Shelved It #3 – Yooka-Laylee

More Info from Playtonic

  • Genre: 3D Platformer
  • Platform: PS4
  • Also Available On: Steam (Linux, Mac, Windows), Xbox One, Switch

Hit or miss is the best way I can describe Yooka-Laylee.  The team of ex-Rare developers clearly recognizes what made Banjo-Kazooie a good game, but at the same time it feels like they never did anything to pass that mark, and in trying to aim at nostalgia, they also didn’t fix many of the original flaws.  I got through the bulk of the first two worlds, as well as their expanded forms, and while there was definitely some fun to be had, the amount of boring fluff content, and somewhat subpar writing never really gave me a drive to plow through the slower areas of the game to see the better parts. The unfortunate thing is that there is some flashes of good here, but they tend to be balanced out by negatives at the same time.

While the various jump mechanics feel good and have a nice weight to them, the camera’s inability to not get in your way means a lot of missed jumps.  Even in areas where the camera is fixed, the sometimes strange angles and FOV selection ended up causing severe depth perception issues.  The most unfortunate thing is that the game is drop dead gorgeous, but I spent so much time fighting the camera that I never could really be at a point where I could fully enjoy it.

While the boss fights I did tended to be a lot of fun when I was doing them correctly, odd design choices on how damage occurs often frustrated me.  As an example, the World 1 boss involved leaping over rolling logs on a slope, where hitting a log would have you slide back down to the bottom.  All that was fine, but hitting a log at the top would still leave all the logs I had passed, and I could receive damage on my way back down while being significantly less controllable while sliding.

Individually some of the pages were in areas where puzzle or combat segments could be fun, but an equal amount simply involved using the duo’s powers to very slowly get up a path with little to no resistance.  The fact that the worlds are leveled up, rather than simply doing a larger spread of smaller worlds means that there’s a significant amount of retread through the environments.  Worst of all were the arcade games, which while curious, did not need to be given multiple pages to force replays.

I think if there’s anything that I found the most surprising, it’s that the writing was just not that good.  Banjo-Kazooie, Donkey Kong 64, or Conker’s Bad Fur Day were all examples of games out of Rare that, while goofy, had entertaining and solid writing.  The writing in this game seems to just lean on puns and self-referential one liners, a lot of which are not going to stand up 5-10 years from now.  It feels like they turned the humor knob of Conker too far, giving a story that even in the section I played never coalesced into something worth pushing me forward.

I’ve seen a lot of people saying that this game proves that 3D platformers are dead, but I’m not convinced.  I think this game just missed the mark.  Even if we just look at core 3D platformers since Rare’s heyday, we have games like Jak & Daxter, the Sly Cooper series, Mario Galaxy, or the Skylanders titles.  We can even stretch from there and go into the heavy weapon action of the Ratchet & Clank games bringing new twists on the genre.  I suspect there’s a lot of life left in this stlye of platformer, but sitting on nostalgia just isn’t doing it, particularly if the problems of the original games are just going to be ignored.

Game Ramblings #34 – Goodbye! BoxBoy!

Info on the first two titles from Nintendo

  • Genre: Puzzle/Platformer
  • Platform: 3DS (eShop)

So ya, technically speaking this isn’t out in the US yet.  However, that fancy triple pack is out in Japan, so I had to jump at it.  The TL;DR on this series is that you play a Box…Boy that is able to spawn chains of blocks connected to his body.  You use these chains to traverse puzzle-based levels, with each world tending to be built around a series of levels with one new core mechanic.  While the gameplay of this third title is still built around that core, HAL Labs has again managed to bring a lot of new mechanics in to give another 20+ worlds of damn good puzzle solving.

If there’s one core theme that this game was built on, I’d say it was motion.  Sure, the core box chain puzzles from the first two games are there, but a lot of the new mechanics are all based around exploiting motion in some way.  Just a few of the many examples of some of the smart ways they used motion:

  • Forced movement through the use of conveyors, moving platforms, velocity-adding volumes, and water meant that timing became a lot more important puzzle-solving mechanic than just setting up chains of blocks.
  • The inclusion of things like explosives allowed for some fantastic puzzles based around blocks falls.
  • AI-based levels added secondary characters into the mix.  In particular, there were a number of escort levels that were actually fun (I’m being serious here).  There were some smart decisions in the use of AI, in particular the fact that the AI will not move forward if its path is dangerous.  It simply waits for you to makes things safe for it.
  • Gravity-based mechanics also came through a lot, with some really smart levels based around reversal of gravity, as well as levels based on weight through scales.

Each of the first 15 or so worlds tended to have one new mechanic in it.  The last 10 or so worlds and challenge worlds are where things really got interesting.  The final handful of worlds did a great job of taking the individual mechanics, and mixing them into multi-mechanic levels that test both a late night sleep deprived brain, as well as my patience in a lot of areas.  That said, this is some of the best puzzle-platform gameplay that the 3DS has seen.  Of particular note, the challenge worlds offer some mischievous changes, such as not being able to jump, or not being able to fall more than 1 block’s height.

There’s really not much to say here if you’ve played either of the first two titles in the series.  The core of the game is the same, and the new mechanics are fantastic.  If you’ve got a Japanese 3DS, it’s definitely worth picking up the triple pack if you’re a collector.  Otherwise, until this gets to the US, 3DS owners have another great title to look forward to.

Game Ramblings #24 – Thomas Was Alone

More Info from Mike Bithell

  • Genre: Puzzle/Platformer
  • Platform: PS4
  • Also Available On: Steam, PS3, Vita, Mobile, Xbox One, Wii U

Thomas Was Alone is ostensibly a game about colored blocks.  At its core it takes a relatively simple visual style, and mixes it with simple 2D platformer mechanics in ways that have been done before.  However, by being extremely mechanically tight, and by having a great atmosphere that happens along side of it, it becomes one of the best platformers I’ve played in recent times.

There’s really two things that stood out about Thomas Was Alone compared to most platformers, and both of them directly tie into how the blocks are treated as individual characters.  The title of the game is no mistake, as each block is treated as a separate character within the game’s story.  Each block has its own unique personality that is exposed as the story is told.  Whether it’s the titular Thomas who is always taking note of the world around him and really doesn’t want to be alone, or Chris, who is initially a bit of a grump, but eventually ends up falling in love, or any of the other characters that you meet along the way, each block is elevated to a full character simply through fantastic writing  and great narration.  The overall characterization that is gained just through passive narration is reminiscent of games like Portal, where the depth of the game’s universe is a lot more than expected at first glance.

The individual character traits then extend directly into gameplay, giving each individual character their own style.  The combinations of characters in each level then determine how the puzzles proceed in each level.  For example, Thomas is the base character, and simply jumps a normal height.  James has the same traits as Thomas, but has reversed gravity.  Sarah can double jump, Chris has a short jump, but it also much smaller size and can fit through gaps, Laura can be used as a trampoline, etc.  Each new character introduced adds another layer to the overall experience until you’re eventually completing puzzles using the entire gang’s unique abilities to finish up levels.

All of this is tied together in a package that is extraordinary in how reliable the mechanics all are.  There were no situations in which I felt like I was misjudging my jumps or unsure of where I was trying to get to.  New characters would seamlessly integrate into my puzzle solving experience as soon as I learned what their ability or benefit was.  The game, as is appropriate in puzzle games in general, was never about the where, but the how of finishing each area.

I think in the end the best thing I can really say about Thomas Was Alone is that I accidentally finished it in one sitting.  Sure, it was only about 4 hours long, but there’s not many games that I play for four hours straight, and even fewer where I don’t even realize that four hours had gone by.  I suppose I should have gotten to this one sooner.