More Info from Playtonic Games
- Genre: Platformer
- Platform: PS5
- Also Available On: Windows, Xbox Series, Switch 2
There’s a quote often misattributed to Shigeru Miyamoto that goes something along the lines of a delayed game is eventually good, a rushed game is bad forever. This game is an example of why that quote exists in the first place. I didn’t particularly like the original Yooka-Laylee release, but this one was easy for me to sit down and just play. It was a huge transformation.

If I’m being perfectly honest, I couldn’t really point at many specific things that were improved. If I’m looking at the things in my other ramblings, I can definitely get a sense of where iteration occurred. I didn’t noticeably have problems with the camera this go around – it largely just worked and didn’t get in the way. I didn’t have problems with the writing, and frankly it felt minimally present compared to my recollection of the original. I didn’t have problems with odd mechanics in boss fights – they generally felt obvious and appropriately challenging, but without some of the oddities I saw in the original game.
I didn’t really have problems with how many pages were supposed to be collected or it feeling overboard. The pages that were there generally felt attached to some objective or getting to the end of a specific puzzle/platforming segment instead of simply being there. This one alone was surprising because there are double the page count from before, making this more in tune with how Mario Odyssey was handled. If I were to guess at what actually changed here for me is that the total sum of improvements elsewhere just made the experience of existing in the world more fun, so collecting more stuff happened naturally while I was having fun.

I suppose what I’m getting at here is that all of these things are signs of iteration done right. Every part of the original game has clearly seen some amount of work done to it to improve it from the original launch. Going back to the original quote, these were all things that felt bad and rushed that now are simply good, and when things are simply good they are out of the way of my interaction with them. What I was left with then is a game that was simply easy to play.

That said, there are two very specific things that I can point at that I know improved things. World expansion is gone and all platforming moves are unlocked from the start. These changes allow for open exploration from the start, removing what was a hugely frustrating progression blocker in the original. The original game was very obviously not meant to be a Metroidvania, so running into progression blockers was never a fun thing. Seeing a grapple point in the original without having the grapple power was a signal that I was going to have to come back later. Having to choose whether to expand the current world you are in or unlock another world was a sign that I was just going to have to do both anyway.
A lot of what ended up happening with these two changes is that the game just got rid of friction. I could certainly see arguments about games needing some friction to push players forward, and I largely agree. However, I also absolutely hate manufactured friction. In a 3D exploration platformer, both of those felt like manufactured friction. They both restricted the player from exploring in a way that felt negative in the genre. Not having explosives to take out specific doors feels appropriate in a Metroidvania where you’re starting from nothing and slowly building up your arsenal. Not having a grapple in a game where you play as a lizard with a very clearly extendable tongue that will be used for grapple felt out of place. Retraversing an area with new abilities to find more stuff feels appropriate in a Metroidvania. Unlocking an entire section of the world via magic pagies to find more stuff felt out of place.

This is probably as close to the game they intended to make as possible. Sure, it’s very clearly the culmination of a lot of effort on their part. However, it’s also the culmination of a lot of feedback. The changes made here are obviously targeted at things that reviewers and players of the original did not enjoy. They are changes clearly targeted at making the game better to play, easier to get through, and reduce negative friction for the player. This is now a game that should be celebrated for what it is, rather than a game that is negatively compared against the past. This is an example of the delayed game will eventually be good, even if there’s a slightly asterisk of it having been released once before.










