Posted March 10, 2018
Finished Banjo-Kazooie a few days ago, specifically the Xbox 360 version that was included with Rare Replay for Xbox One. I had tried the N64 version in the past but during my first approach when I was in my early teens I was struggling too much with the whole 3D platforming thing, I guess, and during a more recent approach I was really put off by the camera controls. Luckily the Xbox 360 version has mostly fixed those by introducing a more modern twin-stick control layout and I gladly played through that one.
Anyway, it's a friggin' great game. I enjoyed it so much that I actually finished it 100% and that's something I really didn't expect (admittedly I did resort to the Wiki once in a while, when I had already searched every corner of a level and still had not found everything). The design of the whole world is just so inviting, whether it's the characters, the enemies or the levels, the platforming itself is most of the time excellent and the game's structure, which is obviously heavily inspired by Mario 64, kept me hooked and entertained for a long time. So you have a hub world which leads to many smaller thematically distinct worlds where you have to perform a variety of tasks which grant you puzzle pieces and musical notes which you in turn need to unlock more worlds in the hub world. Even though the worlds couldn't be more cliche (e.g. beach, swamp, snow, desert) I felt hugely rewarded whenever I reached a new one as the developers really used the themes in an original manner. The amount of collectables (both their distribution and the types) is overwhelming at first but it soon turns out that it's just fine, largely thanks to the compact design of the worlds with rather few obscure corners and because they have very distinct purposes. The fact that I was able to collect 100% of collectables on most worlds even without a guide is proof of that.
The style and story are also pretty nice. I mean, it's not something to write home about, it's just another variation on the Mario theme with a bad guy (well, in this case gal) abducting your girl (well, this time sister) but the game really stood out with its huge dose of sarcasm. Even though the game is rather targeted at children I got a chuckle out of many of the jokes. There's a tad too much toilet humour for my taste (and apparently Rare went all in with that one in Conker's Bad Fur Day a few years later) but all in all it's a very nice mix of childish innocence and attitude, which actually becomes clear the moment your sidekick begins insulting the tutorial guy for no reason other than being a bit of a bitch.
The graphics, which apparent'y weren't retouched at all besides a higher screen resolution, don't really hold up well, just like in case of most N64 titles, but luckily they aren't eye-cancerous either and didn't annoy me. What does hold up, though, is the music which is filled with nice little details as it fluidly changes depending on where you are - not only in which level but in which portion of a level. The game is just another title that demonstrates how you can constantly have distinct melodies without going on the player's nerves.
I do have some complaints, though. As I mentioned, the camera controls were improved by moving them from the N64 controller's buttons to a stick, which makes the game feel rather modern most of the time BUT the camera's behaviour is still clearly from a different era. Not only does it require more manual readjustment than it should, it has a habit of suddenly changing angles, which can really but you in your ass once in a while. It didn't happen that often, though. I also really hated a difficulty spike in the last two worlds. Throughout most of the game the difficulty level is pretty low compared to many other 3D platformers, it's almost casual compared to Mario 64 but in the end there's suddenly a crapload of examples of what I like to call asshole design. The worlds become much more convoluted than the earlier ones with quite a few spots where one bad jump can instantly kill you or at least require you to redo a major portion (even though there's almost no such stuff in the earlier levels), there's suddenly enemies who take away 2 hitpoints instead of 1, some enemies are placed in a really evil way and you may not notice them until they hit you etc.. And finally one of the final challenges is a trivia quiz which was possibly the hardest portion of the game for me and it kinda blows my mind that something that differs so much from a game's fundamentals can be an obligatory challenge towards a game's ending. Still, somehow I made it after a few attempts so I guess it's not as bad as it seems at first.
Anyway, all in all I loved the game and I'm really looking forward to Banjo-Tooie. Among the 3D platformers and mascot games in general Banjo-Kazooie may very well be in the top 3.
Oh yeah, I'm kinda frustrated by the fact that even though I felt that I had achieved 100% in a decent time I'm on a spot somewhere around 115,000 on the leaderboards. God damn.
Anyway, it's a friggin' great game. I enjoyed it so much that I actually finished it 100% and that's something I really didn't expect (admittedly I did resort to the Wiki once in a while, when I had already searched every corner of a level and still had not found everything). The design of the whole world is just so inviting, whether it's the characters, the enemies or the levels, the platforming itself is most of the time excellent and the game's structure, which is obviously heavily inspired by Mario 64, kept me hooked and entertained for a long time. So you have a hub world which leads to many smaller thematically distinct worlds where you have to perform a variety of tasks which grant you puzzle pieces and musical notes which you in turn need to unlock more worlds in the hub world. Even though the worlds couldn't be more cliche (e.g. beach, swamp, snow, desert) I felt hugely rewarded whenever I reached a new one as the developers really used the themes in an original manner. The amount of collectables (both their distribution and the types) is overwhelming at first but it soon turns out that it's just fine, largely thanks to the compact design of the worlds with rather few obscure corners and because they have very distinct purposes. The fact that I was able to collect 100% of collectables on most worlds even without a guide is proof of that.
The style and story are also pretty nice. I mean, it's not something to write home about, it's just another variation on the Mario theme with a bad guy (well, in this case gal) abducting your girl (well, this time sister) but the game really stood out with its huge dose of sarcasm. Even though the game is rather targeted at children I got a chuckle out of many of the jokes. There's a tad too much toilet humour for my taste (and apparently Rare went all in with that one in Conker's Bad Fur Day a few years later) but all in all it's a very nice mix of childish innocence and attitude, which actually becomes clear the moment your sidekick begins insulting the tutorial guy for no reason other than being a bit of a bitch.
The graphics, which apparent'y weren't retouched at all besides a higher screen resolution, don't really hold up well, just like in case of most N64 titles, but luckily they aren't eye-cancerous either and didn't annoy me. What does hold up, though, is the music which is filled with nice little details as it fluidly changes depending on where you are - not only in which level but in which portion of a level. The game is just another title that demonstrates how you can constantly have distinct melodies without going on the player's nerves.
I do have some complaints, though. As I mentioned, the camera controls were improved by moving them from the N64 controller's buttons to a stick, which makes the game feel rather modern most of the time BUT the camera's behaviour is still clearly from a different era. Not only does it require more manual readjustment than it should, it has a habit of suddenly changing angles, which can really but you in your ass once in a while. It didn't happen that often, though. I also really hated a difficulty spike in the last two worlds. Throughout most of the game the difficulty level is pretty low compared to many other 3D platformers, it's almost casual compared to Mario 64 but in the end there's suddenly a crapload of examples of what I like to call asshole design. The worlds become much more convoluted than the earlier ones with quite a few spots where one bad jump can instantly kill you or at least require you to redo a major portion (even though there's almost no such stuff in the earlier levels), there's suddenly enemies who take away 2 hitpoints instead of 1, some enemies are placed in a really evil way and you may not notice them until they hit you etc.. And finally one of the final challenges is a trivia quiz which was possibly the hardest portion of the game for me and it kinda blows my mind that something that differs so much from a game's fundamentals can be an obligatory challenge towards a game's ending. Still, somehow I made it after a few attempts so I guess it's not as bad as it seems at first.
Anyway, all in all I loved the game and I'm really looking forward to Banjo-Tooie. Among the 3D platformers and mascot games in general Banjo-Kazooie may very well be in the top 3.
Oh yeah, I'm kinda frustrated by the fact that even though I felt that I had achieved 100% in a decent time I'm on a spot somewhere around 115,000 on the leaderboards. God damn.