Reviews from

in the past


Yooka-Laylee is like a blast from the past, in both good and bad ways. It totally nails that old-school collect-a-thon platformer vibe – bright colors, talking animals, goofy characters. But man, the controls are clunky, some levels are confusing, and the camera is your worst enemy sometimes. If you're nostalgic for Banjo-Kazooie and miss those kinds of games, you might enjoy it for a while, but be prepared for some frustration.

I feel like I would enjoy this more if it starred a Honey Bear and a Bird

A good first try for Banjo-Kazooie spiritual successor, I would’ve just hoped that playtonic would give it another shot with a proper sequel

keep forgetting i own this. someday i will finish it. sorry yooka and laylee


o jogo me surpreendeu em vários aspectos, já que as opiniões que eu tinha visto sobre ele não eram das melhores. Mas mesmo ele sendo um sucessor espiritual de Banjo (masterpiece), carece de algumas coisas e tem alguns defeitos que não tem como não perceber.

apesar dos erros e defeitos não posso negar que eu me divertir muito e não exitei em fazer os 100% de tão divertido que é a movimentação.
a única parte em relação a isso que me incomodava as vezes são os mundos que são muito espaçosos, mas ao contrário dos mundos de banjo-tooie que são bem grande mas com várias coisas pra fazer, nesse aqui apesar de terem diversas missões, vc se perde mt fácil e tem muito lugar simplesmente vazio que não precisava estar ali

No estuvo mal, algo me divertí

Yooka-Laylee was a game I backed the Kickstarter for and was fairly excited about, but then, as I do with all the Kickstarter games I back, wasn't quite in the mood to play it when it came out :P . It was toted as a spiritual successor to Banjo-Kazooie made by many of the same team who made the originals, but it received VERY mixed reviews upon release (like, not just middling, usually either stunning or condemning ones). I finally got around to beating it yesterday, and it was about as mediocre as I'd heard it was. I went into it with an open mind, very ready to enjoy it, but while the writing is often quite funny and the world and character designs are aesthetically right on the money, there are some core design decisions that are just fundamentally bad. It took me around 11 hours to beat getting juuust over 100 Pagies. I wanted to get them all at first, but I didn't even play the final world because I was so ready for the game to just be over XP

The game controls just fine. I never had any problems getting Yooka and Laylee to go where I wanted them to or go where I wanted them to go because of how they move. The bigger problem here is the camera and world design. The levels have a very unpolished feel to them that comes mostly from how basically ALL terrain is climbable if it has an edge, meaning you can go tons of places, sometimes entirely around puzzles, with even the slightest look-around. This is absolutely ruined at the end of the game where they give you the power of nearly unrestricted anywhere-flying, like Banjo-Kazooie had in its early prototypes, but they couldn't get balanced properly so they took out, and it ruins this game just like it would've ruined that one. The engine feels very ill-designed for a game like this with how caught on the tight scenery the camera can get and how easily scale-able EVERYTHING you can see is. The way the flying effectively destroys the rest of the game's jumping puzzles is just a cherry on the sundae on top of the other worst design choice: World expansion.

Instead of having 10 worlds, Yooka-Laylee has 5 that you expand after first unlocking them. Roughly half of the collectibles in each world are stuck behind this expansion that expands the map and makes everything bigger, but this mechanic just plain sucks. New quills (the notes of this games) or Pagies will be sometimes where the old world already existed, meaning you effectively need to retrace your steps around the ENTIRE world to make sure you haven't missed anything. Put this on top of how the first 3 worlds have several areas you absolutely can't get to without moves from later worlds, and combine that with the flying you get after world 4 before world 5, and you have a game that just feels absurdly unbalanced in its puzzles and design at times. If you play the puzzles as intended they're often good fun, but the game makes it so easy to just go around the intended solution that it almost feels like a waste of time to do that.

Verdict: Hesitantly Recommended. Yooka-Laylee is a fine game, but it really never gets exceptional on any respect that would make it very easily recommendable. It's basically all of Rare's collectathon's on the N64 boiled down into a mish-mash of good flair and questionable design choices, so while you could certainly enjoy it if you really like those kinds of games, you'll probably get some enjoyment out of Yooka-Laylee. Otherwise, you're probably better off playing any of Rare's old collectathons and re-enjoying them, because even DK 64 has more polish in its world design than Yooka-Laylee.

I think it is a lot better than a lot of people gave it credit for, as I had never really ventured deep into the games it came from(early Rare 3D games, that is). It has some pretty fun parts and great character designs. It isn't amazing, but it is very solid and very cute.

The game is mediocre, I will confess, but no one can convince me that it's unpopularity and heavy bashing wasn't some GamerGate conspiracy between the big Game Reviewer YouTubers after they pulled JonTron.

As someone who has never played a 3D Rareware game or any collectathon for that matter, this was my first experience with the genre, and I thought it was good enough.

Firstly the things I liked, I thought the maps for the most part were well designed, the first one is a good opening stage, the 3rd and 4th worlds are this game at its best in my opinion, engaging and tightly designed with a clear focus. I liked how the game controlled, the game has a nice style and soundtrack, along with a good sense of humour.

Now for the bad stuff, as much as I liked the worlds I mentioned, the 2nd and final world...not so much, they're not THAT bad just a bit poorly designed, the ice world mostly takes place in that platforming section with the change in camera angle which isn't a bad section, but there's not much to the actual ice world, and the space world was just kinda boring, maybe I was just getting tired at this point but something just felt off.

Then there's the bosses, the bosses aren't bad per say just kinda... there, they don't really feel important to the overall game, you just kinda find them, I enjoyed a few of them but still, and yes as you might've heard, the final boss is complete rubbish, it's long, boring and fustrating, all the worst traits a boss can have. 7, there's 7 phases with no checkpoints or health/ energy, so if you die you have to go back to the start, drag yourself through each phase and watch every mini cutscene. the final phase is easily the worst as you wont have enough energy, meaning you pretty much need full health so you can keep taking damage from the missiles, waiting for your gauge to refill. Two tips, equip the tonic that makes the gauge fill quicker if you've got it and yes you can get rid of the bee swarms by standing still and using the sonar blast. Best of luck.

Anyways moving on, I found the transformations not all that great with the exception of the piranhas and boat, I found rextros minigames to be a slog in the later half of the game, and the minecart sections, again in the later game, require ridiculous precision.

Lastly, and this might just be a me thing, but did anyone else have way too many times where you're stumped on a puzzle for ages, only for the solution to be something as simple as "use x move" and the like? Take the pink ghost in world 2 for example, It's stuck in a block, it looks like ice so naturally you'd use fire right? Nope, turns out it's not ice, and you have to use the sonar blast, this game is full of stuff like this and it does get annoying with how cryptic they can be, or the game not doing a very good job on telling you what moves you can use on what.

Overall though, I still had fun, it has it's problems that drag it down sure, but if you're a fan of the genre then it wouldn't hurt giving this a go, and If you're not, maybe watch some gameplay first to get an idea.

I 100%ed the game and had a good time with it but there were a few problems, the flight controls suck (especially on the final boss), some of the levels are way too big and finding the last couple of collectibles can take forever on each world. The positives are that I like the different abilities, movement feels pretty good when you're not flying and there are some cool challenges.

i probably need to replay this but i just remember being so bored playing this game

I can't quite put my finger on what it is, but there's something equally appealing and repellent about this. It's got the foundations of a great collectathon platformer. Clearly it's a spiritual follow up to Banjo Kazooie, and a lot of it what made those games fun to play is present, but I find myself hitting a wall after about an hour.

I've played this on and off several times over the last 12 months or so, with my immediate thoughts being that it's quite fun and I'm having a good time, but it's not long before I get fed up and I really have to fight the urge to turn it off.

It could be the ridiculous amount of tasks and things to do. Or the abilities locked behind Trowser snakes annoying conversations. Or that some parts of the gameplay feel slow and meandering. And some platforming areas being really fiddly and if you mess up a run you have to go back to the start. Or it could be that I'm not as into these types of games anymore (and if that's the case, why did you enjoy Tinykin so much?).

It definitely isn't the lovely visuals. Bright and colourful for the most part and everything looks great. And I do enjoy playing a lot of the sections. Maybe it's the way the game is structured. Lots of little annoyances accumulating into a big one.

I've tried, I wanted to stick with it. But maybe I should just play Banjo Kazooie again?

Como um fã de mais de 15 anos da duologia banjo do saudoso N64, o que dizer do sucessor espiritual dele?
Yooka lailee tem alguns méritos, como a maravilhosa trilha sonora de grant kirkhope, que tbm fez as músicas dos jogos banjos. O jogo tem uma gameplay que responde bem e um gráfico simples porém simpático, porém infelizmente da falhou no aspecto mais importante de um jogo de colecionar: o de divertir ao coletar. O level design é pouco inspirado e os personagens não tem metade do carisma dos personagens da série banjo, infelizmente. E somado a isso, em comparação ao level design e a recompensa, que é o que em level design motiva uma pessoa a continuar jogando algo deixa muito a desejar... mesmo com essas ressalvas, se você gosta de uma jogo de plataforma e/ou da série banjo você pode acabar gostando... Porém pra mim não divertiu. Ficará arquivado por tempo indeterminado.

Decided to give this a replay for its 7th anniversary and it’s just as good as I remember it being on launch day. This game l has issues aplenty that have soured many on this title, but by some stroke of good luck, I’ve managed to love it in spite of it all. I love the worlds, the music, the moveset, and the writing all so much and I absolutely cannot wait for Twoka-Laylee when Playtonic’s ready to show it off.

One of the most okay games I've ever played. Idk what it's missing because on the surface it's a faithful 1990s collectathon remix but something crucial is missing. I can't even point to a specific aspect or call it soulless. The game undeniably has real passion behind it which makes it feel weird to criticize harshly. A Hat in Time which released the same year as this feels 10x better to play

I am catching up on my backlog and excited to try this as being a fan of 3d platformers.
Firstly, the camera may of been awful at launch but what I have played it seems solid. The way it works seems like its from the GameCube era. The camera may freeze or move around objects but moves well which is important.
How Yooka-Layee moves: although not as tight as Mario, isn't as floaty as Hat Girl. It's somewhere in between being more floaty then tight but easy to get used to. Your character has a great move set and like the idea that new moves are taught gradually. The interaction of the vendor in buying the moves is querky and fun to say the least. In fact all the diverse and qwerky characters add alot of charm to the game.
I found Pagies (the main collectible) to be a fair challenge. Not just lying around and not a chore to obtain. They are very well placed.
The graphical style and performance runs really well on the Switch. There is pop-in if you pay attention. Nothing game breaking when running around having a good time.
There is no map to explore and see the overworld which irritated me. I also disliked how there were no checkpoints. With a map so large, I would like checkpoints and to move to them.
There are only 3 enemy types in the game with different pallet swaps in each world. This was disappointing in not building progression outside the level design.
The overworld was so large and so empty making the world seem lifeless also.
Game took about 20 hours to finish including the excessively long final boss and may shelve it as it was good but not overly memorable.

This is a really mediocre platformer. Instead of attempting to fix some of the archaic elements of its predecessors and usher platforming games into a new era, it doubled down and made them worse:

1. The worlds are massive and have very few distinguishable landmarks, so it's very likely the player gets lost or spends a lot of time wandering aimlessly trying to find something to do, and they have the gall to offer a way to make them even bigger.
2. Because the worlds are so big there's not enough collectables and objectives to fill out the world without bloating the count, making the levels often feel barren and empty. They're also sometimes hidden in very remote locations that are difficult to find, especially when it comes down to finding the last few.
3. Progression is regularly blocked with annoying quiz games, because Banjo-Kazooie had them. However in Banjo you don't encounter the quiz until the end, and it's in the style of a board game so it's more interesting to play and doesn't block progression until you are almost done with the game.

Among other issues I had: the minecart levels feel horrible to play, but they have to be there because Rare made Donkey Kong Country. The arcade games are bad, the writing isn't even funny, the character designs aren't very good aside from one or two exceptions. The stamina meter is annoying, the hub world is confusing to navigate. The music is also very forgettable. A soundtrack from Grant Kirkhope and David Wise should not be this bland, how did that even happen?

I do think the controls feel nice and some of the platforming challenges were pretty fun, but this game has no identity and some of the worst elements of its predecessors exacerbated.

demasiado hype cuando salio por ser un "banjo-kazooie" pero era aburridisimo

For whatever reason, I didn't really get into it....I should probably give it another shot.

devs should be banished to venus. worst game of all time

(March 1st, 2024)on the backlog because I refuse to believe this game was DESPIED or HATED for some reason. I will leave this typed precursor to see if my opinion has changed, or to see if i was swayed by the crowds.


A spiritual successor to Banjo-Kazooie made by the original Rareware devs that fails to capture the magic and fails to listen to nearly 2 decades of criticisms.

Go check out all my reviews of DK64, Banjo-Tooie(N64), and Banjo-Kazooie Nuts n Bolts. To get the full story. I try not to review games I never beat but I'm telling a story and I had enough time with the game to make a fair judgement.

Nine years have past from Nuts n Bolts. Rare devs left because they were put in Kinnect jail for so long after it. They made their own studio. Their first project is to make a collectathon of old. Made by the kings of collectathons. Great idea right?

Sadly, the culmination of this is a failure. Why is that though? First off, the worlds are empty. They are too big. Sound familiar. Nearly 20 years, since DK64, a major complaint was your worlds are too big. Here we are. at the end of this story. They never learned. They even doubled down and added a mechanic that expanses the worlds making them even larger and emptier. This is just one of the flaws though.

The pagies(the jiggy equivalent), are no longer just, platform to them. Most of the time they are locked behind a challenge. In BK1 and 2 although there are jiggies locked behind challenges like races most are still simply platform to them or solve a puzzle with a move. This just isn't the case in Yooka-Laylee.

Let's talk about this game's version of the Talon Trot. The Talon Trot being a movement upgrade. It allows you to go up hills but also run. Super helpful move. Most of the time in BK you are using this move to run around worlds. Yooka-Laylee has a similar move. Except it sucks. It's hard to control. Yooka rolls up unto a ball while Laylee balances on him and they speed away. Great in theory. Sadly no one likes rolling on a ball as a mechanic. It's hard to control. It's hard to stay still. It's hard to adjust. It feels terrible. Traversing the world that is already too big with a bad traversal move.

Let's take about these challenges to get pagies. There is not a lot of variety here. What variety there is, gets old.

Another mechanic they made that was infuriating is for some reason there are stamina bars. And during races, one of the most used challenges in the game, you got to use the terrible Talon Trot equivalent rolling move plus deal with an unneeded stamina mechanic. How do you fill your stamina? With butterflies that are impossible to see while you are zooming around with bad controls during races. It's bad design all around. There was no need for a stamina bar.

Let's talk about the worlds. They are bland. They are sparse and void of life. And this is before expanded the world. It gets worse after that. There is so much dead space without anything meaningful there. No collectable, no NPC, no consumables, nothing. They never learned bigger isn't better. Despite nearly 2 decades of being told, that bigger isn't better. Most of the theming in the worlds are bland too. Although, the casino level is neat.

People complained about the voices being annoying. What did you expect? The Banjo voices aren't annoying yet these are? I think that was people just looking for more reasons to complain IMO. The voices are just fine.

Yet again, another complaint people had was about the quizzes. It's a Banjo spiritual successor. What did you expect? Of course there are going to be quizzes just like BK 1, 2 and Nuts n Bolts. Yet again people finding other reasons to complain despite having plenty of real things to complaint about.

You were sold on this being a successor to Banjo. The voices and quizzes are part of Banjo whether you like it or not. The quizzes are not even hard. They are mostly things you should already know. I'm sorry, but those complaints are people looking for things. They knew what they were buying into. It was sold on being Banjo.

Side note: I never beat the game, but the final boss looks like a nightmare from what I remember. So that is keeping in line with BK1. HAH!

Character design is great. I really like the duck, Dr Quack. They all have their charm. Yooka is clearly high and Laylee is mean. A bit meaner than Kazooie tbh. Sometimes unlikeable mean. But she is still charming. The humor is typical Rare humor.

So here we are, the end of this journey. A journey of me ripping into Rare and Playtonic. By no means are any of these bad games. I really just wanted to paint a picture of why things are the way they are. Why the collectathon kings fell out of the good graces with their fans. And why I personally, don't want them touching Banjo again. I don't trust them to. Somewhere along the line, they forgot what made Banjo good. It's just disappointing.

But let's end this on a good note. Yooka-Laylee has a sequel. It is a spiritual successor to Donkey Kong Country. And they did an amazing job with it. So maybe there is hope for Playtonic.

A very cool plateformer ! it is really the spiritual child of banjo kazooie.

This has all the makings of a good game, but it is apparent that it isn't one. The controls feel off, not quite unresponsive but not very tight either. The worlds you explore are too large and varied, making it hard to know where you are or where to go, and some of the tasks required are quite cryptic. The game is also littered with bugs, so you could just glitch and fail the mission even when you get a handle on the task. This is a severely disappointing game, and I recommend anyone looking into 3D platformers to steer clear of this one unless you want to see what this is all about.

I'm so glad much of the Banjo-Kazooie team was able to get back together, but I don't think they were able to recreate what they had before. To be fair, the team had an idea they were working towards, and eventually the player is able to "get" what Playtonic was going for, after which point the game experience improves considerably. Even so - the game reads like such a rough first draft at a Banjo-Kazooie spiritual successor so as to be incomparable.

If I were to describe the game in one word, it'd be "sterile". This is due to the game's use of Unity as its engine. Ignoring Unity Technologies' recent string of questionable-at-best business practices, their game engine is perfectly fine; actually, my class used it exclusively for our senior projects in my game design program in college. Out-of-the-box, Unity is a basic but serviceable engine, with a lot of focus on modular physics due to its easy integration with programming scripts. Unity by its nature heavily emphasizes drag-and-drop programming, which makes it a good learning tool and a solid choice for indie devs.

The consequence of this design is that it's very easy for games to feel samey if little is done to differentiate them. Yooka-Laylee leans into a fairly stock suite of physics, texturing, and especially lighting systems that exist within Unity. I'm not saying that I've made a game like Yooka-Laylee, but I am saying that I've played enough student projects thrown together in Unity that Yooka-Laylee doesn't stand out. Naturally, for a game duology as vibrant and creative and unique as Banjo-Kazooie/Banjo-Tooie, it's reeeeeeally disheartening to see that Playtonic either didn't know how to make a stock engine feel unique, or they chose not to do so. I think the most generous read is that they simply lacked confidence in this, their first big statement as an indie company.

If this is all too technical for you, think about it like this. Yooka has the ability to take on different elemental properties by licking things. For example, by licking cannonballs, Yooka becomes metallic and becomes too heavy to be gusted about. This is similar to Metal Mario from Super Mario 64, of course. But in Mario 64, Metal Mario's physical properties are somewhat altered: he can't swim, a loud metallic sound accompanies his walking, and his jump height is impacted. Metal Yooka has no change in physical properties; when Yooka moves around, he moves as lightly and effortlessly as he normally does. The only thing that's different is that his model's texture changes - a purely superficial effect that is easy to program into the game. Many of the design decisions made in Yooka-Laylee are like this.

I think I could qualify a lot of my miscellaneous critiques of the game this way, as products of developers not confident in what they were doing. Capital B is a lowest common denominator version of Gruntilda. Many sound effects, shockingly, are stock and limp. The game reaches for a prolonged fart joke with Buddy Bubble, which I guess is comparable to Kazooie's Ass Egg, but Banjo-Kazooie at least had the good sense not to underline it in dialogue. The Snowplow transformation is presented as being fleshy rather than metallic because that seemingly would've taken effort. Dr. Quack's quiz sequences feel like they're there out of obligation rather than a genuine passion for stuff like Furnace Fun. A lot of the NPCs feel like Playtonic's punching down, particularly the shopping cart homeless stereotypes...

...so let us instead look to what Yooka-Laylee does well. Soundtrack is of course good, with Grant Kirkhope and David Wise at the helm; I do find the melodies unmemorable, but they're good atmospheric compositions. The core stand-in NPCs like Trowser for Bottles and Dr. Puzz for Mumbo are cute enough. Shovel Knight is always fun to see as a cameo character. You can sort-of tell that the team developed each new level in sequence, so by the time we get to Capital Cashino and Galleon Galaxy, the levels start to feel tight and well-realized. I actually quite like the Kartos sequences, and I especially like that they're tied into a boss fight. Even though I don't care for Capital B, his boss fight does the "test all the mechanics" thing I love to see in video games. Icymetric Palace represents a considerable amount of effort and creativity which adds a ton to the experience...

Finally, there's Flappy Flight. You unlock flight in this game late compared to Banjo-Kazooie, but it becomes apparent why: unlike in B-K, Flappy Flight is not gated to context-sensitive pads and is instead useable at any point in time. Suddenly, the game's huuuuuuge levels make sense - it's incredibly low-commitment to travel from one corner of a given world to another, and particularly to do so quickly. Part of what makes Capital Cashino and Galleon Galaxy so effective is that their designs lean into this philosophy, and so the bigass levels become manageable playgrounds operating on hub-and-spoke design. For that matter, backtracking into previous levels becomes much more tolerable, to the point where I'd urge the player to stave off the obligatory revisits as long as they can until they have free flight. This does, in some way, break the intended game design, but it also makes it fun to run around as these characters, which I would argue is far more important to this game.

I do think there's potential with Yooka-Laylee as a series revival. There are ideas at play there, and I think something really interesting is waiting to be teased out. I do suspect that we're not likely to see it at this point. Impossible Lair went in a separate direction (though I understand that game's actually quite excellent), and Yooka & Laylee have mostly just served cameo roles since then. Bit of a shame, but if Playtonic has something up their sleeves, I'm curious to see how they do. As for this game? I think I'm content with my one and only playthrough.