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So it end up being more annoying than it need to be. But, if you liked Kazooie, you should like Yooka Laylee.
I didn't have much trouble commiting the level layouts to memory, though, bar a few segments that are a little weird.
Anyway, this game is much closer to Banjo Tooie - however, there aren't any character split-ups and the worlds are ONLY connected to each other through the hub world. There are a few traits shared with Donkey Kong 64, such as tedious minigames. Otherwise, this game is overall closer to the Banjo series.
I think Blasto and his little red bird buddy might be a reference too.
Also while there's no warp pads, there are many shortcuts in the hub world. Either by activating switches or gaining new abilities that allow you to bypass obstacles.
I don't feel that it tried too hard, as much as it just feels like it's missing some of the charm of old rare games. I can't put my finger on it, but it's just not as timeless and memorable as Banjo & Kazooie is to me.
Maybe it is because they tried too hard to be like their past work? But that's not the feeling I get when I play the game.
Like some people say the game is uninspired, and I disagree. However that feeling that something is lacking I just can't quite figure out.
I still think it's a good game despite that, though.
I know that feeling. I think I had that with starfox adventures too.
There are also what I like to call "spite challenges" wherein a challenge is made stupidly difficult on purpose, such as the game's first boss, which lobs an unending barrage of projectile logs, which can hurt you two or three times with no time to recover; or the arcade times, where you're expected to do pixel perfect races or endless runners to get a basic collectable.
PS: Collecting is only fun if its fair. being rewarded for exploration.