Oh man I have to say this bit about your Reply about Yooka Laylee right now and separate because...
Okay your Reply was longer so I couldn't view it all at once. The paragraph ended, and then, before reading the rest of it, I started thinking about what you'd said. The main thing I was thinking about was controls, and the concept of them feeling wrong, and how I'd talk about that...
AND THEN I SCROLLED DOWN AND THAT WAS EXACTLY WHAT YOU TALKED ABOUT NEXT. Exactly how you would have had to to trigger the response I'd thought I would have given you if you'd brought it up!!
ARE YOU PSYCHIC?-
IN TEXT?!I have played Banjo Kazooie. I haven't played YookaLaylee. However...
Now, I know you've watched and read many things about game design, so I'm certain you know about how there are hidden things that go into games. There are some things that just get designed into games to create certain feelings and experiences that are so subtle, strange, or artistically deep or psychological that the person playing the game can't even point them out, but they can very much appreciate them, as they feel the effects of these things in their experience, and that things like that can often be the difference between a great game and an awful one.
So... even though I don't
personally know, when people complain about things like Yooka Laylee feeling wrong, and things like that, they can't explain their feelings properly because of the nature of those things. They can't be explained or articulated, but they can be felt.
This kind of thing can be a problem a lot when people try to follow something beloved and/or classic. Whether it's a sequel, a prequel, a reboot or a spiritual successor, oftentimes when a project like that falls down, it's because they managed to get all the surface level stuff right, but the feelings and such underneath that made the original great and are very hard to capture (Which is usually why the original was so great for capturing them) aren't there, and there's nothing similarly great that was introduced to replace them. If you don't capture the original feel, but you have something else that you can put in it's place, so you have a masterpiece of your own, that's amazing.
I think an example of this done well would be with
with the newer Dark Knight movies, and that 90s Batman: The Animated Series. Those things were different from the a lot of the campier Batman interpretations that came before them,
, but they were absolutely brilliant.
An example of this done wrong would be the Star Wars prequel trilogy. I know some people like 'em, but really, those were panned by fans and critics for very good reasons. Yes, you still had all the Star-Wars-ey stuff in there, with R2 and C3PO and Vader and
and they're building the Death Star, and there's jedi
everywhere and Chewbacca appears for no reason, but THE FEEL that made the original movies good, and the story they tried to tell, and the brilliance that was there... weren't there. Nothing that was underneath was there.
So I think Yooka Laylee's controls "feeling wrong" are a good point for this. It's not about the controls being good, bad, or different, or like the controls of a specific game. It's about them "feeling right", which is different. Your game's controls could be perfectly responsive and get their job done, but if they don't feel right, it will severely hurt your game. Like, take the controls in SNES Mario Kart. The controls are perfectly responsive, and let you get around all the corners, but if it feels like you're turning with your back wheels instead of your front ones, then it's hard to enjoy the game because the controls don't feel right.
Or try this: Both Super Mario World and Super Metroid both have good controls... but what if you took as many actions as you could and swapped the controls between games. If you had a version of Mario World that controlled like Super Metroid, and a version of Super Metroid that controlled just like Super Mario World, both of those games would probably feel quite off, and not just because we're familiar with the games as they are.
I watched Arlo the muppet review Yooka Laylee, and I like the way he described his issues with the controls. He, too, said they don't feel right. He's learned a good bit about games and how things work in the gaming industry, and... well, he said a lot must go into making a game's controls just feel right, and whatever that is, he's not able or qualified to tell us what it is because he doesn't know... but whatever "it" is, it's just not there in YookaLaylee.
Although you, personally, seem to be pretty good at describing what's right or wrong with controls, I think the concept of good controls is filled with a bunch of bits from all over the place in a game's design in a way that makes it hard to pin them down, so players can't even complain about them properly if something's wrong. I've watched videos that have explained at some points how certain things they did or that could be done made certain games feel like they controlled well (or
actually control well!) and instead of those enlightening me, they more blew my mind and made me even more aware of how unaware I am of what makes a game control well. I think things like visceral feelings in control in games are as psychologically/creatively and artistically deep that our head can't make words to describe them, so our heart has to, but all IT can say is "wrong". Maybe it's like with poetry, where you can have these feelings inside, but if you're not a poet, you just can't put them to words.
So my ignorant opinion is that there must be a lot of issues in Yooka Laylee that are deep, hard-to-put-your-finger-on things that Banjo Kazooie got right, that Yooka Laylee got wrong. On the surface, YL might really be BK brought into modern times, as it should be, and Banjo Kazooie surely had it's problems, but BK must have done underlying things that are timeless exactly right, where YL must have missed those subtle things completely and mainly got things right on the surface.