Game Ramblings #219 – Yooka-Replaylee

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.

Game Ramblings #218 – Trails in the Sky 1st Chapter

More Info from Falcom

  • Genre: JRPG
  • Platform: PS5
  • Also Available On: Switch, Switch 2, Steam

I played the original release of this game on PSP but admittedly it’s been long enough that I don’t really have much of a consistent memory of the experience. I do know I enjoyed my time with it, but I feel vaguely not enjoying the grind of leveling. Going into this I was a bit suspicious of whether that would happen again. Luckily what I found was a game that felt like a heavily modernized JRPG in terms of how it respects the player time, but this is definitely not a game without problems.

The thing that increasingly makes JRPGs live and die for me is combat, but not necessarily how good it is. It’s more often than not how much I need to engage in combat at this point. In particular, how much I need to engage in useless combat. I hate combat for the sake of combat because it feels like wasted time to me. The remake of Trails 1st really does a lot of good things to reduce that.

Similar to PSP, enemies are visible in the overworld, which on its own does a lot to reduce my need to engage in combat. However, there’s a number of things that reduce my need to be in combat. For one, there’s XP scaling based on level. At a surface level this allowed me to simply avoid combat with enemies that are lower level than me by knowing that the rewards are no longer relevant. On the opposite side though, this meant that I could effectively power level by engaging in combat with things higher level than me. What this really meant is that I was always in a level band that was relevant to the gameplay of the story around me. As a balance point it reduced my need to be in combat to just when it was important or worthwhile.

This is combined with the fact that you can do some basic real-time combat in the overworld, allowing me to mow through weak enemies simply to get rewards without being in the slower turn-based combat. If I needed specific items for cooking or Sepith, I could quickly dispatch a bunch of weak enemies and get them. This change also meant that running past enemies allowed me to simply run past them because the game no longer has the JRPG mechanic of battle starting immediately on first contact. It’s a small mechanical change with huge implications to the flow of the game.

Once in combat, there’s then a highly enjoyable system in place. It’s the same type of combat on PSP where the player has a mix of skills and magic. However, it leans into two things that I don’t think are seen as much as I would prefer – positioning and turn order.

The player has a wide variety of shapes of attacks from AOE circles to lines to cones, as well as bonuses for some attacks from the side or back. All of this allows the player to enforce positioning as a benefit. There were many times where I would knowingly drag some of my own units into different areas in an attempt to pull mobs into the line of fire and increase total damage output. The flip side of this is that defensively it’s also important to pay attention to where magic attacks from enemies will be so that you don’t leave your own party in range of attacks.

The reason this is important is that turn order is not static and magic attacks are not always immediate. Under normal circumstances magic attacks require a turn to start and a turn to execute. While that is happening, it’s obvious where the attack will go due to targeters on the ground. This gets into turn order manipulation. Some attacks can delay turns or reduce player “speed” that leads to determining turn order. Attacks can be cancelled by executing some moves that impede the target. Stuns can cancel a target’s turn if timed correctly. Basically, combat becomes a balance of getting damage out while also attempting to delay or cancel the enemy’s turn as much as possible, allowing the player to get through any battle with as little damage taken as possible.

Generally speaking, this all works great – right up until it doesn’t. That gets into my one big problem with the game. The boss fights in the game are just not tuned well, and it all comes down to the rage mechanic. Pretty much every boss in the game has some rage trigger where they gain a ton of basically every stat in the game. They gain speed to attack more often, typically several turns in a row. They gain attack and defense to be tankier and hit harder. They gain healing buffs to get their HP back up. It’s a good idea to make boss fights more dynamic. The issue comes in with the fact that the rage mechanics are universally able to send the player’s party from 100% to dead without the player even getting a turn to mitigate the situation.

It’s incredibly frustrating to be 5+ minutes into the fight, feeling like you’re in control, then having a rage turn kick in and send the party to its death. If it was generally avoidable that would be one thing, but a lot of them simply happen because of health drop. What ended up being my go-to was to just save all of my big attacks up until I had nearly stunned the boss, then dump them all at once. In a typical boss fight, I could get the boss to around 50% health, let it have a turn, then just absolutely nuke it with every attack I had – full 200 combat point attacks, party combo attack, etc – and get it to 0. That would generally avoid the rage mechanic, whether it was health based or due to killing off one of the enemy’s party members. However it was slow to grind out to the point where I felt comfortable doing that attack dump and when it didn’t work and I would be sent from 100 to 0 with no ability to do anything to prevent it, it was infuriating.

The nice thing is that unlike the original release, I could immediately retry the fight with lowered enemy strength. Boy did I take advantage of that option to just get through fights without the time spent on it again.

So I suppose at the end of the day this is a really good and generally fun JRPG that feels tuned to inherently screw over the player specifically during boss fights. I don’t remember that of the original, but I suspect that’s just a consequence of time since I played it. It’s so close to being a great game if a little more care was put into the tuning of boss fights. They can be difficult normally and still allow the player to actively avoid being nuked. It’s a thing I hope they look at before 2nd chapter comes out because it felt like the one thing heavily holding this game back.

Year End Ramblings – Things You Should Play From 2025

In looking through the list of ramblings I did this year, I was struck by the fact that I almost universally kept going “yep, play this, play this, play this”. Simply put, it was a really good year for games.


Game Ramblings #200 – The Plucky Squire

Yes, this was a late 2024 game but I didn’t get around to it until the disc version came in. This game is a celebration of so many games of the late 80s and early 90s and wraps itself up in a modern presentation. It’s an easy game to drop into and just play, which is something that a lot of modern games really miss.


Game Ramblings #213 – Star Wars Outlaws

Game Ramblings #214 – Ghost of Yotei

These were by two big open world standouts of the year (even if Star Wars is a 2024 title that overflowed into this year….) and for some reason I decided to play them back to back. However, I enjoyed them for different reasons. Star Wars stands out in my mind because it takes the nostalgia of the IP and transforms it into something playable in a way that has never managed to be done this well before. Ghost on the other hand is taking a known quantity and acting as the perfect iterative sequel. Neither game is perfect, but their imperfections are not big enough to overcome the fact that these are two incredibly detailed and incredibly well crafted games with a ton of content that just did not get old to play.


Game Ramblings #202 – Stellar Blade

Despite the fact that this is another 2024 catch up for me, I would probably point to this as my favorite combat experience of the year – even over Yotei. Yes, it’s totally hornier Nier Automata in a lot of its presentation. However, the combat experience is just so tightly put together and rewarding to get right that it was easy for me to just ignore the outfit aspect of the game. I went in playing this as work-relevant research into Unreal on PS5, but came out having really enjoyed the experience I was given.


Game Ramblings #201 – Xenoblade Chronicles X Definitive Edition

This is easily the remake/remaster of the year for me. I could go on at length about how good the Xenoblade series is, and I’m glad to just see this game on a more modern accessible platform. The combat system in this series continues to excel and some of the overall balance and game flow changes here make this another incredible entry in the series.


Game Ramblings #204 – Clair Obscur: Expedition 33

This is almost certainly my favorite turn-based game of the year, which shouldn’t necessarily be surprising. The combat can be phenomenal. The overall presentation is phenomenal. The soundtrack is phenomenal. I do think they have potential to improve on this with better gameplay settings granularity, but for a debut title of a large studio this one hits a lot of really high points and is not something that should be missed.


Game Ramblings #210 – Donkey Kong Bananza

Just like last year, I think an easy platformer is my actual game of the year. The thing about this one is that I was able to just turn off my brain and literally be a dumb ape. The core mechanic of effectively being able to break everything allowed me to ignore more clever mechanics and just break everything. The nice thing is that that’s entirely optional. Where I may get around a door by smashing everything to pieces, other people may get through it by finding an explosive and just walking through. Where I may find a hidden cave by smashing in a straight line and falling into it, other people may notice the lights leading the player down a path and walking in nicely. It’s a game that lets you play how you want with any kind of gameplay around that still being fun.

This game is very much what Odyssey was to Mario and Breath of the Wild was to Zelda. It’s taking an existing IP and modernizing it in a way that not only ends up being good but can legitimately claim to be the best thing that the series has seen so far, which is a large claim when up against things like Donkey Kong Country. Does it have the most impressive tech? No. Is it difficult? No. Does it have the most complex game mechanics? No. However, like Astrobot last year it hits a perfect blend of fun and flashy without introducing any friction to the player experience. And like Astrobot, this is one that I can point to and go “when you get the system, play this first”. I would not say that about anything else on this list.