Ben Perham I don't think that's really necessary for the names. I mean, yeah, playtonic tried to make yooka laylee as similar to banjo kazooie as possible, buy this is a completely new game, possibly soon to be a series, so they could name it whatever they want, probably having yooka laythree in mind the most, since that would be what most people would come up with if they were told to think of the name for the third sequel to a game called yooka laylEE.
I'm expecting an orange-ish-yellow-ish creature with little to no hair, this creature also has small eyes, a big nose, and small ears, this creature also wears clothes, such as a shirt, gloves, glasses, hat, pants, shoes, and many more things, to make up for his lack of fur. This creature would also be fairly tall in comparison to his blue furry friends. So basically the exact opposite of Arlo.
Im really enjoying your videos arlo! Your channel got everything I enjoy about life, a puppet that remind me of my childhood, entertaining and informativ content, gameplay and a good sense of humor! Thanks allot for that :)
You really should make this into a series! As for the improvements, I agree with everything you said! If a future sequel ever gets made (it's apperently in development right now), I would like if they made the game feel more modern instead of a new Nintendo 64 game. I think Super Mario Odyssey nails that part perfectly, so Playtonic Games should take a lot of inspiration from that game.
I've posted this elsewhere but it got buried. Just something that really bothers me about the game that I haven't seen anyone mention. I'd love to hear your opinion: Some people have mentioned the worlds feel "empty". I think this is an effect of something else entirely. To me, there is something off about the world scale. It's like the space between everything is slightly larger than it should be, or the size of every object and character is slightly smaller than the world implies. Even the tightest corridors are much much wider than in games like Banjo and Mario 64. The result is that it always seems like you have to travel a lot of distance to get anywhere, even if the time it takes to get there is minimal because Yooka moves very fast. That distance between everything makes it seem like there's empty space everywhere. The ultra wide and far away camera also doesn't help, because it makes Yooka and Layle look really small compared to the world. I think this could have been solved by reducing the world scale by a lot, but keeping objects and characters the same size, thus making the world feel a lot tighter and cohesive. Consequentially, I would reduce Yooka's travel speed to match the world size. The wide camera is good for platforming, but I would pull it closer to Yooka and Laylee to make it feel more like you're there. *PD:* I haven't played the game, this is just what I've felt watching gameplay videos. I do want to play it and plan on buying it once it comes out for the Switch.
I feel like that would make the game a lot worse. Yooka is so much more fun to control than Banjo due to his speed. He isn't difficult to control on a dime with precise platforming at all, and it's also still fun to blast through the levels. I've never understood the complaint that the worlds are open and empty. They are anything but that to me.
Horrible suggestion! The large aspect of the levels is part of the aesthetic of the game, and makes places like glittergaze glacier completely gorgeous, specially if you are using flappy flight. And the worlds are far from empty, numerous reviewers already tackled this issue, including the ones who didnt like the game. Each level has a fuckton of quests to do and pagies to find.
Arlo, after seeing you're tweet about how this doesn't have as much views I am very sad. I love the series and think it's really good. I really hope you continue this series, even if its a 2-3 minute segment of reviews. Honestly, if you like the idea of it, then continue it. I know that this probably won't be seen by you, but I'm clinging to that hope that you will.- A really big fan.
Your point about the camera is pretty important, as in "I can actually visually see it through a video without playing the game myself" important. It seems like a pretty big oversight on the part of the developers, since it's a basic game design rule that a change in orientation changes the orientation of movement control. Fixed-perspective games utilize tank controls to avoid that very problem, and a non-tank-controlled game like Devil May Cry will lock your directional movement when the camera shifts and not unlock it until you change it on purpose. Other games have suffered issues of a similar nature; when you step onto a balance beam in Sonic Unleashed, for instance, players will often stop abruptly in place because the camera tends to swing violently around to straighten itself out with the beam, which has the unfortunate effect of making it really easy to accidentally fall to your doom at that moment if you don't stop moving in time. It was also a major problem for me when I was recording our channel's Gex: Enter the Gecko playthrough. Weird that they didn't account for that in programming the camera. Hm. - Lewis
I actually found Yooka-Laylee pretty much amazing the way it is. It's funny, games like Crash Bandicoot Nsane Trilogy, people praise it to heaven despite obvious flaws (bordering at unplayable sometimes), but with Yooka-Laylee everyone is extra harsh with every inconvenience.
The difference is that Crash Bandicoot: N. Sane Trilogy is a faithful remake of the original trilogy while Yooka-Laylee is a new game. A faithful remake should be the same as the original game, just remade with todays tech. While Crash Bandicoot: N. Sane Trilogy feels very dated in many areas, it does respect what made the original fun too. Yooka-Laylee is a brand new game and therefore needs to be designed with 2017 games in mind. Yes it's a spiritual successor ot Banjo-Kazooie, but that was 20+ years old game at that time and might not work as well in 2017. Super Mario Odyssey is a good example of what Yooka-Laylee should be, and hopefully might be in a sequel.
Each issue you mentioned would constructively improve the game! My own ideals for improvement: - more worlds - slightly smaller & more focused worlds - a story that's a *little* more in-depth or makes us care a *bit* more about the quest than "hey go get this book whatever" - more *world-specific* characters more personal preferences: - Banjo-Tooie-style connections between worlds - secret worlds - hidden/bizarre/mysterious/intriguing locales (without an immediately obvious purpose for existing) within existing worlds
My biggest problem is the energy system. Why is it even needed? Just let us roll forever and fly forever, would that be so OP? (The first boss glitched out for me and the graphics were all over the place, he looked like a pile of sticks or something. Also, he had a big surface starting from him and covering the sky. Am i the only one with this problem?)
You are not the only one. I encountered the same issue on my mac. When I played the game on my PC instead, it worked out fine. I don't know if that glitch only happens on a mac, but does not matter. The platformer should work out well on each (recommended) OS system.
There's other abilities such as one to turn you invisible and even one that gives you an invincible shield so that's why the stamina system is in place. Also yes, flying forever would be OP, however I too questioned the stamina mechanic before I played it, but justified it under certain abilities I hadn't seen using it which turned out to be the case.
One of the options in the options menu is to turn off that camera auto follow that you're talking about. You can control the camera solely with the right analog stick. I know it would be nice to have an option in between the twitchy auto follow camera and no follow at all, but at least it's an option. I don't know if this option is from a new patch, but it's in the game now, and it's useful.
I know everybody says that they have been with a RUclipsr for an "x" amount of time. but I'm proud to have been with Arlo since 3k and I'm so glad to see him blow up
see, this is why i respect Arlo's Opinion so much. He had his issues with the game, but not only does he accept that there is still fun to be had in the game and its not just a bad game, he also makes a whole video taking about how it could be improved legitimately, with a lot of thought and care. I love that even if i can disagree with his opinion, he still wants to just help make a better gaming experience and talks about how to do that. I commend you Arlo! keep making videos so good! :)
I couldn't agree more with your comments on the camera, Arlo! I feel like it fights with me far too much and it needs to just chill and let me control it more. :P
It was a good idea to put this in its own separate video because of the 8 minute length of it...plus ad money. I want to give you it and support your channel.
I definitely agree with you about the sliding course. It was frustrating, and it took several attempts for me to complete it. Not only that, but they used some of the same buttons for some of the moves and controls! For instance, they should've used Left Button and Right Button for the Xbox controller.
The issue with the flight in my opinion is that Laylee always moves forward, even if you don't touch anything. She doesn't stay in one place, which makes it hard to make sharp turns.
Hey arlo, do you know about the Legend of Heroes: Trails series. I think you would love it. It is a jrpg that is pretty linear yes, but the reason you would love it is that it focuses on its world a ton. There are tons of little things to discover from giving a cat milk to reading about the lore in the library, and pieces of character dialogue sprinkled about that makes the game's world feel alive. Check it out if you can.
Hey, that reminds me: Have you heard of a game called Lobodestroyo? It's a game kind of like Banjo Kazooie except you play as an anthro wolf who is also a luchador. Not sure when it's supposed to be released though.
Another thing i would fix is the flight power. I think there should be flight pads like in banjo kazooie, or else it’s super easy to give up and then take advantage of the flight power to reach an area instead of having the persistence to explore.
How to make it better: Take the game, bring it to your local game store. Receive trade-in money. Go on eBay with Trade-in money. Search "Banjo Kazooie". Order game that shows up from search. And wa-la, Yooka Laylee is now a better game!
Well, when I play the game, yes there are a few camera angle issues and not very tight controls, but I did manage to beat the game with all collectibles in hand. Yes, the boss battles were a bit redundant, but do understand it's a game that revive a old game genre that many assume dead in the mid 2000s. And having the guys that made Banjo-Kazooie from Rare back in the days, they have a lot of catching up to do. Maybe when they do their sequel, I suggest a more open-world possibility that connects all worlds to the hub world like it did with Banjo-Tooie, and actually give the bosses more character development, and a backstory to why they would either help Capital B, or work in their own. And a final thought, to have the Quiz Show AFTER you have completed the other worlds. It was a bit quirky to have the quiz shows during their gameplay, which didn't felt "Banjo-Kazooie-ish." Maybe put it between the final pagie and the final fight against Capital B. This is just my thoughts to all this, but still fun nonetheless.
Regarding the camera being too twitchy - there is a camera sensitivity option in the settings, and I think turning it down is by far the best tweak I made when I went through the game's settings. Highly recommended to anyone else who struggles with an over-responsive camera.
I'm so glad I'm not the only one. Anytime someone asks me about fantastic final boss fights, I ALWAYS say Splatoon has one of the best examples of a final boss in any video game. It's challenging, but not frustrating; it's robust and complex, but easy to understand; it builds off of literally every concept you'd learned throughout the game; it gives you ample opportunities to utilize virtually all of your equipment; it's humorous, but still invigorating; and the music OH SWEET MOTHER OF ZEUS THE MUSIC IS SO FREAKING GOOD!
Honestly, you make good points. Lots of them should've been in the game in the first place. A lot of people talk about "Well they'll fix it in the sequel"......But I don't know if I want a sequel for this.
The camera made me very motion sick, which is weird cause I've never had motion sickness in VR, irl boats, planes etc .I think it had to do with the sidewards motion of the camera you talked about Arlo. This is a shame cause I was really looking forwards to getting stuck into this game. But it made it quite unplayable for me. If they do update the camera or add 2 stick camera control I will of course check it out again. Though I'm certainly sad it was released like this. It's almost like no one who wasn't the developers tested it. I feel like if testing was done by people not involved in the development of the movement and were not already used to the movement had played the game prior to release this camera issue would have stuck out like a saw thumb! I really hope they fix it. Dx
about the being able to jump while sliding thing. why not make a secondary type of jumping just for when you slide . like a spiral jump that wont let you glide when doing it .
this was really hard to hear. but i respect your opinion and your straightforward fair perspective so much that i removed the game off my steam wishlist immediately after i watched this. ive seen so many other reviews but still wanted to try it, so sad.
Actually, for slopes, do what Mario Galaxy 2 did: you can jump off slopes but you can't change your direction and you can't do anything (Spinning, ground pounds, ect.). You could do a similar thing for Yooka-Laylee.
The sliding thing is a great point. Banjo-Kazooie had no issue with that. It was a bit exploitable as a result (speedruns, for example, remove the need for the termite transformation), but it was more fun since you still had control.
I've heard a lot of people say that classic 3D platformers had bad cameras because the camera doesn't stick behind the character at all times. I've always thought that was completely wrong.
Oh yeah, I hated that course at 6:40 to death. I didn't really have any issues with the basic controls and camera, though. The controls felt really good and fun to me (I played it on PS4).
Hey Arlo, I know your channel is Nintendo-orientated but considering its coming out on the Nintendo Switch and a lot of people are excited about it I wanted to hear your thoughts on Sonic Mania - take a look at the trailers and gameplay footage, it looks like it could be one of the most promising Sonic games of the franchise and perhaps even of this year! It's scheduled release has been delayed from initially being this Spring to now being this Summer but I personally think its good that SEGA are making sure their game is polished before releasing it, I remember a certain Zelda title being delayed only to be absolutely amazing! Anyway, I'm not sure if you are interested in the Sonic series but I think it's an exciting opportunity for fans of Nintendo to see what it is that made Sonic once a worthy rival of Mario and I feel this game will exercise this rivalry as best as any game could, thanks for reading this if you have Arlo.
Movement fix: Input = Input * Input; //square function on (0,1) allows for greater control of slower movement and still gives full speed for maximum stick position. Camera fix: Camera.position = 0.9f * Camera.Position + 0.1f * newPosition; // it's a simple low pass filter, that softens every movement, camera still follows you, and it has ability to catch up, but it's way smoother and erratic movements won't impact it at all. You might need to use a right stick to help it sometimes, but all games do it this way anyway. It's a big surprise that developers didn't do this right. Creating camera and controls isn't that hard. You just need a few weeks and a simple testing grounds to test all scenarios.
I thought the controls were actually fine. I always felt that I had complete control of Yooka's movement. The only issue i see with the controls is that I feel that the jump button is delayed a bit.
They should've pulled a Kingdom Hearts 2 with the camera and zoomed it way out, so you could actually see more of the area, making adjusting the camera a lot more viable to loosen up. If that makes sense.
Yes. I agree with everything you brought up in this video, but I would have also added that the levels need to be much smaller. To me, the level size to collectable ratio is horribly unbalanced and it destroys the game for me. The levels are _way_ too big, so they quickly become tedious and grating whenever I'm missing something (which happened in every single level due to how big they are). Also, I loathe Rextro's minigames. I'm missing two pagies in my game and they're both Rextro highscore related. Normally I'm a completionist when it comes to collect-a-thons, I just have to get 100% in them, but the frustration I get from Rextro's games just makes acquiring his pagies not worth it. Things I would fix: ~ Refine controls. ~ Loosen up camera. ~ Greatly reduce level size. ~ Make NPCs more appropriate for level themes. ~ Make NPCs more interesting (Trowzer excluded; He's fine the way he is). ~ Make certain NPC voices less irritating. ~ Improve boss enemies. ~ Add pause screen music. ~ Leave the quiz show for the very end rather than have one for between each major hub area. ~ Delete Rextro.
Jumping on ramps is a solved problem, you can either: (1) not put platforming challenges on the ramp in the first place (Banjo Kazooie), or (2) allow the player to jump but not perform any other moves after that (Mario 64). Although that's far from the only memo the guys at Playtonic apparently never received, the concepts of distinct level landmarks (for orienting yourself within a massive world and visualizing connections between tunnels), multiple logical solutions to puzzles (how the **** do you catch that judo-chopping Pagie, half the moves let you catch up and touch it but you can't collect it, and IT STILL SEES YOU WHEN YOU TURN INVISIBLE!), visual feedback for moves "connecting" with the target but not having an effect, and infinite draw distance on collectibles and enemies (at least on the PC version) never quite made its way to their office. It's pretty sad that a simple and ancient game like Spyro Ripto's Rage is a technically superior game.
I cant speak much having just gotten to world 2, but, I would agree being able to jump on the ramps (maybe like you jump but don't gain height so you can escape downhill), and fix the camera. I don't have a problem with how attached it is to yooka, but, I do not like how it fights you at certain parts for seemingly no reason. World 1 in particular has that one platform near trowzer that inexplicably forces the camera to one spot or a limited spot. edit: been playing a bit more I would also fix some of Rextro's minigames. One, making them look more retro, 8bit, or like n64 styke graphics. not sure if its that easy for them to do that since it eould require more assests two, make the controls for said minigames feel better. Abkut half the mini games I've played so far are okay (world 2 and 3 were pretty good, but oh boy world 1 and 4 are both frustrating which is sad cus world 4 as a whole is my favorite world so far.
One other major improvement based on a criticism I've seen another RUclips present, that often gets overlooked; More puzzles. Think back to Banjo and Kazooie. What did you spend most of your time trying to get Jiggies doing? Was it going through obstacle courses and jumping? No, it wasn't. There were usually one or two of these per world, however most of the time you were given some simple puzzle to solve, and platforming was just a part of moving around the world and the puzzle area. The same could be seen in all of Rare's other great 3D platformers, from Mario 64, to Donkey Kong 64; A focus on puzzles and problem solving, with platforming as a base on which it was all built. Yooka Laylee is the opposite. Its got a couple of puzzles around for fun, but they're very short, and the vast majority of challenges are far and away platforming challenges of some kind. The platforming, as a result of the control and camera issues, is also the game's weakest part. So it spends most of its effort on reinforcing its weakest points, and isn't as memorable for it. Fewer pure platforming sections, and more puzzles, in a sequel, would make a far better game. The worlds could be designed far more interestingly - as moving around the world is the platforming and is a puzzle in itself, while the whole "Challenge" part of it can be kept to smaller locations, rather than requiring sprawling areas and loops. This would make your moves more useful - as they could be used to solve specific puzzles, rather than mostly just as options while platforming - and would make a lot of courses seem more fair, and be more balanced. Having to figure out that you need to use 3 different abilities in a certain order is challenge enough for one pagie, let alone needing to use them with split second precision timing with no checkpoints on a ten minute obstacle course. That's just painful and stupid. Its the same sort of thing that you can pick up from Arlo's criticism of the boss fights if you look at it; The complex platforming feats weren't fun. Needing high precision movement and expert jumps for rampo wasn't fun, nor was dodging around logs that you couldn't see until they were about to hit you with clunky controls while waiting for fire to disappear. The fun part was figuring out how to get past the log obstacles each time. The Ice boss was pretty much entirely jumping and breathing fire, and its the worst boss in the game IMO. Swamp Boss was great because the platforming wasn't precision focused and hyper challenging - it was a fairly easy backdrop to the boss fight itself. Most of the Swamp Boss fight's challenge was figuring out its attack patterns. Once you knew them, dodging was easy. Minecart boss had the same problems; It was fine figuring out the attack patterns, but dodging them required precision Minecart controls that were never taught in the game, and it wasn't as fun as it would have been were the jumps easier and better telegraphed beforehand. Space boss was mostly just shooting. The final boss though was also a great example of this; the fun parts were figuring out how his attacks were going to come, and then thinking about how to balance your dodges to each part of the attacks properly so that you didn't take damage. Doing so wasn't that hard most of the time. The not-fun parts were the precision necessary moments, like making his missiles home on him, that required mastery of your platforming skills, rather than just the ability to know how and when to use your abilities. While the old Rare games are 3D platformers, they're not Super Mario Brothers, or any of its direct spinoffs. They're not focused on the platforming to the same extent. Exploration and problem solving are their focus, and that's where Yooka Laylee needs to look in order to truly match their appeal. Focus on the puzzle aspect of the challenges; the hard part should be figuring out what to do [Shouldn't be too hard still], while the platforming required to accomplish the task should be easily achievable by most players.
Actually I had none of those complains at my playthrough, the controls felt pretty tight although having recently played Super Mario Odyssey, I had no issues whatsoever. But I got a little motion-sick with the camera which is really unordinary for me. That would be my only complain with the game that should be polished because I like playing my games without getting dizzy after a few minutes^^" Oh yeah, forget to mention: I played the Switch-version which should be more polished than the other versions on consoles, as far as I know.
I think they should add an open world and a focus on builing cars and racing. You could call it Yooka Laylee: nuts n bolts
They're just nuts and bolts........ just..... nuts and bolts.
Who cares anymore!? There's no way home, there's nothing to fight for! There's no more honor... in fact, the honorable thing to do is-
MyOzx You're not funny.
k
Death is failure.....
*Starts watching the video*
"Hello my marvelous friends"
*I'm marvelous! I have a friend!*
*Instant like!*
I can't wait for Twoka Laylee to come out so they can try again!
And then for Yooka Laythree to never come out.
EyexSore YT Yooka Laylee: Screws and Nails
You mean Threeka Laylee. Gotta work in that wacky humour
@@BeanbonVG except it would be Yooka Laythree, as that makes more sense.
@@sethkauffman9915 banjo tooie isn't called banjo katooie. The joke is that it doesn't quite work
Ben Perham I don't think that's really necessary for the names. I mean, yeah, playtonic tried to make yooka laylee as similar to banjo kazooie as possible, buy this is a completely new game, possibly soon to be a series, so they could name it whatever they want, probably having yooka laythree in mind the most, since that would be what most people would come up with if they were told to think of the name for the third sequel to a game called yooka laylEE.
I can't wait to see Arlo's OC in Sonic Forces.
I'm expecting an orange-ish-yellow-ish creature with little to no hair, this creature also has small eyes, a big nose, and small ears, this creature also wears clothes, such as a shirt, gloves, glasses, hat, pants, shoes, and many more things, to make up for his lack of fur. This creature would also be fairly tall in comparison to his blue furry friends.
So basically the exact opposite of Arlo.
Average Willow So basically a human.
Carlos Flare ooh, so many ocs, cant wait to steal them... i heard that's the thing to do with sonic ocs, lol
I think we can make porn out of that
I can never escape this, can I? Not even a super Nintendo focused channel like this will I avoid the jokes.
Im really enjoying your videos arlo! Your channel got everything I enjoy about life, a puppet that remind me of my childhood, entertaining and informativ content, gameplay and a good sense of humor! Thanks allot for that :)
bigsurf77 What puppet?
StrongestBoss haha that's right he's not a puppet he's an Arlo...and he needs his vitamins for all Arlos
You really should make this into a series!
As for the improvements, I agree with everything you said! If a future sequel ever gets made (it's apperently in development right now), I would like if they made the game feel more modern instead of a new Nintendo 64 game. I think Super Mario Odyssey nails that part perfectly, so Playtonic Games should take a lot of inspiration from that game.
I've posted this elsewhere but it got buried. Just something that really bothers me about the game that I haven't seen anyone mention. I'd love to hear your opinion:
Some people have mentioned the worlds feel "empty". I think this is an effect of something else entirely. To me, there is something off about the world scale. It's like the space between everything is slightly larger than it should be, or the size of every object and character is slightly smaller than the world implies. Even the tightest corridors are much much wider than in games like Banjo and Mario 64.
The result is that it always seems like you have to travel a lot of distance to get anywhere, even if the time it takes to get there is minimal because Yooka moves very fast. That distance between everything makes it seem like there's empty space everywhere.
The ultra wide and far away camera also doesn't help, because it makes Yooka and Layle look really small compared to the world.
I think this could have been solved by reducing the world scale by a lot, but keeping objects and characters the same size, thus making the world feel a lot tighter and cohesive. Consequentially, I would reduce Yooka's travel speed to match the world size. The wide camera is good for platforming, but I would pull it closer to Yooka and Laylee to make it feel more like you're there.
*PD:* I haven't played the game, this is just what I've felt watching gameplay videos. I do want to play it and plan on buying it once it comes out for the Switch.
I feel like that would make the game a lot worse. Yooka is so much more fun to control than Banjo due to his speed. He isn't difficult to control on a dime with precise platforming at all, and it's also still fun to blast through the levels. I've never understood the complaint that the worlds are open and empty. They are anything but that to me.
Horrible suggestion! The large aspect of the levels is part of the aesthetic of the game, and makes places like glittergaze glacier completely gorgeous, specially if you are using flappy flight. And the worlds are far from empty, numerous reviewers already tackled this issue, including the ones who didnt like the game. Each level has a fuckton of quests to do and pagies to find.
i think you have too much empty space in your head.
Arlo, after seeing you're tweet about how this doesn't have as much views I am very sad. I love the series and think it's really good. I really hope you continue this series, even if its a 2-3 minute segment of reviews. Honestly, if you like the idea of it, then continue it. I know that this probably won't be seen by you, but I'm clinging to that hope that you will.- A really big fan.
Watching 6 years later. I still can't believe Arlo used to edit so that he had a second hand.
"Yoo-kan have a great day-lee."
Which is funny, because Playtonic's community manager (who you should totally follow on Twitter, she's awesome) is named Daley Johnson.
Your channel just makes me smile. You're so charming and unique, excited to see more of these reviews and such.
Your point about the camera is pretty important, as in "I can actually visually see it through a video without playing the game myself" important. It seems like a pretty big oversight on the part of the developers, since it's a basic game design rule that a change in orientation changes the orientation of movement control. Fixed-perspective games utilize tank controls to avoid that very problem, and a non-tank-controlled game like Devil May Cry will lock your directional movement when the camera shifts and not unlock it until you change it on purpose. Other games have suffered issues of a similar nature; when you step onto a balance beam in Sonic Unleashed, for instance, players will often stop abruptly in place because the camera tends to swing violently around to straighten itself out with the beam, which has the unfortunate effect of making it really easy to accidentally fall to your doom at that moment if you don't stop moving in time. It was also a major problem for me when I was recording our channel's Gex: Enter the Gecko playthrough.
Weird that they didn't account for that in programming the camera. Hm.
- Lewis
I actually found Yooka-Laylee pretty much amazing the way it is. It's funny, games like Crash Bandicoot Nsane Trilogy, people praise it to heaven despite obvious flaws (bordering at unplayable sometimes), but with Yooka-Laylee everyone is extra harsh with every inconvenience.
The difference is that Crash Bandicoot: N. Sane Trilogy is a faithful remake of the original trilogy while Yooka-Laylee is a new game. A faithful remake should be the same as the original game, just remade with todays tech. While Crash Bandicoot: N. Sane Trilogy feels very dated in many areas, it does respect what made the original fun too. Yooka-Laylee is a brand new game and therefore needs to be designed with 2017 games in mind. Yes it's a spiritual successor ot Banjo-Kazooie, but that was 20+ years old game at that time and might not work as well in 2017.
Super Mario Odyssey is a good example of what Yooka-Laylee should be, and hopefully might be in a sequel.
Each issue you mentioned would constructively improve the game!
My own ideals for improvement:
- more worlds
- slightly smaller & more focused worlds
- a story that's a *little* more in-depth or makes us care a *bit* more about the quest than "hey go get this book whatever"
- more *world-specific* characters
more personal preferences:
- Banjo-Tooie-style connections between worlds
- secret worlds
- hidden/bizarre/mysterious/intriguing locales (without an immediately obvious purpose for existing) within existing worlds
You have been on a role with getting great content out quick. Hats off to ya!
Haha, that last line made me actually laugh out loud😂 This is why I keep watching you, Arlo. Keep it up!
That closing comment made me smile like an idiot trying not to laugh! Thanks Arlo!
Youka have a great daylee too, Arlo.
My biggest problem is the energy system. Why is it even needed?
Just let us roll forever and fly forever, would that be so OP?
(The first boss glitched out for me and the graphics were all over the place, he looked like a pile of sticks or something. Also, he had a big surface starting from him and covering the sky. Am i the only one with this problem?)
You are not the only one. I encountered the same issue on my mac. When I played the game on my PC instead, it worked out fine. I don't know if that glitch only happens on a mac, but does not matter. The platformer should work out well on each (recommended) OS system.
There's other abilities such as one to turn you invisible and even one that gives you an invincible shield so that's why the stamina system is in place. Also yes, flying forever would be OP, however I too questioned the stamina mechanic before I played it, but justified it under certain abilities I hadn't seen using it which turned out to be the case.
Listening to this in 2024. Arlo sounds so much more serene and collected.
One of the options in the options menu is to turn off that camera auto follow that you're talking about. You can control the camera solely with the right analog stick. I know it would be nice to have an option in between the twitchy auto follow camera and no follow at all, but at least it's an option. I don't know if this option is from a new patch, but it's in the game now, and it's useful.
I know everybody says that they have been with a RUclipsr for an "x" amount of time. but I'm proud to have been with Arlo since 3k and I'm so glad to see him blow up
this is why i like arlo. truly constructive criticism. a whole frickin video on constructive feedback.
see, this is why i respect Arlo's Opinion so much. He had his issues with the game, but not only does he accept that there is still fun to be had in the game and its not just a bad game, he also makes a whole video taking about how it could be improved legitimately, with a lot of thought and care. I love that even if i can disagree with his opinion, he still wants to just help make a better gaming experience and talks about how to do that. I commend you Arlo! keep making videos so good! :)
I couldn't agree more with your comments on the camera, Arlo! I feel like it fights with me far too much and it needs to just chill and let me control it more. :P
First time i saw arlo i legit thought he was skinny cookie monster XD
He's Vegetable Monster now!
The game looks and feels pretty good. I think it's a solid 'spiritual successor' to Banjo-Kazooie!
Wow! Those are some good ideas, hopefully they actually implement the boss and enemy ideas if they make a sequel.
It was a good idea to put this in its own separate video because of the 8 minute length of it...plus ad money. I want to give you it and support your channel.
I agree with you Arlo. In addition, I think there should be a task list, like in Jak and Daxter, to help you keep track of which Pagies youve found.
Hi marvelous Arlo :-)
props on the Enya reference lol
i made an amino for Arlo because he's my favourite RUclipsr keep up the good work
Also, the mine cart boss drove me BANANAS! Please tell me I'm not the only one who needed a swear jar near me while trying to beat it.
I watched the review and I waited for the "How Would I Make it Better?" segment, thank you!
Please DON'T get rid of the "How would I make it better" I love this segment!
i love this series and would love to see more of this
I haven't even played many of the games Arlo talks about, but I enjoy his videos so much that it just overrides that. Strange right?
between Arlo and Rope Break, half of my notifications are blue puppets.
you fower just 4
I'm telling all my friends what you said, Arlo.
I appreciate that Arlo gives actual constructive criticism
I definitely agree with you about the sliding course. It was frustrating, and it took several attempts for me to complete it.
Not only that, but they used some of the same buttons for some of the moves and controls! For instance, they should've used Left Button and Right Button for the Xbox controller.
The issue with the flight in my opinion is that Laylee always moves forward, even if you don't touch anything. She doesn't stay in one place, which makes it hard to make sharp turns.
Hey arlo, do you know about the Legend of Heroes: Trails series. I think you would love it. It is a jrpg that is pretty linear yes, but the reason you would love it is that it focuses on its world a ton. There are tons of little things to discover from giving a cat milk to reading about the lore in the library, and pieces of character dialogue sprinkled about that makes the game's world feel alive. Check it out if you can.
I love that ENYA is where you went with that.
Hey, that reminds me: Have you heard of a game called Lobodestroyo? It's a game kind of like Banjo Kazooie except you play as an anthro wolf who is also a luchador. Not sure when it's supposed to be released though.
Another thing i would fix is the flight power. I think there should be flight pads like in banjo kazooie, or else it’s super easy to give up and then take advantage of the flight power to reach an area instead of having the persistence to explore.
I'd like to think this is the gibberish at the end of the original review "decoded."
There are some people who will teach it, but unfortunately they're very rare.
Cool video idea! Keep them coming.
100% agree with all the points mentionned in this video, solid insight and constructive criticism!
Wait a minute, 3:38
Iceymetric Palace? isometric.
Wow that is really creative.
Lol "Yooka have a good daily!" Channeling your inner Fozzie today I see
How to make it better: Take the game, bring it to your local game store. Receive trade-in money. Go on eBay with Trade-in money. Search "Banjo Kazooie". Order game that shows up from search. And wa-la, Yooka Laylee is now a better game!
JayDawn vôilá*
i'm gonna buy nuts and bolts of ebay!
FickerVonTicker off*
JayDawn How to make it better: Kill all the haters of the game.
FickerVonTicker best game in the series
You always make me smile :)
Well, when I play the game, yes there are a few camera angle issues and not very tight controls, but I did manage to beat the game with all collectibles in hand. Yes, the boss battles were a bit redundant, but do understand it's a game that revive a old game genre that many assume dead in the mid 2000s. And having the guys that made Banjo-Kazooie from Rare back in the days, they have a lot of catching up to do. Maybe when they do their sequel, I suggest a more open-world possibility that connects all worlds to the hub world like it did with Banjo-Tooie, and actually give the bosses more character development, and a backstory to why they would either help Capital B, or work in their own. And a final thought, to have the Quiz Show AFTER you have completed the other worlds. It was a bit quirky to have the quiz shows during their gameplay, which didn't felt "Banjo-Kazooie-ish." Maybe put it between the final pagie and the final fight against Capital B. This is just my thoughts to all this, but still fun nonetheless.
Regarding the camera being too twitchy - there is a camera sensitivity option in the settings, and I think turning it down is by far the best tweak I made when I went through the game's settings. Highly recommended to anyone else who struggles with an over-responsive camera.
Splatoon is a great example of a great extended final boss fight.
I'm so glad I'm not the only one. Anytime someone asks me about fantastic final boss fights, I ALWAYS say Splatoon has one of the best examples of a final boss in any video game. It's challenging, but not frustrating; it's robust and complex, but easy to understand; it builds off of literally every concept you'd learned throughout the game; it gives you ample opportunities to utilize virtually all of your equipment; it's humorous, but still invigorating; and the music OH SWEET MOTHER OF ZEUS THE MUSIC IS SO FREAKING GOOD!
"Yooka have a great Daylee! Too Arlo!"
Honestly, you make good points. Lots of them should've been in the game in the first place. A lot of people talk about "Well they'll fix it in the sequel"......But I don't know if I want a sequel for this.
I found turning the camera sensitivity down by about half fixes it. Doesn't fix everything of course, but it made a big difference to me.
When I start developing games, I'll have Arlo be the quality control guy!
Arlo if it does fix most of the problems you had
Would the patch be enough to raise that 4/7 to a solid 5?
Probably.
I love you talking blue puppet!
hey Arlo have you ever thought about doing a video on "A Hat in Time"?
I think it is something you would like.
The camera made me very motion sick, which is weird cause I've never had motion sickness in VR, irl boats, planes etc .I think it had to do with the sidewards motion of the camera you talked about Arlo. This is a shame cause I was really looking forwards to getting stuck into this game. But it made it quite unplayable for me. If they do update the camera or add 2 stick camera control I will of course check it out again. Though I'm certainly sad it was released like this. It's almost like no one who wasn't the developers tested it. I feel like if testing was done by people not involved in the development of the movement and were not already used to the movement had played the game prior to release this camera issue would have stuck out like a saw thumb! I really hope they fix it. Dx
I was worried you forgot about this segment! I do miss the theme song though 😂
about the being able to jump while sliding thing. why not make a secondary type of jumping just for when you slide . like a spiral jump that wont let you glide when doing it .
this was really hard to hear. but i respect your opinion and your straightforward fair perspective so much that i removed the game off my steam wishlist immediately after i watched this. ive seen so many other reviews but still wanted to try it, so sad.
Actually, for slopes, do what Mario Galaxy 2 did: you can jump off slopes but you can't change your direction and you can't do anything (Spinning, ground pounds, ect.). You could do a similar thing for Yooka-Laylee.
The sliding thing is a great point. Banjo-Kazooie had no issue with that. It was a bit exploitable as a result (speedruns, for example, remove the need for the termite transformation), but it was more fun since you still had control.
I've heard a lot of people say that classic 3D platformers had bad cameras because the camera doesn't stick behind the character at all times. I've always thought that was completely wrong.
He actually did it! Yay! This video is nice.
Hugging Arlo is my life dream
Mamar 11 lol
That pun made me want to inject bleach into my bloodstream
Oh yeah, I hated that course at 6:40 to death. I didn't really have any issues with the basic controls and camera, though. The controls felt really good and fun to me (I played it on PS4).
How can we make Arlo better? It's impossible nothing's better than perfection😉
Hey Arlo, I know your channel is Nintendo-orientated but considering its coming out on the Nintendo Switch and a lot of people are excited about it I wanted to hear your thoughts on Sonic Mania - take a look at the trailers and gameplay footage, it looks like it could be one of the most promising Sonic games of the franchise and perhaps even of this year!
It's scheduled release has been delayed from initially being this Spring to now being this Summer but I personally think its good that SEGA are making sure their game is polished before releasing it, I remember a certain Zelda title being delayed only to be absolutely amazing!
Anyway, I'm not sure if you are interested in the Sonic series but I think it's an exciting opportunity for fans of Nintendo to see what it is that made Sonic once a worthy rival of Mario and I feel this game will exercise this rivalry as best as any game could, thanks for reading this if you have Arlo.
Let's hope Playtonic's listening for Tooka-Laylee!
turn this into a regular series on the channel!
You should make this a series. I like the solid constructive criticism in the video.
Speaking of solid...
No, I'm not doing that joke. But...
At 2:52 I would've never expected an Enya reference on this channel! lol
Movement fix:
Input = Input * Input; //square function on (0,1) allows for greater control of slower movement and still gives full speed for maximum stick position.
Camera fix:
Camera.position = 0.9f * Camera.Position + 0.1f * newPosition; // it's a simple low pass filter, that softens every movement, camera still follows you, and it has ability to catch up, but it's way smoother and erratic movements won't impact it at all. You might need to use a right stick to help it sometimes, but all games do it this way anyway.
It's a big surprise that developers didn't do this right. Creating camera and controls isn't that hard. You just need a few weeks and a simple testing grounds to test all scenarios.
I want to know your opinion on the updates and how that would change ur rating of the game
I thought the controls were actually fine. I always felt that I had complete control of Yooka's movement. The only issue i see with the controls is that I feel that the jump button is delayed a bit.
Positive feedback and constructive criticism? What is this madness!? I love it.
I was so hyped to hear that half ass intro like on the snake pass video.
But it never came....
Even the unpolished DK64 used analogue controls to the max, with slight pressed causing a highly animated tip-toeing. What an oversight.
I think they were planning to tweak the camera via patches though.
They should've pulled a Kingdom Hearts 2 with the camera and zoomed it way out, so you could actually see more of the area, making adjusting the camera a lot more viable to loosen up.
If that makes sense.
Yes. I agree with everything you brought up in this video, but I would have also added that the levels need to be much smaller. To me, the level size to collectable ratio is horribly unbalanced and it destroys the game for me. The levels are _way_ too big, so they quickly become tedious and grating whenever I'm missing something (which happened in every single level due to how big they are).
Also, I loathe Rextro's minigames. I'm missing two pagies in my game and they're both Rextro highscore related. Normally I'm a completionist when it comes to collect-a-thons, I just have to get 100% in them, but the frustration I get from Rextro's games just makes acquiring his pagies not worth it.
Things I would fix:
~ Refine controls.
~ Loosen up camera.
~ Greatly reduce level size.
~ Make NPCs more appropriate for level themes.
~ Make NPCs more interesting (Trowzer excluded; He's fine the way he is).
~ Make certain NPC voices less irritating.
~ Improve boss enemies.
~ Add pause screen music.
~ Leave the quiz show for the very end rather than have one for between each major hub area.
~ Delete Rextro.
Jumping on ramps is a solved problem, you can either: (1) not put platforming challenges on the ramp in the first place (Banjo Kazooie), or (2) allow the player to jump but not perform any other moves after that (Mario 64). Although that's far from the only memo the guys at Playtonic apparently never received, the concepts of distinct level landmarks (for orienting yourself within a massive world and visualizing connections between tunnels), multiple logical solutions to puzzles (how the **** do you catch that judo-chopping Pagie, half the moves let you catch up and touch it but you can't collect it, and IT STILL SEES YOU WHEN YOU TURN INVISIBLE!), visual feedback for moves "connecting" with the target but not having an effect, and infinite draw distance on collectibles and enemies (at least on the PC version) never quite made its way to their office. It's pretty sad that a simple and ancient game like Spyro Ripto's Rage is a technically superior game.
I Think At 6:47 How About The Floor Being Made Out Of Ice Or A Very Slippy Liquid?
I cant speak much having just gotten to world 2, but, I would agree being able to jump on the ramps (maybe like you jump but don't gain height so you can escape downhill), and fix the camera. I don't have a problem with how attached it is to yooka, but, I do not like how it fights you at certain parts for seemingly no reason. World 1 in particular has that one platform near trowzer that inexplicably forces the camera to one spot or a limited spot.
edit: been playing a bit more
I would also fix some of Rextro's minigames.
One, making them look more retro, 8bit, or like n64 styke graphics. not sure if its that easy for them to do that since it eould require more assests
two, make the controls for said minigames feel better. Abkut half the mini games I've played so far are okay (world 2 and 3 were pretty good, but oh boy world 1 and 4 are both frustrating which is sad cus world 4 as a whole is my favorite world so far.
One other major improvement based on a criticism I've seen another RUclips present, that often gets overlooked; More puzzles.
Think back to Banjo and Kazooie. What did you spend most of your time trying to get Jiggies doing? Was it going through obstacle courses and jumping? No, it wasn't. There were usually one or two of these per world, however most of the time you were given some simple puzzle to solve, and platforming was just a part of moving around the world and the puzzle area.
The same could be seen in all of Rare's other great 3D platformers, from Mario 64, to Donkey Kong 64; A focus on puzzles and problem solving, with platforming as a base on which it was all built.
Yooka Laylee is the opposite. Its got a couple of puzzles around for fun, but they're very short, and the vast majority of challenges are far and away platforming challenges of some kind. The platforming, as a result of the control and camera issues, is also the game's weakest part. So it spends most of its effort on reinforcing its weakest points, and isn't as memorable for it.
Fewer pure platforming sections, and more puzzles, in a sequel, would make a far better game. The worlds could be designed far more interestingly - as moving around the world is the platforming and is a puzzle in itself, while the whole "Challenge" part of it can be kept to smaller locations, rather than requiring sprawling areas and loops.
This would make your moves more useful - as they could be used to solve specific puzzles, rather than mostly just as options while platforming - and would make a lot of courses seem more fair, and be more balanced. Having to figure out that you need to use 3 different abilities in a certain order is challenge enough for one pagie, let alone needing to use them with split second precision timing with no checkpoints on a ten minute obstacle course. That's just painful and stupid.
Its the same sort of thing that you can pick up from Arlo's criticism of the boss fights if you look at it; The complex platforming feats weren't fun. Needing high precision movement and expert jumps for rampo wasn't fun, nor was dodging around logs that you couldn't see until they were about to hit you with clunky controls while waiting for fire to disappear. The fun part was figuring out how to get past the log obstacles each time. The Ice boss was pretty much entirely jumping and breathing fire, and its the worst boss in the game IMO. Swamp Boss was great because the platforming wasn't precision focused and hyper challenging - it was a fairly easy backdrop to the boss fight itself. Most of the Swamp Boss fight's challenge was figuring out its attack patterns. Once you knew them, dodging was easy. Minecart boss had the same problems; It was fine figuring out the attack patterns, but dodging them required precision Minecart controls that were never taught in the game, and it wasn't as fun as it would have been were the jumps easier and better telegraphed beforehand. Space boss was mostly just shooting. The final boss though was also a great example of this; the fun parts were figuring out how his attacks were going to come, and then thinking about how to balance your dodges to each part of the attacks properly so that you didn't take damage. Doing so wasn't that hard most of the time. The not-fun parts were the precision necessary moments, like making his missiles home on him, that required mastery of your platforming skills, rather than just the ability to know how and when to use your abilities.
While the old Rare games are 3D platformers, they're not Super Mario Brothers, or any of its direct spinoffs. They're not focused on the platforming to the same extent. Exploration and problem solving are their focus, and that's where Yooka Laylee needs to look in order to truly match their appeal. Focus on the puzzle aspect of the challenges; the hard part should be figuring out what to do [Shouldn't be too hard still], while the platforming required to accomplish the task should be easily achievable by most players.
Arlo can you do your thoughts on the new custom character for sonic forces?
Yookaa Have a Great Daylee to Arlo.
I wish the quil placements made more sense. In Banjo Kazooie the notes guided you throughout the level, but in YL it just seems random
Left your channel and you uploaded xD
"You-ka have a good day-lee!" XD
Actually I had none of those complains at my playthrough, the controls felt pretty tight although having recently played Super Mario Odyssey, I had no issues whatsoever. But I got a little motion-sick with the camera which is really unordinary for me. That would be my only complain with the game that should be polished because I like playing my games without getting dizzy after a few minutes^^"
Oh yeah, forget to mention: I played the Switch-version which should be more polished than the other versions on consoles, as far as I know.