind the parts that annoy people. I think that's true of platformers and of turn-based RPGs as well.
 

Cleve

Member
Not every reviewer is going to address the game from a perspective of a nostalgic fan that may love the genre and backed the kickstarter. It's pretty understandable that those people are unimpressed with the game in general, possibly rate it poorly, and that's okay. It's the game it's fanbase wants, they shouldn't be preoccupied with how well someone else scores it if they have fun.

I don't expect rail shooters to score well, but that's okay, I still love them. I don't need other people to appreciate that.
 

X-Factor

Member
Easy Allies' review of Yooka-Laylee: 3 out of 5 stars which is below average on their scale. Total Biscuit even makes an appearance in their comments section.

- They say it harkens back to old platforming games that were made the style of Banjo-Kazooie or Donkey Kong 64 but it ends up being dull and uninspired
due to the level design being a laundry list of things to do with inconsistent quality.

https://www.youtube.com/watch?v=iiuYNE5dKhQ


They also say other developers and older games have done what Yooka Laylee tries to do but better already.
 

Yoshi

Headmaster of Console Warrior Jugendstrafanstalt
Easy Allies' review of Yooka-Laylee: 3 out of 5 stars which is below average on their scale. Total Biscuit even makes an appearance in their comments section.

- They say it harkens back to old platforming games that were made the style of Banjo-Kazooie or Donkey Kong 64 but it ends up being dull and uninspired
due to the level design being a laundry list of things to do with inconsistent quality.

https://www.youtube.com/watch?v=iiuYNE5dKhQ


They also say other developers and older games have done what Yooka Laylee tries to do but better already.

Since this doe snot quite meet the topic of this thread, I will just briefly comment (there is a review thread here) wondering why anyone would make up a scale, where 3/5 is considered below average. What does an average game get then, 4/5?
 

Vanadium

Member
BK was a grind for me. I never made it through Banjo Tooie back in the day for a lot of the reasons people are dumping on this game now. DK64 had similar design problems for me too. But that's the genre: the Mario 64 clone. I hated all the backtracking levels in Halo 3 too but people worship it. There's a flavor for everybody out there. Backers asked for a new Banjo Kazooie and it looks as if they delivered exactly that.
 

njr

Member
Not every reviewer is going to address the game from a perspective of a nostalgic fan that may love the genre and backed the kickstarter. It's pretty understandable that those people are unimpressed with the game in general, possibly rate it poorly, and that's okay. It's the game it's fanbase wants, they shouldn't be preoccupied with how well someone else scores it if they have fun.

I don't expect rail shooters to score well, but that's okay, I still love them. I don't need other people to appreciate that.

I think the difference here is rail shooters are still made today, while this subgenre is a rarity these days. I don't care about review scores, but I do understand that review aggregation sites and other aggregators do have an influence on the success of a game. I'm cool with reviewers rating the game whatever it deserves, but it would be great if the blanket statements about collect-a-thons being evolved past what YL offers were addressed. I'm going to enjoy this game either way, but also hopeful for a future where the lessons learned can be applied to actually "evolve" the genre.
 

HeroR

Member
For an example on another thing YL does that feels stuck in the past. The final boss. Yep... It's another one of
those really long, multiple phase, die and start all the way over from the beginning battles.
Some games still do this today. But for a game meant for a broad range of ages, it's extremely tougher the anything that comes before and you have to literally experiment to figure out how to avoid or dodge the moves till the end and hoping you survive long enough to learn the next tactic and not die on random luck until figuring it out. I've always disliked this kind of thing. As it's excruciatingly unfair. Yeah Bloodborne or Dark souls seem to love this element but those games are hard anyways and seems par for the course. It feels at odds here, as I've always felt with some platforming games and their final bosses.

This sounds like a complaint about a difficult spike. Also, the final boss in a Rare game is purposely made to be a 'final exam boss' to test everything your learned. A lot of gamers love that since it shows how much you've grown.

Most plateformers have laughably easy final bosses, looking at you Galaxy 2.
 

Compsiox

Banned
This is what the backers wanted. They knew what they were getting. I'm kind of just done with all journalism.

It will only be podcasts and forums for me.
 

HeroR

Member
True, but that's the difference I'd say. Shovel Knight only LOOKS old, but it plays like a modern game. It's got all modern game features you'd expect. It is not, in fact, a true throw-back to 8-bit gaming, but rather a TRIBUTE to that era. Donkey Kong Returns and Tropical Freeze are fully modern games that take the template of the originals and bring it to the modern era, but they're not recreations of the original template.

I'd actually argue that Mega Man 9 and 10 are true throwbacks.


And what kind of score does Mega Man 10 have?
78 on Metacritic,
6.6 user score


It's brilliant at recapturing the spirit and magic of the NES games, almost exactly, and for those that want that, it's perfect, but it's not accessible or respectful for modern gaming conventions.

That's more the reception Yooka-Laylee has received.

I agree with this. Shovel Knight is closer to a SNES game than a NES game. If anything, Shovel Knight Is the romantic version of what gamers remember the 8 bit to be like.

Donkey Kong by Retro are fully modern 2D games. Even the graphics reflexs this. The only thing really old school about them is the difficulty level.

Mega Mega 9 and 10 are full retro games. They removed features from the older games, including the slide and charged shot since the engine is based on Mege Man 2. The only modern elements are the graphics to create some of the enemies.
 
This sounds like a complaint about a difficult spike. Also, the final boss in a Rare game is purposely made to be a 'final exam boss' to test everything your learned. A lot of gamers love that since it shows how much you've grown.

Most plateformers have laughably easy final bosses, looking at you Galaxy 2.

Except the final boss here feels like tedium. Not some test of all abilities. Actually you barely do anything with all your abilities here.
 

HeroR

Member
Except the final boss here feels like tedium. Not some test of all abilities. Actually you barely do anything with all your abilities here.

Then the crismism lays on how it was implemented, not the design itself.

Easy Allies' review of Yooka-Laylee: 3 out of 5 stars which is below average on their scale. Total Biscuit even makes an appearance in their comments section.

- They say it harkens back to old platforming games that were made the style of Banjo-Kazooie or Donkey Kong 64 but it ends up being dull and uninspired
due to the level design being a laundry list of things to do with inconsistent quality.

https://www.youtube.com/watch?v=iiuYNE5dKhQ


They also say other developers and older games have done what Yooka Laylee tries to do but better already.

And I asked again, do they name the games that have done the 3D plateformer, collection type game better than YL?
 
I'm not saying I have the answer, but I'm curious where the line is drawn.

Like, for instance, Dark Souls. Dark Souls is NOT for everyone. It's inaccessible, brutally difficult, often infuriatingly obtuse, has some serious technical issues (Blighttown, argh!), egregious grinding for better gear (drop Titanite Shards, damn you!), and has a ton of features that are downright annoying - by design - with little care or concern for your skill or respect for your time. You cannot play Dark Souls at your pace or your level; you have to adapt to the game on its terms, not yours.

And as popular as the series is, you'll find a person for every Dark Souls zealot who despises the game for these very reasons. You can't pause the game. The punishment for failure is too high for them. The game mechanics aren't clearly explained at times. Level navigation is at times atrocious (damn those balcony archers). There's important areas of the game hidden behind obtuse mechanics and poorly highlighted hidden walls. Important, essential gear can be half-way across the game-world and you'll only get vague hints to the location. So much of its plot and lore and even gameplay progression is buried in menus and item descriptions. It's not intuitive at all and so much of it seems designed by chance or randomness at times (how is anyone suppose to know Seath can't be killed the first time they encounter him?). Etc. Etc. For countless players, all of these issues are outright deal-breakers.

But most critics understand the game isn't TRYING to be accessible. Even the ones that struggle with it and get frustrated with it understand that it's by design and that what it's doing is masterful in execution for those that want this sort of challenge and game progression. Almost no critic is going to give it a 2/10, even if they have a bad time with it, because they understand that the fault was with them not grasping the mechanics in time or understanding they needed to approach the game differently than a traditional hack-n-slash adventure game or RPG. They rate the games for the intended audience, NOT the mainstream audience. Because, let's be honest, the average gamer struggles with Dark Souls and it took a long time for it to find its audience and grow from there after Demons's Souls (or, hell, the underrated King's Field franchise, which has receive a lot of retroative praise).

If I played Dark Souls and I hated my time with it (which I initially did) because it didn't play the way I wanted it to (which it didn't) and didn't explain itself to me well enough (also didn't) and I had to resort to walkthroughs and support forums and GAF members to help me understand what the hell I was doing (which I did), then does that mean my initial impression of the game as a sub-standard, stupid, unfair game that frustrated me more than rewarded me was incorrect?... or was this a case where after I approached the game with a new mindset, accepted what the developers were trying to teach me, and playing with a different approach, it was revealed to me as one of my favorite games of all time? Was the fault with the game, or with me?

But it seems to me like reviews of Souls games don't usually cut them this slack of "the controls suck ass but it was on purpose so it's fine," at least in the ones I've read. Those games have higher Metacritic scores than YL does, but it seems that's because this game has camera and performance issues, among others. It's not like reviews are saying "genre is old, 5/10" here.

As for your experience with Dark Souls, that just seems like you ended up liking the genre that you thought you didn't like. That can happen! But it has no bearing on whether the genre itself is outdated.
 
I played Banjo a couple years ago and think it's a 7/10 or so.

The controls are awkward and stiff compared to modern platformers.
The level design is mostly boring. Lots of big open areas with little actual platforming challenge and a lot of running back and forth.
The game is very repetitive, it doesn't introduce new ideas and keep the game fresh (like say, like Mario Galaxy), and instead has you doing mostly the same stuff from start to finish (of course there's a few little powerups here and there).

Hearing that Yooka is basically just Banjo again rather than an evolution of the formula is pretty disappointing.
 

Maximo

Member
This is what the backers wanted. They knew what they were getting. I'm kind of just done with all journalism.

It will only be podcasts and forums for me.

Backers wanted a Banjo spiritual successor, from some of the reviews I have seen they succeeded that..but the quality is lacking Camera issues, frame rate issues, bad quiz questions at random times uninspired hub world, worlds with lacking in clear direction, ect, having played Banjo recently it holds up. Yooka Laylee seems to be a *bad attempt* at trying to make the same quality of game, nothing wrong with banjo from a design perspective I still loved it, but seems to me its a bad first attempt from them.
 

Undrey

Member
Is anyone else excited to see how their next game turns out?

I think after this game they'll have looked at the reviews and realized their shortcomings and come up with a better game next time. Who knows what genre it'll be either.

Or it could be DCEU in game form.
 
It's hard to argue that the game doesn't feel outdated when Banjo Kazooie was already outdated compared to the true evolution of platformers, Crash Bandicoot.
 

Synth

Member
Yooka-Laylee is a rehash but Call of Duty is a haven of originality? Okay.

Look at CoD2. Then look at CoD4:MW. Then look at CoD:IW.

CoD may have a lot of releases as it iterates, but it's iterated a shitton more in even the last 5 years compared to what Yooka-Laylee has done. Hell, I'd argue CoD has changed more since the launch of the 360 than Mario has since the launch of the N64.
 

Celine

Member
It's hard to argue that the game doesn't feel outdated when Banjo Kazooie was already outdated compared to the true evolution of platformers, Crash Bandicoot.

It's hard to argue that the game doesn't feel outdated when Banjo Kazooie was already outdated compared to the true evolution of platformers, Bug!.
 

Lijik

Member
Jak's Jinjos: No explanation, some random flies that give jiggys

These are given an explanation though? its an unskippable part of the tutorial level. Theyre scouts sent out by Kiera to track lurker activity but wound up captured. Rescuing them nets you a power cell. Theyre more or less the same conceit as the Jinjos. you dont need to pull this pub argument horseshit to make your point.
 
I think games have improved with regards to a varied number of user experience enhancements. Things like controls, camera work, feedback, navigational tools (like maps).

I think in some areas, Yooka Laylee mistakes these limitations and user experience issues, as design choices, and emulates them, or doesn't care to fix them, for the sake of nostalgia.

It's also worth noting that to some extent the collection orientated platformers on the N64 were leading innovation. Pushing graphical boundaries and offered an incredible spectacle for players to enjoy. Banjo Kazooie is one of the best looking games on the N64 and it would be naive to deny that as a significant component in its appeal.
 

dark10x

Digital Foundry pixel pusher
There are dated aspects to the game but I really don't think it feels like a straight rehash either. It IS improved greatly over the n64 games.

The dated feeling stems from certain "missions", I suppose.
 

Sane_Man

Member
Look at CoD2. Then look at CoD4:MW. Then look at CoD:IW.

CoD may have a lot of releases as it iterates, but it's iterated a shitton more in even the last 5 years compared to what Yooka-Laylee has done. Hell, I'd argue CoD has changed more since the launch of the 360 than Mario has since the launch of the N64.

Haha, wtf. This is outrageous.
 

Synth

Member
Haha, wtf. This is outrageous.

Is it though? Note that I'm not suggesting they are better games (I dislike CoD)... but I probably wouldn't have noticed Call of Duty 2 and Call of Duty Infinite Warfare as even being the same IP had I not been exposed to them over the years.
 
I'm fine with it being dated.

The only legitimate criticism for me is about mechanical quirks and the issues identified could be easily patched.

I can understand the bad reviews but they are mostly a reflection of what the game should be within the context of other games in the genre and that's not a concern for me.
 
Haha, wtf. This is outrageous.

Although I think Mario has changed a lot, I think people underestimate how much Call of Duty has changed too.

In most cases, the components of each game that have remained static are rather positive traits, such as the games controls, responsiveness and feedback.
 

daTRUballin

Member
Is anyone else excited to see how their next game turns out?

I think after this game they'll have looked at the reviews and realized their shortcomings and come up with a better game next time. Who knows what genre it'll be either.

Or it could be DCEU in game form.

I think it's way too early to be excited for their next game lol
 

Mman235

Member
It's a false equivalence by reviewers, because the game's marketing focused so much on nostalgia. YL simply appears to be a mediocre game in general. Yet it wears "90s" on its sleeve so blatanty, the easiest conclusion people come to is that old games are now bad. Though in reality, many classics are still great and YL being mediocre actually changes nothing about that.

It doesn't help that this subgenre is underrepresented nowadays. I.e. if Mighty Number 9 came out before the 2D revival within the indie sector, I bet reviewers would have claimed that 2D platformers are simply outdated, not blaming the actual poor quality of MN9.

This feels like the most succient overall summary. By presenting itself as a new entry in a mostly-dead genre it becomes some sort of exemplar for that genre rather than an individual game with it's own flaws. So if it's bad (since I haven't played it I can't say) lazy critisism turns it into "that old genre was bad" for impact rather than just "this game is bad". As you say, if 3D platformers weren't gold dust and there were multiple modern examples to judge from it would be rated on it's own merits rather than as a representative of a whole genre.

Tell that to Grim Dawn and Diablo or countless RPGs. A game with loot is a game about collectibles.

Revolving around collectibles doesn't make a game bad or boring or obsolete. It's when the game itself is boring or bad or poorly designed that the focus on collectibles makes the overall game tedious and frustrating.

"Collectables are outdated" is probably the most hilarious statement people make when trying to say these type of games are outdated. The shit in modern open-world games and RPGs makes Donkey Kong 64 look conservative.

The scores are average, but no one was expecting Battlefield 1 or Uncharted 4 levels of gameplay depth...

People have been rightfully amused by this statement, but on a serious note I think things like this suggest at a deep issue with the way game design is frequently thought of, with older and/or now unfamiliar design treated as inherently shallower even when it isn't.

Look at CoD2. Then look at CoD4:MW. Then look at CoD:IW.

CoD may have a lot of releases as it iterates, but it's iterated a shitton more in even the last 5 years compared to what Yooka-Laylee has done. Hell, I'd argue CoD has changed more since the launch of the 360 than Mario has since the launch of the N64.

Cod 2 to Cod 4 is the only major leap. Outside the increased aesthetic flash the newer games have a base design near indentical to Cod 4 beyond a few new mechanics (that are frequently gimmicks more than anything else). FPS from 2007 to ~2015 were one of the most stagnant genres in gaming history, and that's before getting into the way that the series everyone ripped off was already relatively shallow mechanically compared to others in the genre even the year it came out (on top of being inherently limited by the modern military premise).
 

Synth

Member
Cod 2 to Cod 4 is the only major leap. Outside the increased aesthetic flash the newer games have a base design near indentical to Cod 4 beyond a few new mechanics (that are frequently gimmicks more than anything else). FPS from 2007 to ~2015 were one of the most stagnant genres in gaming history, and that's before getting into the way that the series everyone ripped off was already relatively shallow mechanically compared to others in the genre even the year it came out (on top of being inherently limited by the modern military premise).

Whilst I agree that FPS' as a whole have stagnated quite a lot since Modern Warfare's dominance (it feels like everyone's following one IP as opposed to a few prominent ones back in the days of stuff like Quake, Half-Life, Halo, GoldenEye etc), I don't think CoD itself is actually that similar today when compared directly with MW1.

I'd say there are at least two notable leaps in CoD. A clear pre and post Modern Warfare, and then a clear pre and post Titanfall (and both happened within the window I gave). "Increased aesthetic flash and a few new mechanics (that are frequently gimmicks more than anything else", is precisely how I'd describe the differences in 3D Mario also.. except to a lesser extent.

Also, I'd say calling the FPS genre one of the most stagnant in gaming history is a bit hyperbolic, especially in a thread regarding platformers. Just within the last year we've had Overwatch, Doom and Rainbow Six Siege. If you wanna talk stagnation, I'd be looking at stuff like the side-scrolling beat-em-up.
 

Mman235

Member
Also, I'd say calling the FPS genre one of the most stagnant in gaming history is a bit hyperbolic, especially in a thread regarding platformers. Just within the last year we've had Overwatch, Doom and Rainbow Six Siege. If you wanna talk stagnation, I'd be looking at stuff like the side-scrolling beat-em-up.

That's why I specifically cut off from a couple of years ago. Now, the genre is finally starting to move on and embrace more diverse design again.
 

Synth

Member
That's why I specifically cut off from a couple of years ago. Now, the genre is finally starting to move on and embrace more diverse design again.

Ah, didn't pay attention to that part. Even then though you'd run into stuff like Shadowrun, Borderlands, STALKER and Destiny within those years. There was a ridiculous amount of "me too" CoD wannabees, but the genre still wouldn't be amongst the most stagnant in gaming history imo. There was simply too many people making them for that to happen really.
 
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