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#106 Nicholas Steel

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Posted 07 October 2017 - 04:20 AM

Even with all the updates to the game since its release, I still feel like the game is a 5/10 and a massive disappointment.

  1. The levels feel like they are just a random collection/clutter of structures with items randomly strewn about the place.
  2. Everything that isn't a living entity or a collectible is 10x bigger (or bigger) than you. Why?!?
  3. Collision detection and depth of field is awful in general. It is difficult to identify the location of a floating object/platform in relation to yourself in situations where your blob shadow and the platforms blob shadow isn't visible and even then you shouldn't be entirely reliant on seeing shadows to judge distances/locations.
  4. Floating objects (quills, collectables) don't cast blob shadows directly under them which doesn't help understand where they are in the 3D space and object shadows often don't stack on environment shadows (Most Rare N64 games cast collectible shadows beneath the object & not in a realistic spot according to the environments lighting and the shadow is often visible even if another object casts a shadow on the same location): https://youtu.be/AISfHG2mmNw. It feels very awkward trying to get to the items since spatial awareness is all out of whack. Racing mini-games exasperate the issue. I mean look at the quills/butterflies floating in the air, their shadows are off-set from their location and most of them don't cast visible shadows (not that they'd help since they're offset from the items location)!
  5. The music rarely (pun unintended) interests me, which is a huge bummer.
  6. The NPC's are lifeless and their incessant animations are just bad to look at and look very generic for every NPC (They don't look appropriately designed for each NPC). I know Rare games sometimes had weird NPC animations but they at least suited the characters and the characters tended to stop being so animated when they finished talking/waited for you to hit a button on the gamepad. Here in Yookalaylee the animations are super fluid (higher FPS) but it very definitely feels like the artists had no clue how to design the animations to utilize the increased number of frames in each animation without introducing the Uncanny Valley effect and they never, ever stop excessively animating.
  7. I'm not a fan of how the character movements feel. This is just an overall complaint, the character just doesn't control as well as I'd like it to regardless of what I'm doing in the game.
  8. The pacing of your character movements/attacks and enemy movements/attacks etc. feels bad to me. Nothing feels like it has the correct weight/momentum/acceleration/turning circle.

Edited by Nicholas Steel, 11 December 2017 - 10:39 PM.


#107 The Satellite

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Posted 28 November 2017 - 02:20 PM

Switch release date confirmed for December 14th: https://twitter.com/...523750266753024

 

Finally.



#108 Anthus

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Posted 28 November 2017 - 02:34 PM

I might pick it up if I have nothing else I'm playing. I wanted to try it for myself before getting on board the hate train. 



#109 The Satellite

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Posted 29 November 2017 - 02:22 AM

Unfortunately it'll probably be sidelined for me because I'm sure two weeks won't be long enough to fulfill myself with Xenoblade 2 if the first game was any indication. Dunno if it'll be an 80-hour game like the first (X was 60 hours), but it'll be lengthy, and I'll want to enrich myself with whatever sidequests it offers. Therefore Yooka-Laylee might be a side game for me at the time of release...



#110 The Satellite

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Posted 11 December 2017 - 05:01 PM

Backer codes are finally out for Switch owners, allowing us to play a little earlier than the release date. I'll get some impressions in before going back to Xenoblade 2 inevitably.



#111 Soma C.

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Posted 11 December 2017 - 06:31 PM

I got my code today...I'm really psyched!  Unfortunately I cannot play it until Christmas, which is when I'll finally get a Switch console.  I've waited all year, plus all of the time it took Playtonic to develop, but I'm a very patient backer.  I've awaited a successor to Banjo for the longest time and it's a dream come true to finally see this game come to fruition (having eyed it very closely way back in its infantile state on a Twitter page called Minjy Jongo)



#112 Neppy

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Posted 11 December 2017 - 06:31 PM

This is a game I would like to get at some point, although not right now. I have 31 physical Switch games, and my most recent game Xenoblade Chronicles 2 is taking front and center. I never really played Banjo-Kazooie, but it's always been an interesting game to me from what I've seen, and this is looking mostly the same type of game, so I think I'll end up liking it. 



#113 Soma C.

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Posted 11 December 2017 - 06:38 PM

 

Even with all the updates to the game since its release, I still feel like the game is a 5/10 and a massive disappointment.

  1. The levels feel like they are just a random collection/clutter of structures with items randomly strewn about the place.
  2. Everything that isn't a living entity or a collectible is 10x bigger (or bigger) than you. Why?!?
  3. Collision detection and depth of field is awful in general. It is difficult to identify the location of a floating object/platform in relation to yourself in situations where your blob shadow and the platforms blob shadow isn't visible and even then you shouldn't be entirely reliant on seeing shadows to judge distances/locations. Floating objects don't cast blob shadows directly under them which doesn't help and object shadows often don't stack on environment shadows (Most Rare N64 games cast collectible shadows beneath the object & not in a realistic spot according to the environments lighting and the shadow is often visible even if another object casts a shadow on the same location). Racing mini-games exasperate the issue. I mea  look at these feathers floating in the air, their shadows are off-set from their location and most of them don't cast visible shadows: https://youtu.be/AISfHG2mmNw. It feels very awkward trying to get to the items since spatial awareness is all out of whack.
  4. The music rarely interests me, which is a huge bummer.
  5. The NPC's are lifeless and their incessant animations are just bad to look at and look very generic for every NPC. I know Rare games sometimes had weird NPC animations but they at least suited the characters and the characters tended to stop being so animated when they finished talking/waited for you to hit a button on the gamepad. Here in Yookalaylee the animations are super fluid and it very definitely feels like the artists had no clue how to design the animations to utilize the increased number of frames in each animation without introducing the Uncanny Valley effect.
  6. I'm not a fan of how the character movements feel.
  7. The pacing of your character movements/attacks and enemy movements/attacks etc. feels bad to me. Nothing feels like it has the correct weight/momentum/acceleration/turning circle.

 

I appreciate that you addressed these concerns; if you also directed them toward Playtonic on their various pages (home page/forums/Facebook/Twitter etc) then maybe just maybe they'd see it and use the comments as instruction to improve their next game/s.  It's a small chance but a chance nonetheless ;)



#114 Nicholas Steel

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Posted 11 December 2017 - 11:00 PM

Sure, I fixed up the post a bit and put it on the Steam discussions.




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