I have some issues too. I don't like that they decided to use the Unity engine. Playtonic is trying to be the new Rare, right? Well, part of what made Rare Rare is how much better their games looked than their contemporaries'. Rare's N64 games looked better than almost all other N64 games. Starfox Adventures looked a lot better than almost all other Gamecube games. They were technological masterminds, always able to get a lot more out of the same technology that everyone else used. I'm not saying Yooka-Laylee's graphics look bad or even mediocre; I'm saying that they don't completely destroy the graphics of the competition. By themselves, they look good, but when compared to the competition, they're standard, so while Yooka-Laylee might look fine, it won't look better than an other game of this generation. I know that making an engine creates so much more work, but if they had, I'm sure that they could've made an engine that's better than the Unity engine, and Yooka-Laylee could've looked way better than it does now. Yes, I know that graphics aren't the be-all end-all, and that the gameplay is the most important thing; I'm just saying that it lessens the game as a whole and stops it from quite being on the level that its inspiration was, and if they want to be as good as Rare was, then it's not enough to have great, innovative gameplay, great music, and standard graphics; they have to have great, innovative gameplay, great music, and graphics that utterly blow away everyone who uses technology that has the same capabilities. If they don't, then they'll only ever be 90% as good as Rare was. But they are a small team, so maybe it's unfair to expect this.
I also don't like the coins. They break my immersion because they're literally just coins with the Playtonic logo on them. It breaks the fourth wall. It would be like if you were playing a Mario game where all the coins had photos of Mario's face on them. Look at the bananas, DK coins, kremcoins, and animal tokens from the DKC games, and look at the blue eggs, jiggies, and musical notes from Banjo-Kazooie. All those collectibles actually seem like they're part of the world of the game, some of them, even more so because they served a narrative purpose in the game. But if the bananas were DK faces, and the blue eggs were N64 logos, it wouldn't work. I really wish they'd turn those coins into something a lot more creative. I really hope that they're just placeholders for what the real item is going to look like.
@Viellain I know what you mean by "sparse". There was always something I didn't like about those floating island screenshots, but I could never put my finger on it until you said that. When you look at them, all the tops of the islands are flat surfaces. When you put in so many forms of vegetation, so many different elevated flat surfaces, all these nooks and crannies in the walls and all the other surfaces that the player can't walk on, and so much graphical detail into all of it, the fact that all the surfaces that the player traverses are flat sticks out in your subconscious. It's the uncanny valley effect. It looks cheap, and I don't like it. I saw trees set on top of flat surfaces, and it looked bad. I've seen N64 games where the terrain was lumpy instead of being one big flat surface. While Banjo-Kazooie's ground had a lot of flat surface terrain, the walls and ceilings were also flat (and the areas weren't filled with scenery that was far, far more detailed than everything around it). Being the N64, most everything was made of flat surfaces, so everything fit together and nothing stuck out (also, the floors in Banjo Kazooie had more variation than than what we've seen so far; I can only hope that since it's early in development, it's not going to reflect the final product, but the footage and screenshots worry me). I saw a couple hills in the Kickstarter trailer, but 99% of the walkable surfaces were flat. Now, this doesn't count the ruins we saw; it makes sense for constructed structures to have flat tops, but all the natural terrain should look natural. I want to see all kinds of depressions, hills, and inclines. It's obvious that they did this to cut corners. I don't mean that as an insult. I understand it was a necessity. They have a very small team, and I think only one of them is actually making the level geometry; either way it's only a fraction of 6 people creating the level geometry, so it's unrealistic to expect something that looks PS4 quality, and remaking the terrain in such a way would add a lot more work. But if the walls and ceilings and literally everything else in the game can have a very high poly count, and those things add up to be much more than the floors, then the floors wouldn't be that much more work than everything they're already doing put together, so maybe it's not as much extra work as I initially thought? Why are the floors being designed like this? Why is it that literally everything can have that much detail but the floors?