ever since I read the first words about a BK spiritual successor I've been excited about this as I haven't been about any other game in quite a while.
The promise of keeping it close to the original rare games didn't help.
I've been a big rareware games fan during the Snes and N64 times, the games had a special magic surrounding them.
And this is where I was surprised about the first released in-engine screenshots:
It reminded me more about clean pre-rendered graphics of the first DKC game when you (first?) got in touch with 3D. Everything is clean and seperated from another. Unlike in BK/BT/DK64 or CBFD, the N64 platformers.
Pretty much what was the case in early N64 games, when the tech wasn't well known yet.
But then you started the game what Project Ukulele is supposed to be a spiritual successor of, Banjo kazooie, and started using texture blending to create more organic and varying environments. May it be vertex coloring (BK Spiral Mountan pathways), vertex transparency blending of two meshes (BT Spiral Mountain pathways), or baked blending into textures (BK Clanker's Cavern).
The more you advanced with the tech, the better and more you seemed to make use of this enriching tech.
Right now, with this clean and somewhat anorganic look and feel it seems more like a clay/plasic/rubber successor of Super Mario Galaxy, than what rareware games made rareware games.
I hope you can understand my worries about where this is going and remember the magic of texture blending to make your game environments more lively.
Just like simply sand being blown around covering some grass, or grass growing over stone. Nature being nature, what you perfected more and more the more you understood how to utilize the hardware and created magical yet believable places.
