Friday, December 19, 2025
[VIDEO] Top Ten Arcade Golf Games
Thursday, December 18, 2025
Princess of the Water Lilies (PC) Review
A new review saunters onto SuperPhillip Central for a game that released just under a month ago: Princess of the Water Lilies. This currently PC-exclusive game takes players on a short and mostly sweet puzzle-platforming adventure. Let's sink our claws into the game with the SPC review.
Cat's Quest, Too.
It's generally agreed upon that the AAA space in gaming typically sticks to the tried and true, while indies do a lot more in the way of innovation. Part of that is out of needing to in order to survive on the market--for both big publishers and indies. Take Princess of the Water Lilies, for example. It's an artistic adventure featuring puzzles and platforming, environmental storytelling, and a beautiful game world to explore. It's something that fulfills a niche that isn't a road already well traveled by other games. That's commendable, for sure, but does it make for an engaging game? Good question!
The story of Princess of the Water Lilies begins with an unassuming cardboard box drifting along a river, upon which a grey kitten pops out. She slowly climbs over to the shore before collapsing from exhaustion. Fortunately, a nearby frog stumbles upon the tired kitty and carries her to safety. The aforementioned amphibian is part of a larger family of frogs who not only nurture the kitten back to good health but also take her in as part of their family. Eventually what follows is an attack on the forest that the frogs and now the kitten call home, as well as abductions of animals throughout the world by strange mechanical beings.
Throughout the game, Princess of the Water Lilies uses no dialogue to tell its tale, going for a "show, don't tell" approach that works well overall. It's not an especially complex story, but it's one that is riveting enough to see it through to its conclusion--despite some gameplay frustrations here and there.
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| Right away you'll notice the beauty possessed by Princess of the Water Lilies. |
Princess of the Water Lilies is a 2D puzzle-platformer utilizing limited combat. Really, the only true battling is done against the handful of bosses--and I'll get to those in a little bit. There are five main zones within the game world, and each offers different environmental challenges as well as new mechanics to keep the experience fresh from beginning to end.
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While this purple mushroom moves about, the vines in its close |
For instance, the Caverns contain strings of web that our kitten heroine can climb up and slide down (though this is a bit clunky in execution, particularly when trying to let go of said web string) as well as moving mushrooms that can either be used for bouncing with the brown variations or used to appear and disappear vines and ivy from the path. Meanwhile, the Mountain features special cactus that climb up walls and on ceilings, which can be held onto. It also has dandelion puffs that can be grabbed and used to soar and sail into the air.
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| These cactus squares are purr-fect to sink this cat's claws into and ride! |
Despite the different mechanics used in each area of the game, Princess of the Water Lilies basic gameplay loop remains similar across them all. You go from--for lack of a better term--room to room, and in each room you are need to find a "key" to open a locked "door". I put quotes around each term, as the form of the "keys" and "doors" change with each area. In the first area of the game, the Forest, you take Beetles (the keys) to Frogs (the doors) to have them allow you to pass and progress.
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| For our feline's frog friends, nothing beats a beetle! |
Our feline friend doesn't have a huge repertoire at her disposal, but it does the job for what the game world requires of her. She can swipe her paw to interact with characters and switches, she can purr to stun enemies that would otherwise defeat her in one hit, and she can climb up mossy walls, vines, and the previously mentioned strings of web.
Being that it's one hit and kitty no longer sits pretty--instead she essentially perishes--you might think that this is a recipe for frustration. The answer is contextual: yes and no. With generous checkpoints in both exploration and the boss battles, there's seldom too much progress lost upon death. That said, boss battles do feel out of place by virtue of their difficulty. While veteran platforming fans shouldn't have too terribly much trouble taking down each beast thrown at our feline heroine, less skilled players may see themselves needing a lot of patience, constant redoing and repeating albeit short segments and sections of battles, and getting aggravated by the difficulty jumps that these fights possess.
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| Most are alright, but some boss battles are a particularly strong part of this game... in annoying me. |
Whether it's scurrying from a pursuing camel that breathes flames and launches fireballs in your path, scaling up spider webs all the while evading balls of silk shot from a gigantic spider chasing you, or attempting to swim safely through patches of toxic bubbles blown out from a huge mechanical seahorse in an almost bullet hell-like fashion, these battles definitely up the ante in challenge to what is otherwise a relatively breezy game. At times, I was enjoying the level of challenge, but other times I felt I was having fun despite these fights. It seemed like RNG was a factor in whether I succeeded or failed a section of battle.
Besides boss battles and searching for "keys", there are a fair amount of secrets within the game--chiefly optional animals that can be rescued from cages, usually placed behind secret walls with telltale signs of their hidden nature. Now, these are generally not too taxing to find if you're keeping an eye on your surroundings and little "hints" in the environments, but they're also not exactly easy peasy to find, either.
Princess of the Water Lilies is not a lengthy game by any stretch of the imagination. It took just over three hours for me to complete the game with every discovery found. An additional hour-and-a-half of playtime was dedicated for me to a speedrunning achievement--beating the game in under the three hours that I barely missed out on my first run--as well as some miscellaneous tasks that one wouldn't think about doing in any playthrough, really. (Seriously, who would think about slapping a cute and precious seal 100 times?)
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| This area of the game features currents, toxic water, and other lots and lots of swimming. |
What Princess of the Water Lilies lacks in duration, it definitely makes up for in its presentation. It's a gorgeous game with beautifully drawn visuals somewhat reminiscent of Rayman Legends, which if you know my love for that game's art direction, that's a hefty compliment by virtue of comparison! The music, too, is impressive, offering a superb symphonic sound that can hit the heartstrings occasionally with its stirring moody melodies.
Whether it's tacky of me to try to make a value proposition on an artful game like this or not, in the end, Princess of the Water Lilies is a relatively short experience that might be best to wait on a sale before delving into. Taking less than five hours to complete all of its achievements and factoring in its modest amount of frustrations gameplay-wise (but when they hit, they DO hit hard--looking at you, bosses), and you do have some negatives, for sure. On the opposite side of the spectrum, it is also worth noting how the game offers a great deal of charm, rather clever ideas in its puzzles and mechanics, and how it kept me engaged from start to finish, as well. All this amounts to is a title in Princess of the Water Lilies that is worth at the very least experiencing--anyone's playtime versus price proposition notwithstanding.
[SPC Says: C+]
A Steam code was provided by the publisher for the purpose of this review.
Saturday, December 13, 2025
[VIDEO] Top Ten LEGO Party! Mini-Games
Tuesday, November 4, 2025
Scurge: Hive (Multi) Review
A new review is here, though it's of an old game that recently re-released! Make sense? Excellent! And even if it doesn't make sense yet, it hopefully will with this review of Scurge: Hive, as seen on all current gen platforms.
This Retro Cult Classic: Is it Infectious or Defective?
The original Scurge: Hive released on the Game Boy Advance as well as the Nintendo DS in 2006. It received acclaim for its highly engrossing atmosphere, especially for a sprite-based portable game of its time. Now, ahead of its twentieth anniversary, Scurge: Hive is back on modern-day consoles and PC courtesy of publisher Ratalaika Games with added features for an entirely new generation to [hopefully] enjoy.
Scurge: Hive begins with a Samus Aran-like bounty hunter character named Jenosa Arma, who enters a research lab on the planet Inos in hopes for a successful rescue mission. However, things go awry quite quickly when upon encountering the source of the lab's problems, the titular Scurge parasite, infects her. Now, without immunity and an infection slowly eating at her suit, Jenosa Arma must continue her mission, as the fate of the planet and perhaps the entire universe is in her hands.
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| Don't mess with a woman on a mission. |
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| Skewed height and depth perception can make for a lot of jumping errors. |
One of the aspects of Scurge: Hive that is immediately noticeable upon entering gameplay is that everything takes place in an isometric-esque perspective. While this is cool indeed to look at, it oftentimes makes judging jumps and especially depth quite troublesome. Missed jumps because of misjudging the distance or heights between platforms was a common occurrence during my playthrough. That said, that usually meant that only some seconds were wasted, sometimes minutes at worst, especially in the latter quarter of the game.
Another somewhat annoying quirk, though one that makes sense for the story but makes for a headache for the gameplay, is that again, Jenosa is infected with the Scurge parasite. There is a meter that accrues percentage points, starting from 1% to, of course, 100%. When the gauge is full, Jenosa's health will automatically start to deplete, and at a somewhat steady clip, too. The only way to buy Jenosa time is to head to one of the game's decontamination stations that have a secondary purpose of serving as save points. It can be frustrating to contend with enemies wanting to kill you as the infection slowly tries to do the same. A watchful eye is needed to ensure that Jenosa doesn't stray too far from a decontamination area, though fortunately, these are generally always marked on the map shortly upon entering a new zone.
Speaking of zones, while the game does feature some interconnected aspects, most of the time you're relegated to one zone or area per excerpt--the game's naming convention for its chapters. Most of the time once you are finished with a chapter, you're done with a given area completely. While this might seem harsh for a Metroid-like game, there are no character upgrades to speak of--at least of the optional variety. Instead, an RPG-like leveling system, where defeating foes and siphoning their cells serve a dual purpose of acting as experience points and health, to boot.
The basic flow and structure of Scurge: Hive is one that remains similar throughout the length of the game. You enter a new area--you're tasked with finding and pulling six large nodes into their proper sockets to power up a transporter that leads to the chapter's boss. Along the way you get new abilities to access previously unreachable or inaccessible portions of the zone's map, as well as see Jenosa tasked with collecting these turquoise key cards to open gates. More than one is always required, with the late-game gates requiring up to nine. Sometimes this can feel like looking for needles in haystacks, as it necessitates careful combing of each room, side area, and section of the map as to not overlook a card.
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| When all six beacons are lit by inserted nodes, the way to the boss reveals itself. |
Jenosa starts out relatively weak, but in true blue Metroid-style fashion--and as just mentioned in the last paragraph, of course--she does earn new abilities. Most of these come in the form of firepower. What Jenosa starts out with is a relatively weak pea shooter, but as her mission progresses, various types of weaponry are introduced. Different weapons produce different results on different enemies. One of the earliest examples includes the electromagnetic pulse--EMP--which works wonders on destroying enemies of the mechanical and robotic persuasion, but energy-based foes only get stronger and more powerful when they're inflicted with EMP blasts.
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| All manner of infected frights and horrors await Jenosa on her mission. |
This weakness-for-some, power-for-others weapon mechanic is rather novel, but like some aspects of Scurge: Hive, it can grow really tedious and annoying. The game loves to pit Jenosa against a multitude of enemies at once, and a lot of the time they're of different strengths and weaknesses. It never failed to frustrate when encounters saw Jenosa face two completely differing enemy types: one weak to the weapon that the other type essentially laughed at when she fired it at them. Of course, both enemies would bum rush Jenosa, meaning that attempting to damage the correct foe was a fool's errand--and yes, I played the part of the fool a great deal.
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| The latter half of the game sees loads of enemies loving to gang up on Jenosa. |
Outside of the myriad weapon types, which can be switched between on the fly through a radial menu, there are upgrades for Jenosa's suit and incredibly helpful tether. This tether can be utilized to pull objects (such as those aforementioned nodes), enemies, and later on in the game, grab floating orbs which can then be used to catapult Jenosa across otherwise impossible-to-cross chasms.
Each excerpt (or again, chapter) concludes with an epic boss battle. These encounters are some of the most exciting parts of the game, featuring creatures that fill up a sizable portion of room real estate. Generally, patience, well timed shots, and plenty of deft dodging work to defeat these foes, but I will admit that quite a few took me multiple times to take down and out. Still, they're nice breathers in between the slight amount of tedium and large doses of repetition that tracking down keys, nodes, and abilities can deliver to players.
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| Jenosa's about to show this grotesque creature who's really the boss. |
Scurge: Hive on modern platforms isn't just the same game without any bells and whistles added. Save states for both manual and auto saves are supported, a wide supply of graphical filters are included, and one of the better aspects of this repackaged port is that of cheats. These range from invincibility and the contamination gauge never filling, to infinite energy for weapons and auto-healing. Shamefully, I could not withstand the tedium of searching for the final key card I required in the absolute final excerpt of the game, so I happily turned on the infinite key card cheat so I could enter the last gate without scurrying around well-trodden territory ad nauseum.
All blown up on a big screen, Scurge: Hive isn't the greatest to look at--but obviously it was meant for handhelds and portable play. That said, some of the graphical effects, chiefly the flashing upon using the ice weapon, are way too strong. Otherwise, effects like smoke and mist covering over the screen in trace amounts accentuate the atmosphere and ambiance within this technical and graphical marvel of a game. To ponder and then realize that this was originally a Game Boy Advance game just floors me. The incredible character, enemy, and boss sprites, as well as the highly detailed environments make for a truly impressive experience for the eyes.
Scurge: Hive may not have gone viral back when it released in 2006 as a late GBA release, nor will it most likely light up sales charts nearly 20 years after the fact, but it's great to see more preservation to these types of games performed--much like how Ratalaika Games brought back Aero the Acrobat, for instance. Despite its occasionally repetitive and sometimes tedious gameplay loop, I am certainly glad I was able to experience this game for the very first time. I can see how it was a bit of a cult classic on the Game Boy Advance and Nintendo DS, and I definitely can appreciate both its tech wizardry and just the game in general. Though even with this re-release's added quality of life upgrades like save states, graphical filters, and cheats, I just don't see myself returning to Scurge: Hive. It was a fun game to play, but I don't foresee a reason for me to want to RE-play it.
[SPC Says: C]
A PlayStation code was provided by the publisher for the purpose of this review.
Wednesday, October 8, 2025
Yooka-Replaylee (PC, PS5, XBS, NS2) Review
Yooka-Laylee originally launched in 2017, and now--depending on who you ask--a seemingly short eight years later, a revised remake of the game releases tomorrow. Ahead of the game's launch, SuperPhillip Central has an in-depth review and my thoughts on this newly remade 3D collect-a-thon platformer. Here's my review of Yooka-Replaylee.
It's Grand Tome Time Once Again.
2017's Yooka-Laylee was an ambitious--perhaps to a fault--3D platformer and a virtual, spiritual successor to Banjo-Kazooie. Like the bear and bird's adventures, Yooka-Laylee featured a pair of precocious protagonists, Yooka, a chameleon, and Laylee, a bat, who took up residence on Yooka's back, essentially serving as Kazooie's role in both a gameplay and sass role. You had endearing gibberish for dialogue, huge, expansive, colorful worlds to explore, and plenty of Jiggies--I mean, Pagies to nab, grab, and collect.
However, as I mentioned, the original Yooka-Laylee was indeed an ambitious game, but one that really stretched too far and too thin to be the amazing game it could have been. For one, character movement wasn't ideal in feel and handling, worlds required players to expand them from their original smaller size to something much more wide open (I realize this design choice was meant to not overwhelm players immediately, but it wasn't as fine-tuned as desired), and many of the challenges in said worlds were a bit frustrating, clunky, and wonky to complete.
No doubt Playtonic Games heard and read all of this feedback from players and critics and took it to heart. Rather than build off the same game, instead, eight years later we have what essentially comes down to a "take two" effort with Yooka and Laylee's remade adventure: the cleverly titled Yooka-Replaylee. The aim of this re-imagined take on the original Yooka-Laylee is to make a bigger, vastly improved, more focused, and enjoyable 3D platformer using the base of the 2017 game. So much has changed, and honestly for the better, too.
The story of Yooka-Replaylee sees our soon-to-be heroes crash land their mighty vessel, the Bat Ship Crazy (cheeky humor like this abounds, as expected from ex-Rare staff), and find themselves exploring a cavern. Within this cavern they stumble upon a caged up tome, the One Book, and upon rescuing him from his personal prison, he informs the chameleon and bat duo of who locked him up and why.
The dastardly Capital B and his minions captured the One Book for no doubt nefarious purposes, and soon use a humongous vacuum to suck back up the One Book. Before being able to fully do so, the One Book manages to tear out its Pagies and spread them all across the worlds of Hivory Towers, the main hub of the game, before they fall into the wrong hands. Thus, the adventure begins and both Yooka and Laylee traverse their way into Capital B territory to reclaim the lost, separated Pagies.
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| Worlds in Yooka-Replaylee are immediately and fully open for exploration right from the word "go". |
Yooka-Replaylee keeps in line with traditional 3D collect-a-thon platformers of yore, with the main collectible being that of the previously mentioned Pagies that serve not only as rewards for completing various platforming and puzzle-based challenges within the game's five worlds and one main hub, but also a means to unlock new areas of Hivory Towers. Thus, those five worlds slowly open up one by one.
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| This familiar challenge from the original Yooka-Laylee is present in Replaylee too, but so many of the platforming, puzzling, and environmental trials on offer in this game are brand-new. |
The worlds themselves are quite vibrant and varied in locales and various in challenges and tasks for Yooka and Laylee to complete for Pagies. As opposed to the 100 or so Pagies in the original game, now there are 300 total, 50 in each world and the Hivory Towers hub. This means that instead of the large but rather bare worlds of the 2017 original, worlds are expansive to begin with, but also are densely packed with challenges to complete, collectibles to find, and things to discover.
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| Now THAT'S what I call some Pagie Power! |
Aside from Pagies, there are plenty of other collectibles within the worlds. One such collectible are the colorful Quills that can be used to purchase goodies from returning intrepid business snake Trowzer (150 in each world), as well as coins called Quids that are used to purchase from Vendi a new mechanic for this iteration of Yooka-Laylee, Tonics, that can change how you play the game entirely. Some are gameplay modifiers that make the game easier or more difficult depending on which ones you equip, while others can provide graphical filters to the game itself like cel-shading or a CRT filter.
Tonics are worth nothing that they're really nothing new to the series, having been utilized in the incredible Yooka-Laylee and the Impossible Lair, but they're well incorporated into this 3D platformer. Aside from purchasing Tonics, Vendi also has an ever-expanding catalog of cosmetics for Yooka and Laylee. From gloves, pants, jackets, shirts, and more for Yooka, to hats and headgear for Laylee, you can have a lot of fun with these purely aesthetic costumes.
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| Hey, I'm not your buddy--go away! |
That's of course not all for the collectibles in Yooka-Replaylee. Many from the original game return, such as the five Ghost Writers in each world that must be captured in different ways depending on their color and type for a Pagie apiece, specific Arcade Tokens that are used to play the all-new Captain Toad-like retro-style, polygonal-visual, level-based arcade games from the endearing dino Rextro, and Mollycools--one in each world--that are exchanged to turn Yooka and Laylee into various helpful transformations.
Rextro's arcade games from the original Yooka-Laylee were retro experiences that tried their best to be fun, but ended up being more frustrating, unfortunately, and less than appealing. I dug the variety of the games, but their replacements in Yooka-Replaylee are net positives overall. They're bite-sized adventures, again similar to Captain Toad: Treasure Tracker in an albeit non-1:1 way, but they see you controlling Rextro through progressively more challenging stages where Rextro can lunge his head forward to bash into enemies, use his mouth to grab rails and pull himself up to higher platforms, and acquire up to three gold medals placed throughout the levels, all the while avoiding and evading hazards that can be put him in harm's way.
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| Rextro's Arcade games in Yooka-Replaylee, like many aspects of this remake, are a marked improvement compared to the original game. |
Meanwhile, the Mollycools are given to the tentacled Dr. Puzz, who takes on Mumbo Jumbo's role from the majority of the Banjo-Kazooie games, to transform our heroic duo into one of five transformations, one for each world. Depending on the world, these transformations can have very little or a lot of utility to them. For instance, the first world, Tribalstack Tropics's transformation is of little use, really, outside of one Pagie and getting hints for the world from flowers that won't otherwise reveal their secret knowledge outside of the world's floral-themed transformation. Whereas the final two worlds have more Pagie opportunities and tasks for your transformations than merely a modest or meager amount, which makes for a less of a headache. Speaking of less headaches, players can cancel out of transformations by holding down the right trigger instead of being required to trek back to Dr. Puzz. Very convenient!
The convenient features of Yooka-Replaylee don't end there, either. Playtonic added a talking bookmark character appropriately named Mark who serves as fast travel points throughout each of the game's worlds. He also--for a price of 50 Quids, can reveal the location of an overlooked, missing Pagie, too. Though, I did encounter some glitches with Mark, at least playing on desktop, where talking to Mark completely soft-locked the game. The map never popped up (and it wouldn't ever reveal itself for me even when hitting the Select button, yet other options in the menu would be available), and I was stuck in a perpetual waiting screen, having to force-exit the game. Strangely enough, playing the game on my Steam Deck did NOT result in this issue at all. Opening the in-game map worked so I could see every Pagie challenge, NPC location, and fast travel at will--plus I didn't have to actively avoid speaking or interacting with Mark like I would on my desktop version of the game!
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| That tongue of Yooka's certainly gets the job done when required! |
Yooka and Laylee sport a rather impressive repertoire of moves and abilities to help them out throughout their adventure, and unlike the original game, these are all available almost exactly from the start of the game. Essentially, when the tutorial--the aforementioned cavern section--plays out, new moves are introduced as platforming challenges stand before our heroes. Every move from the original Yooka-Laylee is present, and this time there's no need to track down Trowzer in the game's worlds to purchase new tricks for our pair of protagonists. Whether it's the Glide 'n' Ride, allowing Yooka to grab onto Laylee to temporarily--and literally as the name suggests--glide and ride across chasms and chunks of land, or using the Reptile Roll to move up otherwise too steep platforms a la Banjo-Kazooie's Talon Trot, moves are easier than ever to perform with a lack of needlessly complicated button combos to press.
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| Take flight with Yooka easily, as all moves are unlocked right from the get-go. |
Abilities like changing Yooka's color and powers by tasting various elemental berries big berries in the world are easy to switch between. From lashing his tongue at a red berry, Yooka's body temperature heats up, allowing him to light torches, while lashing at a stockpile of cannonballs increases his weight, meaning he can run through wind currents that would otherwise push him back like he was made of paper instead of polygons. Even flying while holding on to Laylee has been upgraded in this remake, offering Yooka the ability to lash his tongue at a cloud to be temporarily given the power of flight.
Yooka-Replaylee does indeed contain 300 Pagies, of those many are collected through discovering different platforming, puzzle-based, and environmental challenges throughout the game's worlds. Again, worlds are positively packed with more mindful use of space, with something placed practically in every nook, cranny, and around every corner. Some challenges, like boss battles (which as an aside have also been improved), Rextro's arcade games, an ancient mine cart named Kartos' mine cart challenges (some remaining unfortunately as frustrating as they were in the OG Yooka-Laylee), among others reward up to three Pagies upon completely clearing them. Others require finding two sets of four Pagie pieces to put together two more Pagies, and these can be rather overwhelming to find in the sense that it can be akin to looking for a needle in a haystack. This is especially so in the ones that require a Buddy Slam by the duo to reveal them. Sure, there's a faint sparkling spot, but not every spot reveals a lost Pagie piece, nor are they all available to be viewed easily until getting close enough to them.
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| Moodymaze Marsh's mushrooms shine and glow brightly to impressive effect. |
No doubt a massive upgrade from Yooka-Laylee to Yooka-Replaylee is that of the presentation. With vastly improved visuals, all-new texture-work, new objects in the environments, better detail, and much more to make the game's worlds feel and look less bland and sterile and instead appear more colorful and alive, Yooka-Replaylee is a fantastic offering visually. While the desktop version delivers the ability to change up your graphical settings, from resolution to changing up V-sync to varying degrees, it's the Steam Deck version that I also played which lacks such functionality. It's one size fits all here, and while the game looks and runs alright on Steam Deck, in the more expansive worlds starting with Tribalstack Tropics, it's noticeably blurry and fuzzy image quality-wise. Still, it's all the while impressive to have the game running on Steam's handheld-that-could in 2025!
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| Meanwhile, Capital Cashino is more golden and garish than ever before. |
Meanwhile, the majority of the music has been completely overhauled, this time performed by the Prague Philharmonic Orchestra, save for pieces like Kartos' cart challenge themes, which remain the same. The new arrangements sound positively great and glorious. Though on the other side of the sound spectrum, your mileage will most likely vary with regard to the cast of characters and their numerous grunts and gibberish voices. I found it charming, but I loved it ever since Banjo-Kazooie.
So much of the original Yooka-Laylee has seen vastly superior improvements with this remake. Yooka-Replaylee is a far less frustrating experience, as the more taxing boss battles from the original have been redesigned, there's more thought put into collectible locations, better and more mindful use of space in worlds, and pretty much everything is a marked upgrade. While my issues with Mark at least in my desktop Steam version of the game made for a less convenient and more aggravating experience overall, there's something to be said about how much fun I had with Yooka-Replaylee that seems like just a sour footnote in an otherwise highly remarkable, rewarding, and enjoyable 3D platformer. With more to do, more to love, and yes, in genre tradition--more to collect, Yooka-Replaylee managed to outperform my expectations, making it a stellar and superb experience.
[SPC Says: A-]
A Steam code was provided by the publisher for the purpose of this review.























