Yoshi's New Game Rethinks What A Platformer Can Be
๐ŸŽฎ Multi-platformNews
๐ŸŽฎ Mario

Yoshi's New Game Rethinks What A Platformer Can Be

GameSpot ยป All News RSS Feedโœ Steve Wattsโฑ 8 min read(5 months ago)

Overview & Key Takeaways

Nintendo was a trailblazer of the platformer genre, but violence has always been baked into its formula. One of the very first things you do, in the very first Super Mario Bros. game, is stomp on a Goomba. Yoshi games have typically skewed to the younger side of Nintendo's target audience, but they're often still recognizable as traditional, if gentle, platformers. Yoshi's next game, Yoshi and the Mysterious Book, is so gentle it has eliminated combat almost entirely. You can't die. You mostly don't eliminate enemies. But in its place, Nintendo has found an inventive new hook focused on creative play.

The eponymous Mysterious Book here is Mister Encyclopedia, aka Mr. E, a talking compendium of all the various flora and fauna that inhabit this land. His pages have gone blank, and he asks for the Yoshis' help restoring them. That framing makes your job squarely about research and observation, which in turn makes the proceedings mostly peaceful and playful.

To aid in the research, Yoshi's 2D moveset is even more generous than usual. You can still grab things with your tongue, but it's multidirectional. You can aim eggs using the right stick. You can flutter-jump seemingly endlessly, which keeps you at a steady height but can't keep reaching perpetually higher. And you can use a tail-swipe move to have a creature ride on your back, or switch between them. You're always Yoshi, but which rider is with you can have different effects. With this suite of moves in tow, you can open up the book and peer into its pages, using Mr. E's magnifying glass monocle to identify which creature habitat you want to examine. Then your chosen Yoshi will jump into the book and start poking around.

Continue Reading at GameSpot

Nintendo was a trailblazer of the platformer genre, but violence has always been baked into its formula. One of the very first things you do, in the very first Super Mario Bros. game, is stomp on a Goomba. Yoshi games have typically skewed to the younger side of Nintendo's target audience, but they're often still recognizable as traditional, if gentle, platformers. Yoshi's next game, Yoshi and the Mysterious Book, is so gentle it has eliminated combat almost entirely. You can't die. You mostly don't eliminate enemies. But in its place, Nintendo has found an inventive new hook focused on creative play.

The eponymous Mysterious Book here is Mister Encyclopedia, aka Mr. E, a talking compendium of all the various flora and fauna that inhabit this land. His pages have gone blank, and he asks for the Yoshis' help restoring them. That framing makes your job squarely about research and observation, which in turn makes the proceedings mostly peaceful and playful.

You need a javascript enabled browser to watch videos.

Want us to remember this setting for all your devices?

Sign up or Sign in now!

Please use a html5 video capable browser to watch videos.

This video has an invalid file format.

Sorry, but you can't access this content!

Please enter your date of birth to view this video

JanuaryFebruaryMarchAprilMayJuneJulyAugustSeptemberOctoberNovemberDecember12345678910111213141516171819202122232425262728293031Year2026202520242023202220212020201920182017201620152014201320122011201020092008200720062005200420032002200120001999199819971996199519941993199219911990198919881987198619851984198319821981198019791978197719761975197419731972197119701969196819671966196519641963196219611960195919581957195619551954195319521951195019491948194719461945194419431942194119401939193819371936193519341933193219311930192919281927192619251924192319221921192019191918191719161915191419131912191119101909190819071906190519041903190219011900

By clicking 'enter', you agree to GameSpot's
Terms of Use and Privacy Policy

enter

Now Playing: Yoshi's New Game Rethinks What A Platformer Can Be

To aid in the research, Yoshi's 2D moveset is even more generous than usual. You can still grab things with your tongue, but it's multidirectional. You can aim eggs using the right stick. You can flutter-jump seemingly endlessly, which keeps you at a steady height but can't keep reaching perpetually higher. And you can use a tail-swipe move to have a creature ride on your back, or switch between them. You're always Yoshi, but which rider is with you can have different effects. With this suite of moves in tow, you can open up the book and peer into its pages, using Mr. E's magnifying glass monocle to identify which creature habitat you want to examine. Then your chosen Yoshi will jump into the book and start poking around.

The result is a vibe that is much more cozy than the usual platformer. For example, the very first tutorial stage focuses on Crazee Dayzee, the little living flowers from Yoshi's Island. While exploring the stage, I discovered that they taste sweet if you swallow them, and also that you can carry one on your back. If you're carrying them around, they can make nearby flowers bloom, but you can also make flowers bloom by tossing one. You can get them muddy, and then wash them off, and also use them to bloom big flower platforms, and so on. The stages aren't structured like a traditional platformer with a left-to-right structure and a finish line. Instead they're open environments that conclude once you've made a particularly notable and special discovery. In the case of Crazee Dayzee, that meant blooming three big flowers together.

The second stage was slightly more traditional, as it had "enemies" that posed a threat. Sort of. Swarms of Bunchabees would attack me, but this is also how I discovered that Yoshi had no life bar. You'll get stunned for a moment, but that's all. The Bunchabee stage was mostly about avoiding danger and seeing how they react to different stage elements. They make good egg fodder, for example, and you can quickly disperse them with an egg if necessary. The stage ended when I gathered all five Smiley Flowers, some of which were guarded by the bees.

And since you're a budding anthropologist, each time you finish a stage, you're given the opportunity to name the new creature you discovered. Mr. E will make a suggestion that offers their official canonical name, but you can call them whatever you'd like, and that name will populate throughout all the stages and any future mentions of them. It's a neat feature that I'm sure kids will get a kick out of.

Yoshi and the Mysterious Book

Yoshi and the Mysterious Book

And so the stages go, remarkably gentle but packed full of things to explore and do and find. I never completed all of the research in any habitat in a single go, and every time you reach your goal, the game will drop a hint about a behavior or interaction that you didn't find yet. You can also pay a small amount of coins to get another hint, or a large amount for it to spell out the objective more clearly. If you happen to stumble across a new creature behavior in a later stage, outside of its own habitat, the book will populate that into the correct section.

The stages included a puffy weed called Scatterpuff that spreads and attaches to everything and can even be used to break through rocks when it takes root, a musical toad named Croakaoke that gives out notes when you bounce on it, and a frog-like creature with a hoop for a mouth that blows bubbles. Those bubbles could be floated inside and combined with a flutter-jump to reach higher spots, but you could also get the frog muddy to make its bubbles heavy and sink down to the ground. After a short break, I played a later portion with more complex interactions and recognizable characters: Shy Guys (or as I named them, Bashful Boys) and Little Mousers.

In the Shy Guy habitat, I had to find all of them hiding around the environment, while also seeing how they interact with Yoshi and the other creatures. In the case of Little Mousers, they kept stealing my stuff, so I had to chase them down or sometimes take advantage of their pilfering abilities to reach through narrow corridors and retrieve items for me. But being later in the game with more creatures around also led to more special interactions between characters. In the Mouser stage, there were a few Shy Guys who needed to return home, so I got them there--but if you threw a Mouser in there with them, they panicked and ran. In a stage centered around Yoshi's watermelon-seed-spitting ability, I discovered that if I munched on a hot pepper, his seeds would be rapid-fire and whittle things down that much faster. If I introduced that same hot pepper to a Croakaoke, it would react with a spicy tongue and bounce me up much higher.

The list goes on and on. This freeform structure gives lots of room to just play around in stages, experiment, and see what happens. Some objectives are more like traditional Yoshi stage design, like capturing flowers, while others are more like minigames, like finding the hidden Shy Guys (ahem, Bashful Boys). It's a very inviting and flexible way to structure stages.

The closest the game came to recognizable platformer combat was in the final stage I tried, with a drill-nosed swine called a Hauger. In that stage, jumping onto its back or grabbing its tail would send it into a drilling fury, letting you break through rocks and drill through dirt to find secrets. The stage culminated in a boss fight against Kamek and Bowser Jr., riding in a UFO contraption. That encounter was mostly about getting down the timing to aim the Hauger upwards toward the ship, but since Yoshi can't get hurt, it was very low-stakes as boss battles go.

Yoshi and the Mysterious Book

Yoshi and the Mysterious Book

Gallery

And I would be remiss not to mention how gorgeous all of this looks. Yoshi and his companions outside the book look the way you've come to expect from Nintendo's animated style. But inside the book, where you spend the majority of your time, there's a lovely colored-pencil aesthetic, with a skipped-frames effect to imitate a pixel-art game, and flourishes like backwards-script writing as if you're seeing through some of the pages. It's a lovely effect and really gives Yoshi and the Mysterious Book a sense of personality and charm that wouldn't be achieved with a more straightforward visual style.

It remains to be seen how Yoshi and the Mysterious Book sustains its entire length. I only played two chapters, and at times it seemed more like a toy to tinker with than a traditional platforming game. But there's something novel at the heart of this reconceptualized idea of a platformer, eschewing combat in favor of play and discovery. It's not something I'd want to see applied across the board, but on a continuum of Yoshi games becoming more inviting for younger players, it fits like a glove.

Share:

More in Multi-platform

Zelda: Tears of the Kingdom Returns in October With a New Deluxe Release๐Ÿ„ Nintendo Switch, Multi-platform

Zelda: Tears of the Kingdom Returns in October With a New Deluxe Release

Nintendo and Dark Horse will release The Legend of Zelda: Tears of the Kingdom - Secrets of the Zonai this fall.

๐ŸŽฎ Zelda๐ŸŽฎ Tears of the Kingdom
PolygonNewsabout 4 hours ago
Before HBOโ€™s The Last Of Us, An Entirely Different Adaptation Was Proposed๐ŸŽฎ Multi-platform

Before HBOโ€™s The Last Of Us, An Entirely Different Adaptation Was Proposed

Naughty Dog's first effort to adapt The Last of Us for the screen was not as an HBO TV show, but a movie, a fact that recently began doing the rounds again on social media. Like with many Hollywood productions, The Last of Us had a tumultuous, long development period as a movie before it was ultimately abandoned in favor of what is now a hit series. While not everyone agrees with the creative departures from the source material(https://www.gamespot.com/articles/the-last-of-us-writer-expecting-furor-over-season-2/1100-6515962/) for the TV series on HBO, it's undeniably a success and one of HBO's biggest hits lately. Let's look back at how The Last of Us originated as a movie and run through the key developments that led to it becoming a TV show. The original movie pitch People across X recently discovered a post from Sony Pictures in 2014(https://x.com/sonypictures/status/492757891229552641?s=46) declaring that The Last of Us was "soon to be a major motion picture." This was a real, studio-sponsored image, not a fan mock-up. There was officially produced key art, showing Ellie wielding a knife. There was a "secret panel" at San Diego Comic-Con that year featuring director Sam Raimi, who was originally attached to produce the movie, having already had huge success at Sony with his Spider-Man films. https://twitter.com/sonypictures/status/492757891229552641?s=46 That The Last of Us was originally going to be a movie is not surprising given how many video game movies came before it and how many have been released since (with varying degrees of success). This was a year after The Last of Us came out in 2013. It was a hot property, as the game was a critical and a commercial success for Naughty Dog and Sony. With Sony also owning and operating its own film studio, all the synergies were there for Sony to make a Last of Us film. Neil Druckmann, who directed The Last of Us game, confirmed in 2014 that the movie would adapt the story of The Last of Us(https://www.gamespot.com/articles/another-reason-why-the-last-of-us-movie-is-sounding-good/1100-6418282/), as opposed to branching off in some other way. At the time, Druckmann said the movie would "take into account the unique properties of film,"(https://www.gamespot.com/articles/another-reason-why-the-last-of-us-movie-is-sounding-good/1100-6418282/) but he stressed it was early days and the team hadn't yet mapped out how it would condense the game's story into a two-hour film. In 2015, Druckmann confirmed he had written a second draft of the movie's script, which he said contained "pretty big changes"(https://www.gamespot.com/articles/the-last-of-us-movie-has-pretty-big-changes-but-st/1100-6424898/) from the source material. It was also at this time that Druckmann said a table read had already taken place with "a bunch of actors," though he did not name any outright. Game of Thrones star Maisie Williams was said to be a frontrunner to play Ellie(https://www.gamespot.com/articles/the-last-of-us-movie-arya-stark-actress-is-frontru/1100-6423949/), and many people said that casting was perfect. Williams herself confirmed she met with Druckmann and Raimi about it, but remarked at the time that there was no script or director at that point. Williams, who was 17 at the time, also joked at the time that she hoped Sony would make the movie quickly because, "If they make it in 30 years, they can't have a 40-year-old Ellie." Kaitlyn Dever was also considered for the role of Ellie in the film(https://www.gamespot.com/articles/maisie-williams-and-kaitlyn-dever-considered-for-canceled-tlou-movie/1100-6510290/), and, spoiler alert: Dever would go on to play Ellie's adversary, Abby, in the HBO TV show. Development Hell Hollywood productions can take a lot of time to come together, and when the production process goes on for an extended period of time, that's known as "Development Hell." The Last of Us movie was yet another example of this unfortunate phenomenon. In 2016, Druckmann said the movie hadn't progressed for "over a year" at that point(https://www.gamespot.com/articles/the-last-of-us-movie-development-hasnt-progressed/1100-6437330/). "It kind of entered development hell like these things tend to do," he said. The movie also never had a director signed on, nor was there a cast or a release date. !(https://www.gamespot.com/wp-content/uploads/2026/09/Screenshot-2026-09-03-at-11.58.58-AM.png?w=636) The Last of Us This wouldn't be the last time a Naughty Dog film project was subject to development hell, as the Uncharted movie is a very infamous example of this(https://www.gamespot.com/gallery/uncharted-movie-development-hell-a-timeline-of-all/2900-3354/), but that did eventually come together for release in 2022 after a decade of development. The Last of Us "would have been awful" as a movie Druckmann said in an interview with Sacred Symbols(https://x.com/GiannissTape/status/2094631003218202748) that movie executives told him to "make it bigger, make it more like World War Z," and he pushed back against this. "Go make World War Z. Why make The Last of Us? The Last of Us is not that," he said. Conversely, Druckmann said HBO boss Casey Bloys told him, "'Do as much action as you need to, and no more. Do as much violence as you need to, and no more. Here, we sell drama.'" Druckmann said he got the opposite notes when The Last of Us was envisioned as a feature film. It's not a stretch to imagine this is part of the reason why Naughty Dog opted for a TV show instead of a film, in addition to there being a more supportive and understanding team at HBO to produce and back the show. Druckmann also said HBO approached the source material with "such reverence and artistry," ensuring Naughty Dog would be involved in the process too. This is not always the case, of course, as the Baldur's Gate TV series at HBO does not involve Larian Studios(https://www.gamespot.com/articles/baldurs-gate-3-is-getting-an-hbo-series-and-you-can-probably-guess-whos-writing-it/1100-6537976/). Druckmann also mentioned that HBO was supportive of the many changes to the source material that Druckmann and writer/showrunner Craig Mazin made. Appearing on Logically Speaking(https://www.youtube.com/watch?v=jBesgXilHbk) in 2024, Druckmann said the movie version of The Last of Us "would have been awful." He said, "It would have been one of those bad adaptations had we finished that one." "You have two hours, max, and the feedback I got was, 'This will lead it down a bad path,'" he added. In a recent interview with GamesBeat(https://gamesbeat.com/how-k-id-is-bringing-compliance-into-the-ai-development-stack-gamesbeat-summit-recap/), Druckmann said he changed his mind about how to approach such projects. Whereas in 2014 he said The Last of Us movie would be an adaptation of the game, in 2016, he said Naughty Dog had "evolved our feelings" about adaptations. "As time goes on, we are not excited by a direct adaptation of a story for a game into a movie,โ€ Druckmann said. โ€œWe have told that story well, cinematically. The idea for The Last of Us film was to be a direct adaptation. I donโ€™t want that movie to be made." !(https://www.gamespot.com/wp-content/uploads/2026/09/Screenshot-2026-09-03-at-11.57.50-AM.png?w=636) Bella Ramsey as Ellie. Druckmann indeed got his wish, and that movie was never made. The TV series with HBO, meanwhile, premiered in January 2023, and its first season--starring Bella Ramsey as Ellie and Pedro Pascal as Joel--was a huge success in terms of critical reception and viewership numbers. A second season aired in 2025, and was similarly successful, though not quite to the same degree. A third--and potentially final(https://www.gamespot.com/articles/is-the-last-of-us-season-3-the-final-season-it-certainly-seems-that-way-hbo-boss-says/1100-6537812/)--season is in the works now, but Druckmann dropped out(https://www.gamespot.com/articles/the-last-of-us-game-co-creator-neil-druckmann-steps-down-from-the-hit-hbo-series/1100-6532923/) to focus on Intergalactic: The Heretic Prophet and other projects at Naughty Dog (maybe The Last of Us 3?(https://www.gamespot.com/articles/the-last-of-us-3-release-date-trailer-story/1100-6531075/)).

๐ŸŽฎ The Last of Us
GameSpotNewsabout 4 hours ago
'Ace Archer Kyoto Imperial Palace' walkthrough in Onimusha Way of the Sword๐ŸŽฎ Multi-platform

'Ace Archer Kyoto Imperial Palace' walkthrough in Onimusha Way of the Sword

In this "Ace Archer: Kyoto Imperial Palace" walkthrough in Onimusha: Way of the Sword, you'll find the location of all Kubi Akaris.

PolygonNewsabout 5 hours ago