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OBLIGATORY GAMEPLAY SPOILER WARNING




Yooka Replaylee is a remaster of the classic Yooka Laylee. Not a sequel, not a prequel, not a fundamentally different game, a remaster.

The remaster has improved much of the pain points of the original, while introducing a few minor issues of its own.




1. Marks

Having fast travel is amazing, and massively speeds up gameplay, but unfortunately shows how small the worlds actually are and highlights issues with collectible placement. They are a massive net positive, and the ability to reveal a Pagie’s location was helpful. This "ability" was almost certainly added due to issues with collectible placement.




2. Kartos

Kartos sucked in the original, it's slightly better here as the minigames are closer to puzzles. There is no breaking or boosting, there is ONLY jump and fire once. The minigames are not super hard, but requiring perfection for the 3rd Pagie was rather annoying sometimes.




3. Rextro

Rextro REALLY sucked in the original. It's MUCH better here. All Rextro minigames are very simple and linear "platforming" challenges. My only complaint is that they no longer match the style of the world they are found in, but I'll take that over whatever the hell Capital Cashino's "5 lane collect Quills" insanity was in the original.




4. Moves

Moves are mechanically improved, both by simpler controls and by trimming the moveset down. Some moves were completely removed, others were made into temporary powerups.

The "not so good" part about this is that the worlds (in both games) were not designed with having all moves available at once (except Galleon Galaxy) and they were not redesigned much (if at all) for the remaster (except Tribalstack Tropics, somewhat). This is painfully obvious with Hivory Towers.

It is refreshing to see that the “optimal” strategy of “rushing all moves then backfilling” was removed in this game. Additionally, Flappy Flight is gamebreaking in the original, invalidating almost all terrain. I am delighted to see that it was changed into a "temporary" powerup, only available in specific spots. Having to actually platform in Capital Cashino was genuinely fantastic compared to the first game.

It is AMAZING to have unlimited Reptile Roll, much like Talon Trot in Banjo Kazooie/Banjo Tooie. This is almost a gamechanger.




5. Collectibles

Yooka Replaylee promised "double the Pagies." It delivered on that promise.

Kartos, Rextro, and bosses give 3 Pagies each, and each Ghost Writer gives 1 with 3 Pagies given upon collecting all 5. 2 Pagies are found using (usually) VERY annoyingly "hidden" Pagie Pieces, and 1 is earned for collecting all 150 Quills in each world (but this is also the case in the original, albeit with 200 Quills instead). This leaves 30 Pagies for actual collection by scouring the world.

The world size did NOT change (and in some cases, is even smaller). This would not normally be an issue, if the Pagies were "actual challenges" but it is, because in every single world (except Capital Cashino), there are a few (not one, not two, up to FOUR) Pagie Pieces or Pagies that are LITERALLY "Buddy Slam random spot" or "Destroy this random object " or "Knock these enemies off the platform" with next to no indication that something is hidden there except for an almost invisible sparkle effect.

Several times, I was down to the last Pagie Piece or Pagie and was basically forced to look it up. It was almost always, with one exception, the "Buddy Slam random spot” category. This is genuinely infuriating. Why, Playtonic? The reason Banjo Kazooie/Banjo Tooie have 10 major collectibles per world is so that they can ALL be unique, challenging, and memorable. This is unfortunately not the case with Yooka Replaylee.

Increasing the number of hidden Pagies without increasing the world size proportionally means some Pagies are bound to be "badly hidden." So many Pagie Pieces and Pagies are literally either out in the open or "Buddy Slam random spot" or "Destroy random object." I cannot stress enough how annoying this is.

I would have much rather have had 30 Pagies total in each world if it meant they were actually unique, challenging, and memorable.

There is a minor upside to the fast travel "Marks:" you can reveal the location of a hidden Pagie. This is random and does not work for non-Pagies or the Pagies from “bulk” collectibles (but does work for all other Pagies). I immediately saw this as a band-aid for bad collectible design and placement, because that's exactly what it is.

The other major issue with collectibles is that literally every SINGLE collectible has an annoying pause to showoff whatever you collected. This is cool the first twenty times. You have to see this over THREE HUNDRED times. It's frustrating and slow. This addition is genuinely baffling. Banjo Kazooie did the same thing, and in Banjo Tooie, the collection animation was replaced as to not pause gameplay.




6. Upgrades/Tonics

The upgrade system in this game is much better than the original. Most of the upgrades are filler, but the health/energy/tonic slot ones are quite nice. I don't understand why some Tonics are either negatives or cosmetics (when there's an entire cosmetics tab), but maybe some people want an optional challenge.




7. Enemies/Bosses

The enemy design is "cleaner," perhaps only because enemies are just filler. The "Googly Eyes" enemies are much less obnoxious, but there is a new "Rock Ball" enemy that I swear is unkillable with any attack and must be knocked off whatever platform it is guarding. Annoying, but not terrible. Less enemies to get in the way is a slight positive, I guess.

Bosses are, unfortunately, less interesting in the remaster. All of them have a new health bar but still have obvious weak points and still function on a "phase" system. You don't have to "learn" a boss anymore.

The upside is that I.N.E.P.T. is no longer the single worst part of the game. This boss is much, MUCH, MUCH better. Like, 20x better. Kartos being simplified helps, but the boss is no longer a memorization gauntlet from hell.

Capital B is worse, though. The original had interesting phases and very challenging "shockwave " and "missile" sections, whereas the equivalent in this game is lame. The shockwave section is difficult, and it took me a few tries to learn it, but since you do slowly gain health back, it's mostly trial and error whereas the original is based on agility and has no butterflies. Since you can't Flappy Flight at will (Banjo Kazooie spawned a Flight Pad, and the original spawned Frost Berries, so I see no reason why they couldn't just spawn a Flappy Flight powerup), the missile section is such a letdown and so easy that I never took damage during it.




8. Transformations

Transformations are still underused, required for 1 to 4 Pagies per world, but this was the case originally. All the transformations are boring, slow, mechanically clunky, and useful for one thing. I would have loved to see them have more to do in the remaster.




Closing Remarks

Overall, Yooka Replaylee is the better game. Having infinite Reptile Roll and the ability to fast travel is already so much of a game changer that it's worth the replay on that alone. I 100%'ed the game (having 100%'ed Yooka Laylee first) in 15 hours, which is reasonable for a "dense" collectathon.

I hope that Playtonic's next game is an improvement, and not in this genre. It's dying, and I want them to be successful innovators instead of trying (and failing a bit) to copy what worked 20 years ago.

8/10 compared to the original's 6/10.

Thanks for reading.
发布于 10 月 11 日。 最后编辑于 10 月 18 日。
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总时数 500.8 小时 (评测时 341.2 小时)
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ATTENTION: THIS REVIEW WILL CONTAIN SPOILERS FOR CERTAIN ELEMENTS OF THE GAME.

As of the posting of this review, I am currently on my second playthrough, after completing the Early Access content once through.

The game is a basic incremental game, from its UI, to its story and sound (or lack thereof), and from its game mechanics, to its progression and reward systems.

The basic gameplay loop has you completing tasks of various types, earning XP. One type of XP is temporary, lasting for only that life, and the other is permanent, lasting through lives. This XP leads to levels, which lead to speed multipliers. As the game progresses, you lose more and more of your health through ever-increasing health decay. Eventually, you will die and have to restart. However, all the permanent speed multipliers propel you through more and more of the game. As you complete these tasks, you will begin to automate them. For the first playthrough, most "Job" tasks take 400 completions, and most of the other tasks ("Construction" and "Exploration") take 10. The automation isn't barebones, but it isn't super complex either, with different priority options to allow a very simple degree of run customization.

Once you've automated a bit, the gameplay is generally "idle the first 5 to 15 minutes of a run" then, once your automation is over, micromanage the game. Then repeat.

If the concept is appealing to you, the first few chapters of the game are marvelous. The health decay matters, there are branching story paths starting about 1/3rd of the way through, and you can really feel the speed increase with every single life.

The problem arises in the later chapters. Because of the design of the game, where you finish earlier content faster and faster, but the base health decay at any given point in time will always be the same (barring linear multipliers), the game starts to throw more and more "direct" damage at you, whether it be from failing a task due to an insufficiently high multiplier, completing a task and taking a large chunk of damage at once, or, the most egregious example, damaging you simply for finishing a "Job" (farmable) task. In addition to this, the later chapters are filled with more and more linear health decay multipliers (for balance reasons, to make health decay sort of matter).

I was having a ton of fun until a "wall" in chapter 7. The game's "mantra" is "throw enough lives at a task and it will eventually fall." This "wall" is brutal. Due to the limited options afforded to you by the time you hit this wall, you will die at the wall. Again. And again. And yet again. Until you eventually pass it. It was frustrating but it wasn't the worst part. The lowest part of the game, for me, is the volcano in chapter 9. The game turns into a "puzzle" at that point, where the ONLY solution (as throwing enough lives at it no longer works, you will instantly die endlessly if you do not have the CORRECT solution) is stacking uncooked food from previous chapters and bringing it with you. Needless to say, I stopped having fun around this point and needed to ask a friend (whom I gifted the game to) for help.

If anything, I would like to see certain walls addressed (not necessarily removed) as the game needs SOME challenge. It's just that for me, as a player, these walls came very suddenly and, due to the rest of the game's structure, took me by surprise.

As previously stated, the rest of the game is a wonderful mix of various systems and mechanics. If you're into this sort of "time loop" incremental game, it's very well worth its price. I'm looking forward to future content.
发布于 2022 年 12 月 15 日。 最后编辑于 2022 年 12 月 15 日。
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总时数 537.1 小时 (评测时 41.6 小时)
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Great balance between simplicity and information overload. The scaling of the game feels just right, and the "time" walls, that is, real time, feel natural instead of forced. The IAPs do not feel required for progression at all, and there's no "constant notice" of their existence, only a single, easy to remove notification.

The dev is also active on Discord, is helpful, and is overall a friendly guy to talk to.
发布于 2022 年 1 月 23 日。 最后编辑于 2022 年 1 月 23 日。
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总时数 43.6 小时 (评测时 31.9 小时)
The fourth great installment for the Kingdom Rush franchise, this time allowing you to take 5 unique towers into a stage with you. Each tower excels at specific things and strategy is important for many stages, especially the later ones after the campaign.

I like this game's story, art style, and theme, and every stage felt unique and colorful. I was never bored while playing through the game, as every stage unlocks something for you. Some of the achievements are quite grindy, however, especially the Crow one for the Shadow Archers tower.

Overall, I think it's a great game and you should buy it because it's a classic Tower Defense from the guys who know what they're doing when it comes to Tower Defenses.
发布于 2020 年 10 月 28 日。
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总时数 1,647.9 小时 (评测时 542.8 小时)
抢先体验版本评测
Amazing game, you'll spend a LOT of time on it, and well worth it's cost. The devs also post a short post every Friday and the game is updated every so often. I genuinely think you should get it.
发布于 2017 年 5 月 19 日。 最后编辑于 2018 年 11 月 24 日。
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总时数 643.2 小时 (评测时 23.3 小时)
Its pretty good, the music is very accurate with the level design, and it's just a good game overall!
发布于 2016 年 6 月 6 日。
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