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*SPOILERS* The argument FOR Capital Cashino

Posted: Wed Feb 08, 2017 2:32 pm
by MattUmby
A lot of people seem apprehensive about the new gameplay. I can see where people are coming from, but I personally believe the fears to be rather unfounded.

People are concerned that the level seems too big and too empty. I would argue that, yes, the ground is very wide-open and there's not much on it, but that the level is much more vertically inclined. It's no Click Clock Woods, sure, but there's a lot more going on ABOVE the ground level than there is ON the ground level.

Add to that, the fact that the floor IS a flat plane, like a real casino, and you end up seeing a lot more level than you did in the Banjo games, or DK64. It's a relatively unobstructed view of the ground level, which is NOT the level's main focus. PT could have added more to the floor, sure, but the idea of the level is to snoop around, even going into staff-only areas, to find collectibles.

The transformation (spoiler alert) is a helicopter, which makes travelling across the stage faster. Yooka and Laylee both move faster than Banjo and Kazooie, or any of the Kongs, and the levels have to be bigger to accommodate that, or you'd reach the other end of the stage in a minute. Yes, I do believe that an issue we may have with the game is that the stages are TOO big, and that is an issue. We all remember Grunty Industries. But I think Yooka and Laylee's faster movement may help to counteract that issue somewhat. Hopefully, IF the levels end up too big, Playtonic can learn and adapt.

And lastly, and most importantly, this is NOT footage of the final game. Playtonic are unveiling footage of the FINAL, gold game at EGX this April. [Source: ... egx-rezzed]

All of our issues could very easily be fixed or altered by the time the game releases. It's best to be patient. And, hey, it's only one world. Every Rareware collect-a-thon has that ONE world we all hate. Rusty Bucket Bay, Grunty Industries..

This is a game we have all been waiting for for a very long time. 17 years. Even if it has it's flaws, we'll all enjoy it, I'm sure. This is IT. The closest we have ever been to Banjo-Threeie. And it's only 9 weeks away.
And I know it'll be worth it.

Re: *SPOILERS* The argument FOR Capital Cashino

Posted: Wed Feb 08, 2017 3:26 pm
by Rasmusic
Good points and great post ;)

Re: *SPOILERS* The argument FOR Capital Cashino

Posted: Wed Feb 08, 2017 3:32 pm
by dotEXE
I think a lot of the concern about "emptiness" is people mis-remembering what BK and BT were actually like. Particularly BT. I'm not gonna copy/paste but here's the link: viewtopic.php?f=4&t=5024#p30351

Short version: BT had a ton of emptiness, the context of the exciting things in the level (which we are missing from YL demos) is why you don't remember that Hailfire Peaks or Mayahem Temple are like 70% empty space.

Re: *SPOILERS* The argument FOR Capital Cashino

Posted: Wed Feb 08, 2017 8:36 pm
by ZeroJanitor
I don't mind the floor level being scarce since I like having room to run around. This level seems built around going into smaller room-type areas to get to higher ground anyway and those are really fun when they're done well.

Re: *SPOILERS* The argument FOR Capital Cashino

Posted: Wed Feb 08, 2017 9:47 pm
by Pokemaniac Dan

Re: *SPOILERS* The argument FOR Capital Cashino

Posted: Fri Feb 10, 2017 3:05 pm
by dotEXE
After having gone back and watched the entire video, the Capital Cashino level is actually pretty packed with things to do. Looks fantastic.