You would think that with loads of Kickstarter cash, the minds behind Yooka-Laylee might have decided to roll their own game engine. Here's why they didn't.
Playtonic is a developer made up of a bunch of former RARE devs, and the first title they worked on was the 3D platformer, Yooka-Laylee. Those who followed RARE over the years definitely saw the DNA of Banjo-Kazooie in Yooka-Laylee, but it turns out the original plan was even deeper than that.
Wouldn’t they be exclusive to the Xbox One version just like they were exclusive to the Xbox 360 versions of Sega All Stars Racing
Although since Banjo-Kazooie skins were available in every version of Minecraft, it could’ve been possible for the same to apply for Yookah-Laylee
The PS4 has a killer roster of incredible platformers. Ranging from simple 2D platformers to vibrant 3D platforming games.
No mention of Astrobot on the VR, one of the best platform titles Sony have put out
Limited Run Games has announced Mutant Mudds and Yooka-Laylee tabletop games, both of which are available for pre-order until early September 2021.
Well, it was clearly a bad choice anyway.
- game runs at 30fps on most popular platforms (consoles)
- game got awful reception, in large part, because of 30fps.
Platform games, with many things to collect, must offer an interesting world, which is fun to explore. Exploring at 30fps, or even at 60 when using a display which blurs image in motion, is NOT FUN. Simple as that.
30fps killed that game in terms of reception and financial success.
Meanwhile it runs at stable 120fps on 2011 CPU + 2013 GPU, at high settings, and even stable 2x 60fps in stereoscopic 3D, in which this game looks really, really good.
It's a good game. Not very. It's too infantile, some things are done badly, there are many simple and easy to fix things that could've been improved, but it doesn't deserve the bad reception it gets, but the console port is a mirror reflection of PC ports that were ruined, like Batman or AC:U. When you outsource the port to some unskilled team, it always ends like that. The game was designed with Wii:U capabilities in mind. How the f.. could it end up at 30fps on Xone/PS4 is beyond me. Someone f..d up. Big time.
Interesting
Kickstarter backer's update just arrived:
"the dev team has been frogmarched back down into the development mines to uncover our next big game update, which will add significant improvements and introduce some of the most requested features.
That means stuff like the optional ability to skip dialogue faster, bypass cutscenes or reduce those pesky gibberish voices, which should please the speedrunners among us. We’ll also be adding a sprinkling of design polish throughout the adventure and by popular request, changes to how the camera operates (gif the image on this page a look).
You can expect a more detailed breakdown of the game update in the coming weeks, as we continue to tinker around with the coding furnace.""
:)
@JackTheLiz If my goal was to get new friends here, I would do something else than voicing a very unpopular opinion, don't you think? ;)
I don't care what people think about me. I care about games. About the industry and about helping others improve the way they play. Some might think about what I wrote and decide to buy a proper gaming display or uncover the treasure of motion blur-free gaming at 60fps (or more). Some might choose to get offended. And if that happened, I couldn't care less, really.