Reviews from

in the past


I was surprised at first at how well thought the game was, the levels were all very interesting, and all of them have distinct twists. The soundtrack is astounding, it's is realy realy good and even now i listen to it often on spotify.
So all of this made a realy good platformer and i was ready to call it a "Tropical Freeze 2.0" that also had it's own qualitys, like the overworld puzzles wich were fun.
But the Impossible Lair is just not like the rest of the game, even with the checkpoints, is not fun, the difiiculty spike is out of the charts and i wish the game had ended before that, i finished all the levels and will end at that, still recommend the game to everyone, just skip the lair!

I appreciate that Playtonic made a thoughtful and intelligent effort to modify the structure and progression of the 2D platformer formula. What they did was clever, and it worked perfectly well for this game. That said, throughout my playthrough, I found myself wanting traditional boss battles, hidden levels, gradual difficulty increases and aesthetic variety. I liked that they took chances and tried something creative, but the changes didn't necessarily improve the platformer template.

I don't think I've ever had a more lackadaisical approach to playing a game. I would meander around the overworld trying to muster the enthusiasm to enter another chapter to the point that I thought I probably should have played Yooka-Laylee (1) instead (I skipped it because this has a much better reputation and I think of myself as someone who prefers 2D platformers to 3D, but that's probably just because I have played so few of the latter). Simultaneously, however, I also thought I can see myself getting all the coins, badges, etc., because it's easy and fun enough. Then I got sucked into the Impossible Lair, got frustrated and wanted the experience to end as quickly as possible (not seeing the achievements through).

I have read or heard multiple comparisons of this game to Donkey Kong Country: Tropical Freeze. I understand why that comparison is made, even if I think it's a little generous. I also thought of Tropical Freeze, particularly the K levels, when attempting the Lair. In DKC, I would make a little progress, die, die some more, figure it out, make a little progress, die, memorize a series of button presses, make some progress, die, die, figure it out, die, then, eventually after building on each previous playthrough, breezing though earlier challenges, finish. It was the same in Yooka-Laylee, but you are able to measure your progress in the size of your remaining beettalion, so it was very easy to figure out if you were on track to improve or, alternatively, do well then get caught in a single fuck-up that snowballs into a bee-massacre.

Because check-points were so spread out (and started with a boss fight), in runs where I tried to conserve bees, I found myself restarting more often than dying. Surely the developers foresaw players hemorrhaging 8 bees in the water section, getting below 25 total and wanting to restart, so I'm genuinely befuddled as to why there wasn't an option to do so in the pause menu (instead of having to exit the level). A minor gripe in a vacuum, sure, but when you do it 30 times, it gets annoying. Maybe it's a me-sucking problem, and they didn't build the game for bad--but obsessive--players patient enough to get lucky.

Otherwise, the chapter level design is frequently great. It's the kind of easy that rewards your experience and makes you feel clever, while offering an occasional challenge (nothing to prepare you for the endgame though). I typically roll credits on a platformer before going for collectibles, but because I had so much fun exploring, I finished half of the 40 levels with all five coins on the first run (and all but about 35 total); it meant getting told by the obnoxious check mates I suck and should skip a level, a lot. Anyway, fun game, and I'm now much more eager to play its predecessor.

- Took 20:25 to beat eventually beat Capital B on my 43rd attempt (23rd with all 48 bees); 169 coins, 41 tonics. Very good: ★★★☆☆

I got this game because it was on a deep discount on the Switch, but I also got it because I heard it was a 2D platformer on the level of masterful games like Donkey Kong Country: Tropical Freeze.

I don't think it's that good by any stretch. That isn't to say I don't like Impossible Lair, but it's just a testament to the other game.

As for Impossible Lair, it's a game that, at least for me, took me a while to warm up to. The early levels felt much more mild compared to the later ones, which I think are very strong in both of their forms. By the time I reached the teens (out of the 20 chapters with each having two variations) I was really loving the level design and the platforming, and I think that's when they really hit their stride. The levels are fantastic and a blast to get through, it just is a shame that, for me, it felt like it takes so long for the level design to really hit that high of a level.

(Also, I will say, while normally I'm not the biggest fan of underwater platforming in games like these, Impossible Lair was actually pretty good! The controls were solid and the physics were nice!)

The final level is, of course, the titular Impossible Lair, a long marathon where you use the Beetalion members you rescue to act as a shield as you struggle your way through. I think in practice, it's good, because the entire game teaches you everything you need up to that point, it just feels a bit padded out in terms of adding boss encounters in between to break it up. The final boss in it was a great rush with how it switches things up, and between multiple attempts, learning how to adapt to it, but when you're going between extra boss encounters in between, it feels a bit much.

The Impossible Lair, too, also feels like a bit... much. It might just be that I'm no longer as intensely keen on the "masocore" type platformers like I was when I was younger, but some segments just feel so plugged up with stuff after stuff that, while I have no doubt there are runs where people lose no Beetalion members, it feels a bit overwhelming both in a sensory sense and in a "ok how can I even approach this when everything is rushing my way at rapid speeds."

I get that's the point, and I know this is just a personal thing. It's great when you make it through the Impossible Lair! It was a rush! I just, ultimately, feel conflicted on this final level in some ways, but I think overall I quite liked it.

The final section of the Impossible Lair, though, is incredible, it's a rush because of the time limit given to you and how it feels frantic without throwing everything and twelve kitchen sinks at you. It's a fantastic end to the game.

Last but certainly not least, the soundtrack is amazing, and to me, easily the best part of the game. Every level's track is a banger, there's great variations, and listening to how they knocked it out of the park each time was great. An S-tier soundtrack without a shadow of a doubt.

Ultimately, Impossible Lair is a very good game, but to me, it just falls short of a great game, and certainly not something in the upper echelons of 2D platformers.

esse jogo é perfeição pura, e via todo mundo falando que era muito melhor que o primeiro mas eu não tava colocando fé, sou mais viciado em plataformer 3D doq 2D e mesmo assim achei esse aqui sensacional e com muito menos erros do que o primeiro yooka-laylee.
a trilha sonora é uma das mais belas que eu ouvi dos últimos tempos, perfeita demais

Kind of an odd gimmick to have all the levels just there to collect hit points for the final level (which you can attempt at any time), and I'm not sure that aspect really helps the game at all. However, the levels and platforming are wonderful, definitely reminiscent of DKC. The interactive overworld is a nice touch too.


Absolutely nailed it as a tribute to both Donkey Kong Country and top down Zelda, phenomenal level design and the overworld puzzles were actually fun too. The music ruled. Honestly my only problem with this game is the Impossible Lair itself, which was kind of a miserable slog even with every single bee.

Um excelente DKC modernizado e muito criativo nas fases duplas de plataforma e na exploração do Hub World com puzzles e segredos. Os tônicos alteram o jogo ao seu estilo, mantendo o ENORME desafio que dá nome. Faltaram chefes, mas os colecionáveis e a variação relevam. Must-play.

This is a gorgeous re-iteration of Donkey Kong and DK64, with absolutely flawless music. The movement and level design really elevate the DK formula and the addition of overworld puzzles and level interaction adds a compelling dimension to the platforming. Unfortunately overworld movement is frustratingly limited, and there were a number of glitches throughout my playthrough. The tonic system is really cool, but barely utilized as most tonics are purely aesthetic. The inability to quit during a level and resume at a checkpoint is annoying. The titular lair is just not my jam - I appreciate that there is the option for a high-difficulty challenge, but I wish I could have gotten some kind of resolution for my more casual playthrough. Overall a decent, if janky, nostalgia trip.

A decent platform game that tries to be like DKC (and understandably since much part of the staff is indeed from Rare) but yeah, not even with 20% of the same charisma of that or Banjo Kazooie. Characters are really bland and the level design is decent.

I didn't end up finishing this for whatever reason, but not due to lack of enjoyment. I think it's a solid 2D platformer. I may get back to it some day. It's a much better game than the original attempt.

Sinto que estão quase la com o que querem fazer do game mas ainda não ta o esperado

Serviceable game but nothing really stands out about it. The titular Impossible Lair is a fun idea in theory but I found it - especially the boss fight parts of it - a bit tedious in practice.
The regular levels don't really have a lot of character, I found them mostly...unremarkable. You play through a level and nothing really sticks out, neither good nor bad. It's just a thing you did. There aren't really any creative twists on it (even in the altered versions of the levels) that make them stand out from the rest. This is not a bad game, it's just never feels like it reaches what it promises to be.

When it comes to the platforming in this game, this game is OK. Not my ideal kind of platformer, but pretty fun. But what I do love in this game is the overworld. It's super fun to explore, solve puzzles to win tonics, and find out how to get the 2nd version of levels. Not to mention the overworld has a lot of different ways to reach areas early and sequence break, and I love how much the game allows it and that it never breaks the game itself. Like, seriously I can't say enough good things about it.

Pretty neat platformer with a creative twist where stages can have 2 different "modes", which can be changed on the overworld map.
It has nice level design, cute visuals, simples but passable narrative, nice difficulty (except the last level).
The low point IMO is the last level, "The Impossible Lair" (which I haven't completed), which has an absurd spike in difficulty and even having collected most bees (which act as extra lives), it is still grueling due to being extremely long and having no checkpoints.
Overall, it's a pretty solid game.

Beating the impossible Lair (pre-patch that made it easier) is legit one of my proudest gaming accomplishments. That shit was brutal!!!

This is a fantastic platformer that doesn't hide it's Donkey Kong Country inspirations. And that's a good thing. The controls are simple but the level design gets crazy.

I really love the idea that each level in the game gets a completely re-worked version of it. I found myself looking forward to see how the developer would tweak certain levels and often found myself impressed with what they did.

I didn't play a lot of plataform games but this one isn't the best of I've already played. I was thinking about why I didn't like this game and I got some points:

- The tutorial is very boring and the history is not attractive.
- Puzzles in the map is good and was the thing that motivated me to keep playing.
- As other plataform games like Mario, you will need to collect some special item to proceed with the history/stages. Mario's game have the star and moon (Mario Odissey) and you understand that is a important and visible thing you will need to collect. In Yooka-laylee cases this same thing is a common coin that not seems like a big and important item. For sometimes, I passed without see this item because was hidden with your bad user interface.
-Other point is the characters. They aren't charismatic at all! No one have a personality or are cute XD
- Some stages are pretty good and fun to explore for find coins but others are awful and you only think about where is the exit of this stage.

I'd abandoned because I have no time to spend with a game that not bring me fun all the time

I had an itch for something like Tropical Freeze and this game certainly satisfied that. I liked that the levels had different versions and using the world map to affect those changes made the map feel more than just a hub. The platforming is solid. The soundtrack is great. There are some things I didn't care for. Being gated by requiring coins is a bit annoying, especially since I had to replay levels to do this and I just wanted to move on. The Impossible Lair lives up to its name, but even with all the bees collected which just extends your HP, I found myself dying often. This level requires precise platforming to a T. You have to go at the exact time. You are punished for waiting and for going to fast. It's fine in theory, but seeing how long the level ended up being just had me exhausted. I got what I wanted out of the game and I have no desire to go back to it. I'll still be listening to that soundtrack though.

Impossible Lair does a pretty good job of being a better game than Yooka-Laylee (which isn't difficult to do) it has some awesome music and the gameplay is pretty fun.

I great combination of Tropical Freeze's platforming and common Collecthatons. The overworld/stage selection is the best part. You can solve puzzles and explore the area as you would in similar overworlds from Banjo-Tooie and Donkey Kong 64. You can also alter stages in the overworld to a completely different level. Example: throwing an ice fruit at the entrance of beach level would cause the beach level to turn into an ice level.
However, the levels are a little too long compared to Tropical Freeze and the final level is mostly do-able the more standard levels you complete.

It often feels like the spiritual successor to the Super Nintendo DKC games, sometimes even more than the official sequels. There are a lot of interesting ideas here, some more successful than others.

Carrega todo o DNA que fez da série de jogos Donkey Kong Country um sucesso, mas também atualizando e inovando com mecânicas mais modernas. Diferente do seu antecessor, esse é sem dúvidas um ótimo jogo que merecia mais visibilidade!

Very cute graphics style in Donkey Kong style game. It is pretty good however it doesn't do anything special. Many of the levels have annoying elements to them. While the levels and bosses are good, none are super memorable sadly.

Yooka Laylee and the Impossible Lair (2019): Pese a algunos bugs y al inexistente carisma de sus protagonistas, lo he disfrutado un montón. El diseño de niveles es sobresaliente, con un muy buen ritmo y variedad. Aunque no llega a ser DK Country, es un digno sucesor a la altura de su legado (7,85)

It has everything I love about classic 2d platformers. This is up there with the greats such as, Super Mario World, Donkey Kong Country 2 and Sonic 3.It's downright depressing how slept on this game is, don't let a label sour your judgement.

A major downgrade in style and identity from its criminally underappreciated predecessor. I know that the same YouTubers who destroyed the first game said this one was okay to like, but come on - every single level here (outside of its titular Impossible Lair, an exemplary feat of difficult platforming) feels pretty much indistinguishable from the last. The hub world stuff is fun and inventive as expected, reminiscent of the genuine whimsy that the first game had, but the main stages are your standard (and I mean standard) baseline 3D side-scroller fare with nothing too new or nostalgic to offer (again... unlike the first - which offered both). I also find this one to be way less funny, engaging, and atmospheric. Another case of heavily watering-down a sequel after backlash from the previous game resulting in a fine but overall less engaging experience.


I loved Yooka-Laylee and the Impossible Lair. Fully completing it was a blast, and the amazing music and great visuals made it even better. The overworld was one of the best I've ever seen, and it was really fun solving little puzzles to find tonics and unlock new levels. The only reason I wouldn't give it 5 stars is because I personally prefer the controls and physics of the Donkey Kong Country series, as I love the momentum you can build up in those games.


Why are there so many factory levels

Where Yooka 1 was a game that came close to rare classic Banjo, but fell short -- Yooka 2 (Impossible layer, ya know this game) surpasses old DK style rare games. The overworld, levels, evolving levels, all great. Having the impossible layer be ready from the start to take on a la Breath of the Wild, is super smart and fun.

Check out our book club style gaming podcast, Garbage Game Club on Yooka Laylee and the Impossible Lair - https://open.spotify.com/episode/2BJRCuNtfk25HLf6focw02?si=1O48yyJnT-K0gMAd8gtalg

this game has cured my cancer and killed my ebola, go play it right now

Not entirely gelling with the courses, but I'm glad they're trying to salvage a great gaming universe, at least.