Banjo-Tooie Review
Medium Rare?
Version tested: Xbox 360
Gamers have a peculiar relationship with the past. I'm always fascinated by the personal attachments people form with whatever games amused them as children, even when the games in question are clearly creaky and horrible museum pieces. And I'm equally fascinated by the way other people assume that anything produced before the PlayStation 2 should be sealed in a dark vault and left to rot like so much unwanted meat.
It makes reviewing retro releases a very strange balancing act. Be too critical and you enrage the first lot of people. Be too effusive with praise and the second bunch think you're an addled old fart. It's a dichotomy I've fallen foul of several times, most memorably for pointing out that the Ninja Turtles arcade game was absolute arse water, and it also found Kristan stewing in a cauldron of piping hot hatred when he declared that the years had not been kind to Rare's N64 hit, Banjo-Kazooie.
Now the sequel, the cunningly titled Banjo-Tooie, has joined its forebear on XBLA and the issue of how best to critically reappraise old games is once again smashing around inside my skull like a particularly truculent moth.
You see, I agreed with a lot of Kristan's complaints regarding the original Banjo, but I disagreed with his score. These games really haven't aged all that well, but then that doesn't make them bad games either. They're just undeniable products of that late nineties boom in 3D platformers, when a veritable menagerie of anthropomorphic critters scrambled, leapt and mine-carted their way through colourful locations, snatching up hundreds of fruits, coins and whatever else had been dotted around the landscape in pleasingly collectable lines.

Certain supporting characters are playable, provided you can give them what they need.
Banjo-Tooie picks up two years after the first game, with Banjo the bear and his avian partner Kazooie enjoying the peace and quiet following the apparent demise of Gruntilda the witch. Things don't stay quiet for long, and her sisters have soon resurrected her (or her skeleton at least) and set off to dominate Spiral Mountain and its surrounding area using a fiendish death ray.
From there it's familiar territory, and this brings us screeching to a halt in front of the first of Tooie's main criticisms. N64 owners had to wait two years for this eagerly anticipated sequel, so the fact that it's essentially the same game was more selling point than flaw. Live Arcade gamers have only had to wait a few months, and the less than inspired whiff of sequelitis is harder to ignore.
That's not to say that it's not a lot of fun though. It's nowhere near as streamlined or ingenious in its design as its obvious inspiration, Super Mario 64, but it comes far closer to that hallowed status than its contemporary peers like Gex, Croc and Bubsy. Levels are large and varied, with plenty of different things to find and do while you hunt down those bloody Jiggys. If anything, the game feels overstuffed, packed as it is with eggs, feathers, Jinjos, musical notes, treble clefs, Glowbos, Cheato pages, honeycombs and shoes, all of which must be located and hoarded for a variety of reasons, hurriedly explained in the many unskippable dialogue scenes.
Such is the inheritance of the early 3D platformer though. The HD makeover isn't particularly kind to the angular visuals, but while our sophisticated modern gaming palates may no longer favour blatant inventory padding, being too harsh on the game for its slightly creaky formula and seems a waste of energy, a bit like criticising a movie from the 1950s for its stagey acting and locked-down cameras. This is how we used to play, and it's still innately enjoyable in a warts-and-all kind of way.
The camera doesn't deserve such leniency, however, and is the one element that really should have been ripped out and built from scratch to modern specifications. The right stick rotates your view left and right, but up and down movements only zoom the viewpoint in and out. If you want to look at anything slightly higher than Banjo's eye level, you need to dip into the first-person view - that old workaround used in so many early 3D games - to get your bearings. Today it feels inhibiting and claustrophobic, and that's a shame since many of the levels are still lovely to look at, even if their polygon edges are sharp and their themes generic.
The game also offers fourteen multiplayer mini-games, ranging from dodgems and football to a series of deathmatch FPS arenas. These are all fairly crude today, and only fun in very small doses, but when you consider that the core game is a sizable beast in itself, it all goes together to create something that feels more palatable for the premium 1200 MS Point (GBP 10.20 / EUR 14.40) price bracket.

Klungo returns - and he gets a proper character arc and everything!
And that's ultimately Banjo-Tooie's trump card. The asking price may be steep when compared to the usual Live Arcade fare, but it's a lot easier to swallow when you're getting a full-price sized experience for your money. A lot of the rough edges from the decade-old design are smoothed out by the fact that this is still more charming than a lot of modern 3D platformers which cost three times as much.
I still don't think the Banjo games are the stone-cold classics that many fans seem to think. For all their polish and wit, there's an inescapable feeling that N64 fans were perhaps a little too eager to christen The Next Mario, and Rare a little too quick to give them exactly what they expected. For every moment where the game deviates from predictable platform tropes, there are dozens more when it's really nothing more than a very nicely assembled and presented riff on what other games were pioneering. Banjo-Tooie, then. Not one of the all-time greats, but when you take off the rose-tinted glasses the result is still enough to make it a standout on Live Arcade. For a game almost a decade old, that ain't bad.
7 / 10
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Comments (46) Latest comment 3 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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Ooh, that's a good question. I got to the mysterious key and egg a few times in the first one. Never managed to get hold of this one though, so this is probably a good chance. I still like platform games, after all.
Also, on the N64 you could skip the cut scenes if you'd been through them once, although this only really worked when you were playing a second save file.
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It's good, but this outing doesn't deserve positioning on a pedestal.
@Toothball: The feature never made it into the original cartridges, so this XBLA re-releases will be the only way you can find out for yourself how Stop n swop would have worked. Even with all of the mystery eggs and ice key, nothing happened on the Nintendo versions.
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And yet they went left-field with Nuts & Bolts and nobody was happy. Apart from me, a great game.
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I never played this when it first came out (just the first one) so i've been looking forward to this. Oh and this review was better than Kristen's, Dan
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I'm defo getting this, palyed B&K to death on the N64, and again on Live, but never got this.
As someone mentioned above Jet Force Gemini would be most awesome.
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If he does work for them (and I'm not exactly one to believe "Internet Claims"
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Oh I fully agree. I was just questioning his validity to make comments about Rare and Nintendo if he claims to be a Sony employee. Surely any claims of such invalidates anything he has to say about them.
and Ashen-Shugar - isn't the internet a lonely place then?
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Truly the ignore button doth lead me unto a sea of tranquility and fragrant maidens bearing fruits and confectionary..
/Looks down at packet of crisps he got while hitting ignore
Damn, I got screwed!
...or at least hides the twats.
There is that, a lot fewer people on the internet these days, I notice.
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It's a good game, but the first one is even better.
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Thankfully, Dan Whitehead's review of Banjo-Tooie is more on the money, pointing out the flaws but still acknowledging there's a decent game under there. The 7/10 rating seems fair too from my all-too brief play of the game back in 2001.
Personally (and I know I'm probably in the minority here) I rate Banjo-Kazooie as a better game than Super Mario 64 because it had better characters, humour and didn't feel like a random selection of levels like Nintendo's game did. Sure, it's not perfect but I found it charming, entertaining and memorable. The colourful visuals and superb music were the icing on the cake. I can barely recall Super Mario 64 to be honest, not that it wasn't a good game, just that I never had the urge to play it more than once.
I sold my N64 before I got the chance to play Banjo-Tooie so my experiences of that game amount to a brief three hour play of it on my nephew's N64. I'm really looking forward to it as what I saw of it looked excellent and it seemed much larger than the original with more stuff to do. At a tenner it's a steal IMO.
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I have to agree with your comments on the level design. Loved the original but B-T just seemed to go out of its way to confuse with frequent treks across multiple levels for the sake of a single jiggy and plenty of occasions where you're just not sure where to go next.
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Oh, I know that Stop 'n' Swop didn't work on the N64. There was talk of them making it work between these versions from what I remember. Still wondering if that transpired or not.
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Yeah, because as soon as you get a job for any company you obviously lose all right to have an opinion of your own. Don't be a moron.
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I guess the need to review this game only nine years later shows that reviews become just as dated as games, if not more so.
For that reason they should probably always, and only, be reviewed, and read, by people who have never played the game before.
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So a Sony employee saying that Nintendo and Rare (now a Microsoft first party remember) SUCKS is a perfectly vaild comment? Youre right, joining ANY company doesn't lose you the right to an opinion, but i think that any comment you make about a rival company certainly brings into question the validity of anything you express. Even if you only say it out of loyalty.
anyway... i take back what i said. I guess i am a moron.
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Treasure would be the one dev for me, if I were in that situation!
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It seems to me as if developers just can't win when it comes to appeasing the minds of overly fickle reviewers...
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Nice name. Most interesting character Feist wrote about, should have had his own series.
I just got Banjo N&B and am loving that, the kids have a blast with it (should have heard the laughs the first time they drove into a cow - by accident of course!) Will probably give this a go as I'm a sucker for bright primary colours
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But yet i'm tempted to buy this for no other reason than it's been AGES since i last played a GOOD platformer.
GAAH!
Okay.. i'll buy it once i've bought and gotten bored with outrun
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Oh yes, that's one of the best things about N&B, how you can create whatever you like and just TRY it out. It feels refreshingly liberating not to have the game tell you that you're "doing it wrong", and demand you comply, but you actually see and learn from experience that that design could probably take another looking over!
I remember, I just couldn't hold back the laughter when I was trying to perfect a rapid flying car, with detaching rotors, and thought I'd nailed it, set off to the test range all enthusiastic, only to find the back of the vehicle (the part with the rotors) instantly seperated from the front, and driver and all shot straight over the high test platform and disappeared from view below - well, at least I got the speed bit, right!
They actively encourage you to experiment and tinker about. That's a big part of what I find great about it.
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That pretty much sums up why I didn't finish it on the N64. It was a good game but BK was better. The biggest disappointment was the frame rate however, it was indeed horrible, especially considering it was a game by RARE.
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Maybe I'm weird but I always thought platform games were about jumping and collecting lots of stuff, they're the things that define the genre?
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Its for this reason I got bored of playing Banjo Kazooie when it was released a few months ago. I weas fed up running around lost and having no idea where jiggy opportunities were. A basic map does not need to handhold and tell you exactly how to find jiggies, it only needs to show that it is in a given area.
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Banjo games rely on the player seeing an oppurtunity, finding the solution and then watching the conclusion.
Example.
1) Walk into level, notice ledges which you cannot grab
2) Find JamJars, learn move
3) Perform move, be rewarded with a Jiggy/Collectible.
A map wouldn't help I think, you need to rely on your own self to see and remember where oppurtunities are.
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The first of Rare's 3D platformers, Banjo Kazooie is more akin to their last, Conker's Bad Fur Day, in a way than it seems to be to Banjo Tooie. Not in terms of its characters, setting and tone, obviously, but in terms of keeping the game relatively tight. Donkey Kong 64 and Banjo Tooie seem podgier around the middle and more gimmicky with more different kinds of item to collect.
Banjo Tooie seems more like it wants to be an adventure game that happens to have some platforming to it. If Banjo Kazooie wanted to be like Mario 64 (and BK was better than Mario 64 in my opinion) then Banjo Tooie seems to want to be an irreverent Ocarina of Time with perhaps a touch of in-joke type Paper Mario humour.
Banjo Tooie has longer cut scenes to seem to want to try to make you emote with the characters and situations but then is also completely irreverent towards to those chararcters. I would say that a lot of the first game's charm was the level design but I'm not convinced that Banjo Tooie believes in that so much.
The first Banjo Kazooie game was like playing in all your favourite bedtime stories which were linked by an ingenious hub world that made it clear what you needed to get past certain doors- or you could explore a few other avenues if you wanted without ever getting too off the beaten track. Banjo Tooie's hub world doesn't initially seem quite so bewitching. It has closed doorways, guarded or unguarded with no immediately clear solution except for testing if the other characters you can control (Banjo and Kazooie's abililities thus seeming to be regarded as relatively mundane by the games designers, even though a bird in a bear's backpack is an adorable idea) fulfil the unspoken criteria needed to pass. That makes it less platform game in spirit, more adventure game. I'm still not sure if there are going to be any self contained worlds like the first game. Banjo Tooie seems a bit less lovable than the first game, although I have already noticed some nice graphical effects such as shadows and a reflective floor.
I reckon that the first Banjo Kazooie is the best N64 game Rare ever made and if Banjo Tooie is 7/10 (and I hope it turns out to be more as I play it) then Banjo Kazooie is still 9 (or, arguably, 10) out of 10.