they were really really critical of the first game thats a good thing that they're taking into consideration all these elements, maybe the remake will be very interesting to redo !
I'm not getting my hopes up. It seems like anytime a promising anthro-starring game or game with anthro protags comes out, it almost ALWAYS underperforms, especially if the anthros are likable and interesting.
There was serious glitches that can permanently affect Nintendo Switch save data cloud files for multiple games. There's also an item that when collected, can trigger anomalies in your console's data that makes it appear that your console is in the wrong time period. Which in the past has had some unusual effects and accusations thrown. They need to remove the cursed pirate treasure item, or at least replace them with some of their new items, as long as they place the location of the items slightly off center from the original positions and the items visuals, voicetext, and sound effects have been changed, their should be no quantum issue where the electrons in the console appear to be off vibration.
@@syeo501 I mean, there are multiple caves in the first level that lead nowhere, those caves can be modified to lead to new locations added to the game easily.
The graphics was never a problem with me in the game. The camera was alright when I played it (about a year after launch). The biggest issue was the hub world was large and empty and some challenges seemed unbalanced. It wasn't a bad game just needed some intimacy
Great stuff dude! Both their perspective and your upload. I think the format was a little messy/disorganized on thier part tbh. Only Steve was right next to the mic throughout. The clear cuts and captions are appreciated and much better than their upload ironically. The trailer, I think, could also be handled better. I trust the devs FULLY, it's other positions that worry me, lol! Great editing bro!
you can tell Gavin learned so much from his experience working with Nintendo that his game design philosophy very closely mirrors the way they do it in Kyoto.
I was super eager to play Yooka-Laylee when it was first announced, unfortunately I came to skip it upon seeing the reception, the self-criticism is really good to see! Most likely will pick up!
The truth is the game didn't deserve to cop nearly as much flack as what it did. Don't get me wrong, it has its flaws, but overall the game is great! I think the majority of the negative reception can be attributed to the public anticipating it to have the exact same charm as Banjo-Kazooie, and while it does feel very similar in a lot of ways it should be taken for what it is, Its own unique game. Since Yooka-Laylee started as a kickstarter project with the goal of it being the spiritual successor to the Banjo-Kazooie franchise It's understandable that people had such high expectations of the game.. and it did deliver, just not in the way many had hoped. The good - music, level atmosphere, good platforming The bad - mediocre protagonists, bare areas in most levels with no collectables, some backtracking I'd suggest waiting for the remaster for a fresh coat of paint and improved controls.. then It'll be well worth picking up a copy!
@@chvgcharts I got it on the switch when it came out, and it's one of the last "great gaming experience" memories I have (I'm 29 now, so I don't play games very often, also games are sort of worse on the whole tho 4080 supermaxxing is pretty sick). Never understood the hate for the protagonists, and I kind of like walking around beautiful environments where not every single inch is full of overstimulating shit
I wasn't convinced by the announcement trailer, but knowing there will be new content and improvements to movement and some of the traversal on top of the new coat of paint has me practically sold. Really looking forward to this now!
I am playing the original game right now and I'm absolutely loving it. Graphics are fine the world is great, I love all of it. The camera is janky sometimes if it gets stuck behind an object and I've been a bit frustrated while platforming from time to time... but it's fine for me IMHO. So polishing the camera and controls will help a lot of people get into this game. I hope enough people get into it that we can justify a sequel. I didn't like impossible lair because I'm not a 2D guy. But 3D collectathons are my jam
Oh my god. I thought I was CRAZY about the movement because NOBODY seemed to be talking about that in any review that I saw so I just thought maybe it was an issue with my computer I just kept being like, "I love this game I'm glad I backed it, but something about the movement just feels a little off to me like Yooka doesn't stop when I stop."
I actually liked exploring the worlds, they weren’t too cumbersome to explore, except the swamp level. If they add more stuff to do in each level and tweak the controls and camera, I’m game.
The yooka laylee hate was really really weird to me. Like oddly aggressive for a perfectly fine game. Sure it wasn't banjo levels, but it wad a perfectly fine outing. And impossible layer really proves that Yooka laylees shortcomings were probably just growing pains. I still find it strange how much people had against it.
Even separate from Banjo, it just isn’t good. Poor controls, broken/bad bosses, areas too big for what content was actually in it, no map which made getting lost in that ice level easy and irritating, abilities having meters where they shouldn’t, and so on. And controls might be “one” aspect, but it’s more important in a platformer where the fun comes from moving around. That is the selling point of the game. Now pack on top of that the excitement of ex-Rare devs making a Banjo spiritual successor after nearly a decade, and the fact that despite all of the 3D platformers funded on Kickstarter, none of them materialized (except A Hat in Time which released the same year as Yooka-Laylee), and it’s not surprise why the response was stronger than some rando team.
@wallridez514 I’m with you, I was never in tune with the online discussion around this game and I loved it when I played through the whole thing. I was really surprised when I found out that other people had so many issues with it.
It has nothing to do with Banjo. It's just a mediocre game. They wouldn't be redoing it after only a few years if there wasn't glaringly bad bits to fix.
Probably it being one of “thee” Kickstarter games skyrocketing levels of self hype had something to do with it. People always ape out on their expectations with overly hype games and of course get mad when the game is just ok.
Game was honestly fantastic, the large environments helped me get absorbed and lost in the world and finding all of the unique ways to explore or the mini games for the pages. As a person that grew up with these kind of 3d platformers, I thought it was fantastic. Can't say I found the Controls an issue in all honesty but that's a personal thing, I'm accustomed to all kinds of platformers so adapting to physics and depth perception takes no time for me. I think this game did not deserve the hate at all, with all the fun I had and the sense of wonder it real nailed what I enjoy in collectafons without being generic.
They need to address the level design. It is very open with a lot of areas that kind of just lack any sort of direction. Take the first level. It contains a weather mechanic and yet is not really used. The level is massive and there are no sub areas. If they want to make a tooie sized level, then having sub areas with a gameplay goal in mind goes a long way. The swamp fixes this, as well as some of the glacier level. The swamp still being far too open ended with lots of wasted space. Tooie while still large, kept it confined and you never really felt like there was a ton of wasted space. Except for maybe terrydactyland. Tribalstack tropics had those big cave entrances and they literally lead nowhere. Also the rextro minigames should have been more original and thematic to the level. Tooie's minigames while reusing the gameplay elements were still better imo than rehashes of old games. Plus them all being rextro removes the unique character variety as its the same 4 in all the levels. Also make all the shooting abilities into collectable ammo you can collect, this will make the world feel more alive. The banjo games look very lively due to all the shiny and bouncing objects littered around the levels. Get rid of stamina bar and have flight consume a item like feathers, infinite flight and no pad breaks the game waaay too much.
"Taking the annoying bits of figure this out" is a worrying statement as i love the "annoying bits" figuring stuff out in a game is the best part and why Banjo Tooie is still the best colectathon ever made.
Sadly, I think the main problem with Yooka-Laylee is down to its core level designs and can''t be fixed with a few tweaks and improvements but I hope they prove me wrong, I would like this game to succeed.
While I really enjoyed Yooka Laylee, the thing I can't grasp here is the Kickstarter for this game made SO much more cash than they originally expected. It raised £2,000,000+ in the end when their original target was only £175,000. So how were they money poor in the end when their original expectations must have been in line with a budget not even a tenth of the final budget?
There's a couple ways this can happen. Either their original estimates were way off, or they increased the scope of the game to match the new budget, but overshot the scope. Also, without a big parent company to fund them, their time is limited to their budget, so they can only ever do so much.
That budget was likely getting a publisher for the rest of the funding, with a ton of loans. While they did get Team 17 to publish I'd guess they put most of the money into long-term financial security, putting the money into place to eventually become their own publisher instead of financial burden. That's my guess it's hard to say, but that would be how I imagine they managed to release their first game with a publisher and went entirely on their own for the Impossible Lair being self-published subsequently.
My only beef with the original was the controls, they felt very heavy and momentum based, I hope they fine tune yooka so hes really resposive like like banjo was.
I was glad to hear him mention the flying because it is by FAR the worst part of the original. What's the point of a platformer where you can fly everywhere? It just totally broke all the level design and felt like a baffling addition.
@curtishimel with a £2M Net revenue just through the kick starter alone, not to talk about the overall net value they raked in after market sales. Yeah, poor devs definitely won't be paying their rent, eating and barely scraping the barrel to live 😂😂😂 Just hear yourself talk!
Low chance, it was a miracle they got it on the first switch. Too big of a waste of time to get it running on nearly decade-old mobile hardware at this point. I was in the same position has you for years (switch was the most capable system I had), then I finally built a computer for work stuff and kept upgrading it--it's more expensive but it's just sooooo much better. So much so that I will buy a switch game then dump it so I can play it on my computer (4K and stable + higher framerates is so much better than "600px24"). Also if you're a gamer, games are soooo much more cheap on the PC a lot of the time.
I personally couldn’t care less about the visuals. I’ve played a bunch of older games, and Dwarf Fortress (original and Steam) is one of my favorite games. The thing I’m concerned about is whether or not they’ll fix stuff like the stamina being annoying (in Banjo Kazooie that wasn’t even a thing), the world being too big and empty (should’ve had a bunch of smaller worlds that were unique), and it got dull after a while. Highly doubt I’ll buy the remaster since I didn’t like the original. I played Banjo Kazooie 1/2 on GamePass and had a blast. Played the spiritual successor and it sucked.
in my experience, the huge world and having content spread throughout it was a bad call, to me a 3d platformer is at its best if it can combine a believable world, with short jogs into challenges. this does mean that i consider the desert map of mario odyssey even, a game i raelly like, quite flawed. since the downtime of just holding your stick forward is quite high in case of yooka laylee, i could hardly stomach the first level since it was just all style no substance most of the time, getting around to just learning yookalaylees moveset didnt make the long stretches any more fun to play. neither did nintendo's marios moveset that i consider very fun, again, the desert level is smelly. even if the atmosphere is right.
For me personally, I really really hope they fine tune the final boss. That garbage was way too overlong needlessly difficult and harsh. That fight was basically a 9 phase boss battle with NO way to heal. I mean what was the mindspace for that.. the final portion of it with the stingers was needlessly cruel at times because if he is too far ahead or flying randomly.. you won't be able to hit him at all and take a forced damage point eventually. Why did they make the bosses so marathon binge fights... Only the first and third bosses had a way to heal.. everything else you had to live.. If they don't shorten the fight... give a way to heal the player or checkpoints to make it less of a trainwreck in surviving.. I will NOT be buying the game cause then I could just play the original. I always died between 30-50 times because mistakes and messups added up and eventually I would die at the last phase consistently because avoiding the stingers and flying into him felt buggy and RNG.. I actually liked this game but the flaws made playing this game for long periods of time exhausting. I doubt it though...
It sounds like that type of stuff is on their mind too! I forgot if they mentioned the final boss in the full interview (I don't think so), but it seems like lots of that type of game design bothers them too. I hope they fix it as well! :)
@@Evanpianomaster I stand by this game.. I LOVE these kinda games.. I got burned HARD by Clive n Wrench when I played it and the second boss was annoyingly hard and jank... Made me appreciate YL and if they fine tune this game I would love it... Do we know if they are going to NightDive it and give this as a free update for people that own it (Switch Pc and PS5) or is this a physical game) I got burnout at Impossible Lair because I suck at 2D platformers
@@Evanpianomaster I do have it but I suck at DK Country (I also never really played it.. I can assume it's hard and again I suck at 2D Platformers) so I was not really into it.. if I can find an idiot friendly video, maybe I can play it.. I really hope it's a one time thing and Tooka Laylee is back to being Banjo
I get it, the original failed in a lot of aspects. I didn’t like it and didn’t even finish it. But I don’t think that’s being entirely fair either. The original Yooka-Laylee was a Kickstarter game for crying out loud. Teams underestimate how much it actually costs to account for polish, and you’re lucky if they even complete, let alone be good. And that’s just talking 2D games. 3D complicates that further. Heck, of all the 3D platformers funded on Kickstarter, YL and A Hat in Time are the only ones that ever materialized (even though others were funded). Took years longer still, and they’re also younger and so even if that original funding wasn’t enough, it’s not like you’ve got a team of middle aged guys with families to support. It’s clear they’re gonna make a sequel, and using this remake/remaster to test out what they’ve learned in that time (and see what failed) to apply (or avoid) for the next game. I’m not gonna say I’m interested in buying this remake/remaster, but I can see where they’re coming from.
I loved the original, didn't quite get wher all the criticism was coming from. I honetly would've prefered a sequel, but hey... any more Ukelele is good.
they were really really critical of the first game
thats a good thing that they're taking into consideration all these elements, maybe the remake will be very interesting to redo !
I'm not getting my hopes up. It seems like anytime a promising anthro-starring game or game with anthro protags comes out, it almost ALWAYS underperforms, especially if the anthros are likable and interesting.
I highly doubt that. I dont think they'll fill those large (empty) worlds with new content at all.
There was serious glitches that can permanently affect Nintendo Switch save data cloud files for multiple games. There's also an item that when collected, can trigger anomalies in your console's data that makes it appear that your console is in the wrong time period. Which in the past has had some unusual effects and accusations thrown. They need to remove the cursed pirate treasure item, or at least replace them with some of their new items, as long as they place the location of the items slightly off center from the original positions and the items visuals, voicetext, and sound effects have been changed, their should be no quantum issue where the electrons in the console appear to be off vibration.
@@syeo501 I mean, there are multiple caves in the first level that lead nowhere, those caves can be modified to lead to new locations added to the game easily.
The graphics was never a problem with me in the game.
The camera was alright when I played it (about a year after launch).
The biggest issue was the hub world was large and empty and some challenges seemed unbalanced. It wasn't a bad game just needed some intimacy
I can't wait for this game. Visually it looks GREAT and I wanna see all the new changes, improvements, new content etc.
Thanks for this. That interview was very meandery.
Great stuff dude! Both their perspective and your upload. I think the format was a little messy/disorganized on thier part tbh. Only Steve was right next to the mic throughout. The clear cuts and captions are appreciated and much better than their upload ironically.
The trailer, I think, could also be handled better. I trust the devs FULLY, it's other positions that worry me, lol! Great editing bro!
you can tell Gavin learned so much from his experience working with Nintendo that his game design philosophy very closely mirrors the way they do it in Kyoto.
I was super eager to play Yooka-Laylee when it was first announced, unfortunately I came to skip it upon seeing the reception, the self-criticism is really good to see! Most likely will pick up!
The truth is the game didn't deserve to cop nearly as much flack as what it did. Don't get me wrong, it has its flaws, but overall the game is great! I think the majority of the negative reception can be attributed to the public anticipating it to have the exact same charm as Banjo-Kazooie, and while it does feel very similar in a lot of ways it should be taken for what it is, Its own unique game. Since Yooka-Laylee started as a kickstarter project with the goal of it being the spiritual successor to the Banjo-Kazooie franchise It's understandable that people had such high expectations of the game.. and it did deliver, just not in the way many had hoped.
The good - music, level atmosphere, good platforming
The bad - mediocre protagonists, bare areas in most levels with no collectables, some backtracking
I'd suggest waiting for the remaster for a fresh coat of paint and improved controls.. then It'll be well worth picking up a copy!
@@chvgcharts I got it on the switch when it came out, and it's one of the last "great gaming experience" memories I have (I'm 29 now, so I don't play games very often, also games are sort of worse on the whole tho 4080 supermaxxing is pretty sick). Never understood the hate for the protagonists, and I kind of like walking around beautiful environments where not every single inch is full of overstimulating shit
I wasn't convinced by the announcement trailer, but knowing there will be new content and improvements to movement and some of the traversal on top of the new coat of paint has me practically sold. Really looking forward to this now!
I am playing the original game right now and I'm absolutely loving it.
Graphics are fine the world is great, I love all of it. The camera is janky sometimes if it gets stuck behind an object and I've been a bit frustrated while platforming from time to time... but it's fine for me IMHO.
So polishing the camera and controls will help a lot of people get into this game.
I hope enough people get into it that we can justify a sequel. I didn't like impossible lair because I'm not a 2D guy. But 3D collectathons are my jam
Oh my god. I thought I was CRAZY about the movement because NOBODY seemed to be talking about that in any review that I saw so I just thought maybe it was an issue with my computer I just kept being like, "I love this game I'm glad I backed it, but something about the movement just feels a little off to me like Yooka doesn't stop when I stop."
I loved this game
I actually liked exploring the worlds, they weren’t too cumbersome to explore, except the swamp level. If they add more stuff to do in each level and tweak the controls and camera, I’m game.
The yooka laylee hate was really really weird to me. Like oddly aggressive for a perfectly fine game. Sure it wasn't banjo levels, but it wad a perfectly fine outing. And impossible layer really proves that Yooka laylees shortcomings were probably just growing pains. I still find it strange how much people had against it.
Even separate from Banjo, it just isn’t good. Poor controls, broken/bad bosses, areas too big for what content was actually in it, no map which made getting lost in that ice level easy and irritating, abilities having meters where they shouldn’t, and so on. And controls might be “one” aspect, but it’s more important in a platformer where the fun comes from moving around. That is the selling point of the game.
Now pack on top of that the excitement of ex-Rare devs making a Banjo spiritual successor after nearly a decade, and the fact that despite all of the 3D platformers funded on Kickstarter, none of them materialized (except A Hat in Time which released the same year as Yooka-Laylee), and it’s not surprise why the response was stronger than some rando team.
@wallridez514 I’m with you, I was never in tune with the online discussion around this game and I loved it when I played through the whole thing. I was really surprised when I found out that other people had so many issues with it.
It has nothing to do with Banjo. It's just a mediocre game. They wouldn't be redoing it after only a few years if there wasn't glaringly bad bits to fix.
Probably it being one of “thee” Kickstarter games skyrocketing levels of self hype had something to do with it. People always ape out on their expectations with overly hype games and of course get mad when the game is just ok.
Game was honestly fantastic, the large environments helped me get absorbed and lost in the world and finding all of the unique ways to explore or the mini games for the pages. As a person that grew up with these kind of 3d platformers, I thought it was fantastic.
Can't say I found the Controls an issue in all honesty but that's a personal thing, I'm accustomed to all kinds of platformers so adapting to physics and depth perception takes no time for me.
I think this game did not deserve the hate at all, with all the fun I had and the sense of wonder it real nailed what I enjoy in collectafons without being generic.
I just hope those of us who got the original game can get a discount on the new one.
For me, as a super fan of Nintendo 64's Banjo Kazooie, the problem with Yooka Laylee is that the game feels empty. That's it
They need to address the level design. It is very open with a lot of areas that kind of just lack any sort of direction. Take the first level. It contains a weather mechanic and yet is not really used. The level is massive and there are no sub areas. If they want to make a tooie sized level, then having sub areas with a gameplay goal in mind goes a long way. The swamp fixes this, as well as some of the glacier level. The swamp still being far too open ended with lots of wasted space. Tooie while still large, kept it confined and you never really felt like there was a ton of wasted space. Except for maybe terrydactyland. Tribalstack tropics had those big cave entrances and they literally lead nowhere.
Also the rextro minigames should have been more original and thematic to the level. Tooie's minigames while reusing the gameplay elements were still better imo than rehashes of old games. Plus them all being rextro removes the unique character variety as its the same 4 in all the levels.
Also make all the shooting abilities into collectable ammo you can collect, this will make the world feel more alive. The banjo games look very lively due to all the shiny and bouncing objects littered around the levels.
Get rid of stamina bar and have flight consume a item like feathers, infinite flight and no pad breaks the game waaay too much.
Dang the hate really beat down their confidence
bring the remake to the switch please
"Taking the annoying bits of figure this out" is a worrying statement as i love the "annoying bits" figuring stuff out in a game is the best part and why Banjo Tooie is still the best colectathon ever made.
Very humble, nice!
Sadly, I think the main problem with Yooka-Laylee is down to its core level designs and can''t be fixed with a few tweaks and improvements but I hope they prove me wrong, I would like this game to succeed.
While I really enjoyed Yooka Laylee, the thing I can't grasp here is the Kickstarter for this game made SO much more cash than they originally expected. It raised £2,000,000+ in the end when their original target was only £175,000. So how were they money poor in the end when their original expectations must have been in line with a budget not even a tenth of the final budget?
There's a couple ways this can happen. Either their original estimates were way off, or they increased the scope of the game to match the new budget, but overshot the scope.
Also, without a big parent company to fund them, their time is limited to their budget, so they can only ever do so much.
That budget was likely getting a publisher for the rest of the funding, with a ton of loans. While they did get Team 17 to publish I'd guess they put most of the money into long-term financial security, putting the money into place to eventually become their own publisher instead of financial burden. That's my guess it's hard to say, but that would be how I imagine they managed to release their first game with a publisher and went entirely on their own for the Impossible Lair being self-published subsequently.
My only beef with the original was the controls, they felt very heavy and momentum based, I hope they fine tune yooka so hes really resposive like like banjo was.
I was glad to hear him mention the flying because it is by FAR the worst part of the original. What's the point of a platformer where you can fly everywhere? It just totally broke all the level design and felt like a baffling addition.
Can I get a free upgrade for this?
Can the devs get free rent and food?
@curtishimel with a £2M Net revenue just through the kick starter alone, not to talk about the overall net value they raked in after market sales.
Yeah, poor devs definitely won't be paying their rent, eating and barely scraping the barrel to live 😂😂😂
Just hear yourself talk!
Linux support please
Fuck linux, I hope you never get it
@@SolaireIntensifies Someone has a Windows Superiority Complex I see, stay mad 😂😂😂
Will this be on switch? I will buy if so. I have the first version. Great game, but it had some very difficult aspects.
Low chance, it was a miracle they got it on the first switch. Too big of a waste of time to get it running on nearly decade-old mobile hardware at this point.
I was in the same position has you for years (switch was the most capable system I had), then I finally built a computer for work stuff and kept upgrading it--it's more expensive but it's just sooooo much better. So much so that I will buy a switch game then dump it so I can play it on my computer (4K and stable + higher framerates is so much better than "600px24"). Also if you're a gamer, games are soooo much more cheap on the PC a lot of the time.
I personally couldn’t care less about the visuals. I’ve played a bunch of older games, and Dwarf Fortress (original and Steam) is one of my favorite games. The thing I’m concerned about is whether or not they’ll fix stuff like the stamina being annoying (in Banjo Kazooie that wasn’t even a thing), the world being too big and empty (should’ve had a bunch of smaller worlds that were unique), and it got dull after a while. Highly doubt I’ll buy the remaster since I didn’t like the original. I played Banjo Kazooie 1/2 on GamePass and had a blast. Played the spiritual successor and it sucked.
Laylee looks like a FNAF animatronic in the background.
in my experience, the huge world and having content spread throughout it was a bad call, to me a 3d platformer is at its best if it can combine a believable world, with short jogs into challenges.
this does mean that i consider the desert map of mario odyssey even, a game i raelly like, quite flawed. since the downtime of just holding your stick forward is quite high
in case of yooka laylee, i could hardly stomach the first level since it was just all style no substance most of the time, getting around to just learning yookalaylees moveset didnt make the long stretches any more fun to play. neither did nintendo's marios moveset that i consider very fun, again, the desert level is smelly. even if the atmosphere is right.
I loved chilling in the world without rushing towards the next challenge
This is neat, do original owners get a discount on the new version? Game isn't even ten years old
Yeah. 10% 😂😂😂
For me personally, I really really hope they fine tune the final boss. That garbage was way too overlong needlessly difficult and harsh. That fight was basically a 9 phase boss battle with NO way to heal. I mean what was the mindspace for that.. the final portion of it with the stingers was needlessly cruel at times because if he is too far ahead or flying randomly.. you won't be able to hit him at all and take a forced damage point eventually. Why did they make the bosses so marathon binge fights... Only the first and third bosses had a way to heal.. everything else you had to live.. If they don't shorten the fight... give a way to heal the player or checkpoints to make it less of a trainwreck in surviving.. I will NOT be buying the game cause then I could just play the original.
I always died between 30-50 times because mistakes and messups added up and eventually I would die at the last phase consistently because avoiding the stingers and flying into him felt buggy and RNG.. I actually liked this game but the flaws made playing this game for long periods of time exhausting. I doubt it though...
It sounds like that type of stuff is on their mind too! I forgot if they mentioned the final boss in the full interview (I don't think so), but it seems like lots of that type of game design bothers them too. I hope they fix it as well! :)
@@Evanpianomaster I stand by this game.. I LOVE these kinda games.. I got burned HARD by Clive n Wrench when I played it and the second boss was annoyingly hard and jank... Made me appreciate YL and if they fine tune this game I would love it... Do we know if they are going to NightDive it and give this as a free update for people that own it (Switch Pc and PS5) or is this a physical game)
I got burnout at Impossible Lair because I suck at 2D platformers
@@cooldragon1990 LOL Don't tell anyone that I run the YL wiki, and I still haven't 100%'d Impossible Lair 😅
@@Evanpianomaster I do have it but I suck at DK Country (I also never really played it.. I can assume it's hard and again I suck at 2D Platformers) so I was not really into it.. if I can find an idiot friendly video, maybe I can play it.. I really hope it's a one time thing and Tooka Laylee is back to being Banjo
@@Evanpianomaster🧐
Translation: "Enjoy funding losses on our next project by double dipping beta testers!"
I get it, the original failed in a lot of aspects. I didn’t like it and didn’t even finish it. But I don’t think that’s being entirely fair either. The original Yooka-Laylee was a Kickstarter game for crying out loud. Teams underestimate how much it actually costs to account for polish, and you’re lucky if they even complete, let alone be good. And that’s just talking 2D games. 3D complicates that further. Heck, of all the 3D platformers funded on Kickstarter, YL and A Hat in Time are the only ones that ever materialized (even though others were funded). Took years longer still, and they’re also younger and so even if that original funding wasn’t enough, it’s not like you’ve got a team of middle aged guys with families to support.
It’s clear they’re gonna make a sequel, and using this remake/remaster to test out what they’ve learned in that time (and see what failed) to apply (or avoid) for the next game. I’m not gonna say I’m interested in buying this remake/remaster, but I can see where they’re coming from.
I loved the original, didn't quite get wher all the criticism was coming from. I honetly would've prefered a sequel, but hey... any more Ukelele is good.