Yooka-Laylee and the Impossible Lair

The Donkey Kong Country Sequel Nintendo Forgot to Make

by Playtonic Games

Adventure gameSteamSwitch$29.99

Reviewed by the Rankeno RPG & Adventure DeskUpdated Oct 2026

Yooka-Laylee and the Impossible Lair is an Adventure game for Steam and Nintendo Switch. The checkpoint-free finale is a real flaw that will break the game for some players, but the right audience gets plenty here. It scores 7.5 out of 10 — Good.

7.5Good#340 of 597 Adventure games

How it scored How we score

  • Design8.0
  • Innovation7.5
  • Value8.0
  • Utility6.5

In one line

Playtonic’s second outing trades the collectathon baggage of the original for sharp 2D platforming and a genuinely clever overworld.

Released Oct 8, 2019

The verdict

The checkpoint-free finale is a real flaw that will break the game for some players, but the right audience gets plenty here.

What we liked

  • Tight, momentum-driven 2D platforming mechanics
  • Alternate level states double the content with rebuilt layouts
  • The overworld as a physical puzzle box, plus a Kirkhope-and-Wise soundtrack

What could be better

  • The Impossible Lair's lack of checkpoints turns the finale into a war of attrition
  • Overworld puzzle triggers can be opaque, and coin-gated paywalls force backtracking
  • Fans of the original's 3D collectathon design will find nothing for them here

Is it for you?

Best for

  • Donkey Kong Country: Tropical Freeze veterans who have exhausted Nintendo's catalog and want the same design philosophy from the people who invented it.
  • Completionists who like their collectibles to mean something. Every bee you rescue is a hit point you will need.
  • Handheld Switch players looking for a platformer with short stages tuned for commutes.
  • Not for players who wanted a second 3D Yooka-Laylee, or anyone who finds no-checkpoint endgame gauntlets more tedious than thrilling.

More reviewed in Adventure

Overview

The first Yooka-Laylee was a nostalgia project that mistook fidelity for quality. It reproduced the Banjo-Kazooie formula so faithfully that it inherited every camera problem and bloated collectible list along with the charm. Playtonic Games, the Nottingham studio staffed by veterans of Rare’s Donkey Kong Country and Banjo era, clearly heard the criticism. The Impossible Lair is not a sequel so much as a course correction. It pivots the chameleon-and-bat duo into a 2.5D side-scroller, and in doing so finally lets this team do the thing it was always best at.

The premise is thin by design. Capital B, the corporate-villain bee from the first game, has built a “Hivemind” device to enslave Queen Phoebee’s kingdom. Yooka and Laylee stumble into the conflict, the Royal Beetallion gets scattered across the map, and the rest of the game is spent retrieving 48 bees so they can shield you during the final assault. That final assault is the Impossible Lair itself, a single extended gauntlet you can attempt the moment the game loads. The whole structure is built around one question: how much punishment do you want to absorb before you feel ready?

Published by Playtonic Friends on October 8, 2019 for Switch and PC at $29.99, the game sits in the same bracket as Nintendo’s own 2D efforts, and it competes with them on quality rather than on nostalgia. Critics landed at an 81 on Metacritic — a number that slightly oversells the endgame.

Key features

  • Twenty levels, forty states: Every chapter has an alternate version triggered by manipulating the overworld. Flood a stage and platforms become swimming lanes. Freeze it and the water you swam through becomes a skating surface. These are not palette swaps. They are rebuilt layouts with distinct enemy placement and routing.
  • A 3D isometric overworld that behaves like a puzzle box: Instead of a map screen, you get a fully explorable diorama full of switches, hidden passages, paywalls guarded by a snake salesman, and environmental tricks that transform the levels beneath it.
  • The Beetallion hit-point system: Rescued bees do nothing in regular stages. They exist solely to absorb hits inside the Impossible Lair, turning your collection progress into a literal health bar for the finale.
  • Over 60 Tonics: Modifiers that alter physics, visuals and difficulty. Slow the game down or add a checkpoint buffer and your quill multiplier drops. Speed everything up or remove checkpoints and it rises. Some are pure cosmetics, like a CRT filter or a Game Boy palette.
  • The Impossible Lair, available from minute one: No gating. No tutorial. Walk in, get destroyed, learn what the rest of the game is for.

Analysis

Gameplay Loop

The moment-to-moment platforming is the reason to buy this game, and it is strong. Yooka has a roll, a spin, a buddy slam, and the ability to lose Laylee on a hit and recapture her before she flies off screen. That last mechanic is lifted directly from the Diddy-and-Dixie partner system in Donkey Kong Country, and it does exactly what it did there: it converts every mistake into a three-second scramble instead of a death. Take a second hit while solo and you restart at the last checkpoint. The rhythm of risk and recovery is precise. Momentum carries through rolls into jumps in a way that feels weighty without being sluggish, and the collision on enemies is generous enough that you never feel cheated.

Level design is where Playtonic’s Rare pedigree shows most clearly. Each stage introduces one mechanic, iterates on it three or four times, then combines it with something from an earlier chapter for a final stretch. Buzzsaws that ride rails. Fans that redirect your roll. Electrified floors on timers. Nothing overstays its welcome. Hidden T.W.I.T. coins, five per level, reward off-path exploration without demanding it. Quills, the primary currency, are scattered generously enough that collecting them feels like reading the intended route rather than hunting.

Then the alternate states kick in. This is the game’s best idea, and it justifies calling it a doubling of the level count. A flooded version of a factory stage does not just add water. It changes which platforms are reachable, which enemies are threats, and where the coins hide. Flipping a stage upside-down inverts your spatial reasoning entirely. A few alternates are weaker than their originals, and one or two feel like they exist to hit the number rather than to say something new. The majority justify themselves.

The Overworld

The isometric overworld is the part that could easily have gone wrong and instead works. Playtonic built a full 3D space with its own light puzzle mechanics: push blocks, flip switches, rescue a Pagie-style caged bee, find the tonic vendor, pay Trowzer to open a paywall. The clever part is that the overworld’s puzzles are what trigger the level transformations. Tip an ice block into a river upstream and the stage downstream freezes. Knock a beehive loose and a level gets swarmed. You are not selecting “hard mode” from a menu. You are physically causing the change, and the causal link makes the alternate states feel discovered rather than assigned.

The downside is friction. Some transformation triggers are opaque enough that you can wander for a long stretch wondering what you missed. The overworld camera is fixed isometric, which hides corners. And the paywall economy, where T.W.I.T. coins gate progress through Trowzer’s checkpoints, occasionally forces you back into levels you already cleared to scrape together five more coins. It is a real cost, and it costs the game roughly half a point.

The Lair

The Impossible Lair is a design statement. It is a single, multi-phase gauntlet whose full clear demands a long, uninterrupted sitting, and it has no traditional checkpoints. Every bee you rescued is one hit you can absorb. Die and you start over from the beginning. This is Playtonic’s answer to the question of what a collectathon’s collectibles should actually be for, and the answer is elegant: they are your margin for error, nothing more.

Whether that elegance survives contact with a real player depends on your tolerance for repetition. Early attempts are exhilarating. The repetition eventually wears. A later update added an optional “Not-So-Impossible Lair” mode that inserts checkpoints between phases — the right call, if a late one. The Lair is spectacular platforming. It is also a single point of failure for the entire experience, and a studio this experienced should have seen that coming.

Tonics

The Tonic system is understated and clever. Trading score multiplier for assistance is the right frame for accessibility options because it never feels like a lesser mode. It feels like a wager. Turning on the “more checkpoints” tonic costs you quills, and the game shrugs and lets you. The cosmetic tonics are pure fan service, down to a pixelated palette.

Visuals & performance

Playtonic’s art direction is bright, saturated and unapologetically cartoon. Character animation is expressive, especially Laylee’s mid-air flailing, and the transformed stages get real visual identity: frost coating every surface, water caustics on the ceilings, sickly green tint under electrification. The isometric overworld is dense with detail and reads well at a glance. It is not a technically ambitious game, and it does not pretend to be. Everything runs on Unity with a fixed camera and a fixed 2.5D plane, and the budget went into readability rather than spectacle. A game of this scope is light on hardware, which suits something this dependent on input precision.

The soundtrack deserves its own paragraph. Grant Kirkhope and David Wise are on the credits, and the alternate states get remixed themes that shift instrumentation to match the transformation. A stage you have heard as a jaunty march comes back as a muted underwater arrangement, and the moment you notice is one of the game’s best.

Platform nuances

Steam is the straightforward version. This is a game built around analog rolling, and controller input is the intended experience; keyboard play is possible but secondary.

Switch is where the game feels most at home. Short stages suit handheld sessions, and the Beetallion system and overworld puzzles are built for bursts of progress. The Impossible Lair, by contrast, wants a long, uninterrupted sitting and a docked setup. The Joy-Con d-pad is adequate for the precision demanded here, though a Pro Controller is a meaningful upgrade.

Final verdict

Yooka-Laylee and the Impossible Lair is the game Playtonic should have made first. The platforming is tight enough to invite comparison with Retro Studios’ work, the alternate-state gimmick is a clever content multiplier, and the overworld turns a map screen into something worth exploring. The Impossible Lair itself is the flaw: a good idea executed with a stubbornness that cost the game a chunk of its audience at launch. The later checkpoint update softened that. At $29.99, this is a solid 2D platformer worth recommending to genre fans — with the caveat that the finale will test their patience, and the name still makes people think of the wrong game.

Reviewed by the Rankeno RPG & Adventure Desk. Scores are out of 10; the overall score is the desk’s editorial judgement, informed by the four sub-scores above. How we review

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Quick facts

Developer
Playtonic Games
Publisher
Playtonic Friends
Released
Oct 8, 2019
Price
$29.99
Genres
Adventure, Indie
Metacritic
81

Questions about Yooka-Laylee and the Impossible Lair

Is Yooka-Laylee and the Impossible Lair worth it?

Yooka-Laylee and the Impossible Lair is the game Playtonic should have made first. Our editors scored Yooka-Laylee and the Impossible Lair 7.5 out of 10, which puts it in our Good band.

Why does Yooka-Laylee and the Impossible Lair score 7.5 out of 10?

With a score of 7.5 out of 10, Yooka-Laylee and the Impossible Lair lands in our Good band. Design is its strongest category at 8.0 out of 10. Utility is the weakest at 6.5.

What do our editors like most about Yooka-Laylee and the Impossible Lair?

Tight, momentum-driven 2D platforming mechanics. Alternate level states double the content with rebuilt layouts.

What do our editors say is Yooka-Laylee and the Impossible Lair's biggest weakness?

The Impossible Lair's lack of checkpoints turns the finale into a war of attrition. Overworld puzzle triggers can be opaque, and coin-gated paywalls force backtracking.

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