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The Banjo Kazooie Series General Discussion about the Banjo Kazooie series from the N64 classics to the handheld sequels & new Xbox games.

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  #1  
Old 21st June 2012, 09:44 AM
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What was the Biggest Flaw of BKNaB?

For me, it would be the challenge diversity. I really wish they didn't use the "lol race through hoops" idea so many ****ing times. Superman 64 much? Oh well. There were so many things removed due to deadlines. As Shigeru Miyamoto once said:

"A delayed game is eventually good, but a rushed game is forever bad,"
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  #2  
Old 21st June 2012, 09:54 AM
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Cars.
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  #3  
Old 21st June 2012, 10:00 AM
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Can't say I didn't see that coming >:T
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  #4  
Old 21st June 2012, 12:14 PM
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Characters design, only a move, lack of platforming parts.
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  #5  
Old 21st June 2012, 02:58 PM
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I think the dead empty worlds was one of the biggest letdowns, beautiful but empty. They needed to have stuff to find like Showdown Town.

Also, the climax sucked. Badly.
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  #6  
Old 21st June 2012, 03:50 PM
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You mean aside from absolutely everything?
Seriously, it's hard to decide whether the awful, awful, awful plot, the terrible gameplay, the freaky character designs or the ****ing vehicles are worse.
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  #7  
Old 21st June 2012, 04:14 PM
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the lack of diversity in challenges. too many races (somewhat understandable as this is a vehicle-based game) and hoop-flying challenges. also Terrarium of Terror was an awful level.
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  #8  
Old 21st June 2012, 04:45 PM
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I liked the character designs. To be honest I think the whole concept and gameplay itself is what really sucked the hardest.
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  #9  
Old 21st June 2012, 05:00 PM
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Vehicles.
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  #10  
Old 21st June 2012, 05:04 PM
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Not being a spinoff.
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  #11  
Old 21st June 2012, 05:08 PM
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It just didn't work.

It was a BRILLIANT idea, but either they didn't spend enough time on it OR they were the wrong people for the job.

Vehicles weren't balanced and controlled like shit. Gruntbots would come from no where and completely SUCK the fun out of the game in every single mission. You could have a great run going then ever so slightly tip the edge of a surface and BOOM challenge failed due to shit vehicle mechanics. Also the challenges are way too hard. Nuts&Bolts is one of only games in my massive collection that i wasn't able to fully complete. The challenges are also VERY boring and VERY repetitive, so so tedious.

The game also doesn't cater for everybody, you are either a pro and ACE at building vehicles or you absolutely suck and cannot build a good vehicle (ruining the game.) The vehicles provided simply aren't good enough.

Showdown town is a great little hub world (ruined by idiotic and very pointless characters getting in your way) but the levels were terrible. Terrarium of Terror is by far the worst and Logbox720 is awful as is the Stadium one.

As for it being a Banjo-Kazooie game, the new voice banks were boring and no longer fun and there was no drama in the cutscenes. The humour was only just there and a bit meh and most importantly in a Banjo-Kazooie game THE MUSIC WAS SHIT. The one thing i can say is the game is beautiful visually.


On paper the idea was fantastic but Rare couldn't follow this through to the game play. I actually spent more time on Nuts&Bolts pointlessly exploring and seeing where i could get to with my platform skills, than doing the actual objectives.

Last edited by Scrubber; 21st June 2012 at 05:11 PM.
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  #12  
Old 21st June 2012, 06:06 PM
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The biggest flaw is the empty worlds. The notes are so tiny and hidden in the massive worlds that they become a pain to find. Sure the worlds are less painful then Tooie due to being able to get around them quickly, but they needed something more. Maybe each level could have a Mumbo's Motors in it for vehicle switching and dropping off part crates located in the worlds. A HUmba Wumba shop and other things could have added so much to the worlds. Other worlds need more space though like Terranium of Terror and most importantly of all LOGBOX720.
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  #13  
Old 21st June 2012, 07:18 PM
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I forgot: the music was just a compilation of songs from other Rare games, the plot didn't make sense, and the worlds are setted in acts... why? It had a purpose in Mario 64, but what's here?
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  #14  
Old 21st June 2012, 08:31 PM
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Vehicles hands down. Give me Banjo Threeie but don't give me vehicles.
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  #15  
Old 21st June 2012, 09:13 PM
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Quote:
Originally Posted by Walecs View Post
I forgot: the music was just a compilation of songs from other Rare games, the plot didn't make sense, and the worlds are setted in acts... why? It had a purpose in Mario 64, but what's here?
The tracks were all remixed, but in most levels I can barely tell outside of a select few parts. The plot made sense. It was merely a device to make the gameplay like this, but it did make sense enough to work. The worlds were in acts so that the characters were not reused in the same act. In a select few worlds it was a change in water level to allow for more challenges. For the most part however I agree that they were just being lazy with characters.
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