Main game
3.15 average rating based on 185 ratings
Intro
Yooka-Laylee 2 is a 2D platformer with SMB3 style level selection. You gather coins to unlock new levels and quills to unlock tonics that make the game easier.
Review
Yooka-Laylee 2 looks decent enough and the tonics are a nice feature. The platforming is kinda uninteresting to me and i really don't care for the whole thing where you have to replay levels to find secrets/grab items that disappear. On top of that the menu controls are terrible. You go left-right with Y and O? What? Not to mention that J (jump) doesn't always work like Space... the other jump button. Huh?
Mostly i find this type of game slow and boring, with uninteresting combat and no 'edge'. There are so many platformers and this one doesn't stand out in a positive way. Meh.
Played about half of it. It's good, however I'm growing out of platformers.
Represents something of a course-correction. Challenging 2D platforming, impressive design risks and an ace soundtrack ensure Yooka Laylee has been transformed into something impossibly fair!
Kudos on the impossible.
I once said of the original Yooka Laylee that it was 'utterly devoid of personality with an alien's understanding of Banjo's constituent elements and completing it as a backer was an operation in heartbreak.' Lovely tempered stuff.
My thoughts on Yooka Laylee, on reflection, are that it was impossibly fair... extraordinarily fine. Movement and platforming felt great. I wasn't a fan of the engine and presentation, but the soundtrack kept me sane. The compulsion to collect pushed me forward, but the repeating characters and overall clunkiness dragged it all down. It was fine. I feel the same about it as I do the launch No Man's Sky. Both compulsive to play at the time, but not necessarily in the most flattering way.
I don't know. This seems like a step back somehow.
So when The Impossible Lair was impossibly announced the same day I completed Donkey Kong Country: Tropical Freeze with that same engine on show, I couldn't quite believe what I was seeing. Fool me once, shame on me. Fool …
Represents something of a course-correction. Challenging 2D platforming, impressive design risks and an ace soundtrack ensure Yooka Laylee has been transformed into something impossibly fair!
Kudos on the impossible.
I once said of the original Yooka Laylee that it was 'utterly devoid of personality with an alien's understanding of Banjo's constituent elements and completing it as a backer was an operation in heartbreak.' Lovely tempered stuff.
My thoughts on Yooka Laylee, on reflection, are that it was impossibly fair... extraordinarily fine. Movement and platforming felt great. I wasn't a fan of the engine and presentation, but the soundtrack kept me sane. The compulsion to collect pushed me forward, but the repeating characters and overall clunkiness dragged it all down. It was fine. I feel the same about it as I do the launch No Man's Sky. Both compulsive to play at the time, but not necessarily in the most flattering way.
I don't know. This seems like a step back somehow.
So when The Impossible Lair was impossibly announced the same day I completed Donkey Kong Country: Tropical Freeze with that same engine on show, I couldn't quite believe what I was seeing. Fool me once, shame on me. Fool me twice, shame on Lay-me. And is that Foodemic-style animation of the Queen bee? Isn't 2D a step back? Why does this exist? There was only one thing that was going to be impossible - forcing this into my hands. Turns out just improbable.
Apologies for doubting you so vociferously, Playtonic. Yooka-Laylee and the Impossible Lair is inconceivably, unbelievably and impossibly fair given its predecessor. It takes design risks, it's challenging, flirts with being charming and mechanically compares well with the best of Kong's 2D platformer legacy.
Surprisingly not.
It's the play(tonic)ful design that really saves it from it from damning comparisons. Starting you on the impossible lair level - a level that lives up to its name - is a masterstroke. Having other levels generate you one more hit point and that level available to try again anytime - perfect. The overworld is a veritable hive of activity. Dispensing of the 2D perspective, the countless places to explore and secrets to find make the overworld the highlight of the entire experience. It's far and away superior to a level select screen at the very least and pure joy at most. Finally, the flirted-with mechanic of expanding levels in the original Laylee production is finally realised properly with the ability to elementally (and otherwise) transform levels completely and utterly in the overworld - a massive improvement that effectively doubles the level count.
The levels themselves have a great flow and can be dastardly challenging to complete on a completionist non-surface level. Almost too much for me, in fact. Let alone the challenge posed by the titular impossible lair level and the daunting proposition of completing it from the start.The use of Laylee as a recatchable one-hit shield nicely offsets any frustration whilst never making things too easy. In my time with it, I don't think the design ever reached the highs of my experience with Tropical Freeze, but one, that's unfairly comparing it to the best of the best, and two, I think there's plenty of space for more well-designed 2D platformers out there - especially divorced from Nintendo systems.
Trancing in the moonlight.
My main frustrations? That engine is STILL here! It's not abjectly horrible, but I'm no fan of it's simplistic Unity (nothing against it specifically) 3D look. If its a hangover of the intention to evoke the look of N64 games in the original, I don't think it succeeded then or now. Whilst we're now free of the minigame atrocities of the first game, I feel like I'm still subjected to the new challenge rooms epitomising the worst of Impossible Lair's presentation instead. Also, reading about Playtonic's potential plans for further genre diversification for the bat and lizard duo and the rest of the gang, all I can think to say is 'stop.' I don't think the characters here made a splash enough to warrant appearing in a second game, let alone a racing game where characters are yet more important. They're just not memorable. I'd love to see Playtonic potentially reset and try something new. Although, I know that's a big ask in a tough gaming market.
The soundtrack is everything you'd hope for, of course. It's Grant Kirkhope and David Wise, is it not? If these past two games have got anything right, it's in nailing their music. If the overall games matched the quality of their music, we'd be looking at absolute year highlights. We'll have to settle for a surprise rise in quality for Lair.
Kill me.
As it stands, Impossible Lair represents something of a course-correction. Challenging 2D platforming, impressive design risks and an ace soundtrack elevate a title otherwise sullied by some of its hangover presentation and the same Yooka Laylee name and characters. Still, like its overworld's transformable levels, Yooka Laylee itself appears to have impossibly pulled off a transformation from its initial lacklustre outing into something impossibly fair. All is forgiven, you bear and bird stand-ins, but perhaps let's leave it there shall we?
A big step up from their debut game. Playtonic feels MUCH more confident in the 2.5D space. The over-world is fun and packed with secrets. Every level is unique and bursting with charm. And the challenge is nicely portioned. Check pointing (and losing all your collectibles on death) can feel a bit harsh and arbitrary. It's just a good, fun game with the right amount of challenge. Recommended for all platformer fans.
First off I'm a huge fan of DKC1-3 so having some of the original creators make a similar game was huge for me. I found it to be much better than the first Yooka-Laylee, but it still wasn't gripping me.. I wasn't getting addicted to playing like I do with other games.
The overworld's puzzle's connection to the levels is absolutely genius, changing them into something fresh. The movement is interesting and actually can feel amazing when you get good at it. The t.w.i.t. coins are really hard to find sometimes; good or bad depending on your view.
I'm disappointed I'm not enjoying the game more and I wish I could figure out why. Maybe it's the character design? I love Yooka and Kaylee, Capital B is quite good, Trouser is hilarious, but that's it. I'm not into the other characters at all! And the enemies are not anything special for me..
The 20 chapters and their alt forms are all fine and offer a challenge that’s in keeping with the theme of the game. It starts of easy and gets progressively harder, like a good platformer should. I didn’t really have too much of an issue with the levels aside from a few coins. I had heard the Impossible lair was hard and that’s an understatement. It is so ludicrously harder than anything the game offers consequently meaning players haven’t been given a fair offering of experience to prepare themselves. You may have 48 lives but the level is so long with multiple stages and boss fights it would make Crash Bandicoot blush. Needless to say its a test of patience and exhaustion. I really don’t understand the decision to make the final level so disproportionally difficult, hell I’m even playing the updated version where the devs patched in checkpoints, they softened their sadism just ever so slightly yet the end result still remains anger and displeasure. Its pretty frustrating to be right at the end and be in a position where you’re unable to cross the finish line because the race organisers have placed a huge hurdle in the form …
Read MoreThe 20 chapters and their alt forms are all fine and offer a challenge that’s in keeping with the theme of the game. It starts of easy and gets progressively harder, like a good platformer should. I didn’t really have too much of an issue with the levels aside from a few coins. I had heard the Impossible lair was hard and that’s an understatement. It is so ludicrously harder than anything the game offers consequently meaning players haven’t been given a fair offering of experience to prepare themselves. You may have 48 lives but the level is so long with multiple stages and boss fights it would make Crash Bandicoot blush. Needless to say its a test of patience and exhaustion. I really don’t understand the decision to make the final level so disproportionally difficult, hell I’m even playing the updated version where the devs patched in checkpoints, they softened their sadism just ever so slightly yet the end result still remains anger and displeasure. Its pretty frustrating to be right at the end and be in a position where you’re unable to cross the finish line because the race organisers have placed a huge hurdle in the form of a 10 ft brick wall in front of you. You may get the usual crowd with the usual ‘git gud’ but I can’t help but feel this final level is just dick move. The kindest thing I can say is that it lives up to its name.
Read Less
This is free in the Epic store again:
https://www.epicgames.com/store/en-US/p/yooka-laylee-and-the-impossible-lair
Next week we get Windbound.
This game is fairly recent, surprised Epic is giving it out for free today :O (not that I'm complaining lol)
Free this year on the Epic store:
https://www.epicgames.com/store/en-US/product/yooka-laylee-and-the-impossible-lair/home
Next year we may get Steep or Darksiders 2.
Fool me once, shame on you; fool me twice, shame on Laylee.