
Unreal Engine 4 powers this, somewhat unusually for a Nintendo game, and it manages to stick to around 60fps both handheld and docked. This is a video game designed to idly wander through rather than butt up against, and it's all the more glorious for it. Jump on a foot pump and it'll blast air into an inflatable cat that will scare down the mice in the rafters that are hoarding the key that you need fire an egg at a boulder in the distance and it'll roll down the hill and clear the landslide that's in your path stomp a flower encased in ice down into the cold waters below and it'll float across to the monkey waiting by a fishing hole with a rod just down the way who'll then pass it up by way of thanks. He's there to flutter softly through levels, popping enemies in his mouth before spitting them out in a neat succession of experiments and illustrations of cause and effect. Yoshi himself is a sedate avatar, lacking the agility or momentum of Mario - he appears to have slowed even more since his last outing - but that's almost beside the point. The challenge here is softer than ever before, but on the flip side the collectibles are more numerous, and often more ingenious Yoshi has chilled with age, settling into the stoner rhythm of stablemate Kirby in games that don't really offer any challenge but go out of their way to reward the curious. It's a world that invites languid, inquisitive exploration - there are no time limits here, other than in those flipped levels - and each element pulls towards that more laid-back vibe. There's a co-op mode that's boisterous without being aggravating, which is a fairly commendable achievement. In another neat trick, levels each have flipsides available once you've completed them, where you track down three poochies while the sellotape, blu-tack and string that holds up the level's primary form is all exposed. You can now aim your eggs at objects in the foreground and in the far distance, bulls-eyeing cut-out clouds or shy-guys peering out from behind the scenery. Maybe it's the influence of that corner of Nintendo's Kyoto headquarters that's busying itself with cardboard wonders as it conjures up new Labo creations, as Yoshi's Crafted World displays a mastery of its simulated materials.Īnd so it presents a world that demands to be played with and poked at, as is underlined by one of the few tweaks to Yoshi's established moveset. These worlds feel like they've been constructed over long summer afternoons on living room floors or stretched out across garden patios, with a human touch - and a dash of tilt shift focus - making them feel oh so real. It's a more cohesive, coherent aesthetic than the half-hearted Wooly World, or even of that game's superior predecessor Kirby's Epic Yarn. Yoshi's Island was always a brilliantly tangible, physical game, brought alive by its tactile surfaces - the chalklines, the paper and the clay - and this time out Good-Feel have simply taken to another corner of the stationery cupboard, pulling out cardboard, string and fizzy pop straws to create its own colourful dioramas. Somewhat incredibly, it feels like the first Yoshi game in nearly a quarter of a century and over five follow-ups that really understands what made the original sing, and it's then bold enough to place its own spin. Yoshi's Crafted World's best trick is getting to the essence of what made the original Yoshi's Island so beloved.

YOSHIS ISLAND POOCHY FULL
Crafted World, meanwhile, feels fresh and full of ideas, its levels happily rifling through quick sketches and one-shot concepts before it moves briskly onto the next. It's certainly Good-Feel's finest creation yet, a world away from the slightly stale Yoshi's Wooly World, a game that ended up feeling as stuffy and insubstantial as a dusty cotton ball. It's there, embedded a little deeper, in what's a meticulously engineered side-scrolling platformer - perhaps the best to have come from Nintendo since 2012's Donkey Kong Country: Tropical Freeze.
