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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
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Revival idea
Had a good 20 mins of extra time after finishing an exam there, and thought of this while waiting.
Rare has said unless a completely new approach is taken the series wont be rebooted, or something similar. How about, instead of just a remake, they do a remake-esque game and leave it at that? Game would play out as if N&B was Threeie, with B&K in their rebuilt house and stuff. Suddenly Gruntilda appears on top of her tower, fully reformed (There needn't be a reason, 'magic' would be good enough TBH). She starts raining down spells on Spiral Mountain, and destroy Banjo's house. The only safe place is inside the old lair, so using a grenade egg Kazooie breaks the rocks and the two jump inside. Rocks fall behind them and block their exit. The rocks from Tooie, Cheato ect are still here. Cheato gives the pair a spell to light the place or something, and the two try to find a way out. The jiggy on the steps is back, so the two go get it, and the wrench in the backpack glows gold when they do. Banjo pulls out the wrench and lifts the boulders in front of MM out of the way. This just spurs on from here into Banjo-Kazooie, but instead of trying to rescue Tooty, they're trying to defeat Gruntilda and escape. The game would change slightly in a way so that instead of puzzles filled by jiggies, the wrench would absorb them, and bigger rocks blocking paths would require more jiggies to move. Bottles, Notes, Jinjos, Honeycombs ect still act the same, abeit with different speech, slightly different gameplay (more jiggies, more objectives, moves ect) and the game gets a huge graphical boost obviously. This way the game can be presented to a new generation as something bettter than just a rehash, but fans can be happy to explore the Lair again. Any thoughts? Granted I did only spend 20 mins at the end of a piss-easy Music exam on this I think it's alright. Last edited by Fox McBanjo; 28th May 2010 at 04:37 PM. |
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#2
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Honestly, I'm not crazy about the idea. I don't know if it's me becoming more cynical about ideas for another Banjo game, or if your idea is really just that out there. I think the main problem is we all come from the perspective of "ZOMG BRING BACK PLATFORMING BK IT WAS AWESUM!" while Rare comes from the perspective of being a business and realizing when it's time to give up.
At this point, no game will appeal to both newbies to the series and the "old guard." That's the real issue. |
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#3
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Personally I like the idea, but it doesn't seem at all like a new approach.
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Gamma stand for you are now unchained.
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#4
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I didn't claim this as a completly new idea, it's just one I had recently. It gives enough new mechanics and ideas for older players to still get a kick out of it, while new ones can still enjoy what to them would be a very fleshed-out new game.
Oblviously it would be difficult to sell a solid platformer, but I'm not sitting here saying '**** MONEY RARE GIVE US OLD PLAT BANJO'. I've thought of something to rectify the Platforming -/- Money debate - completely new mechanics. Instead of being forced to learn new moves like in BK/BT, this would offer the player an aspect of 'leveling'. Each Jiggy collected adds to a total amount of Jiggy points to be spent on Banjo's abilites. This could make the game a hell of a lot more free-roam Adventure than straight up platformer. Players would, for example, have to get the Jiggy from the MM Stonehenge thing first, then chose whether they wanted to buy Eggs to fight Conga or Beak Buster for the Huts at Mumbos, and so on. Of course there'd have to be a Level-up-to-unlock system to ensure you dont buy eg Shock Pad powers at MM, but at least this way they can market it as an 'Adventure' game with a plaforming aspect, instead of the other way around. (this system could also work off notes or another collectable) Or, if they get really stuck, they could give Banjo a Sub Machine Gun and turn the game into a Doom-style FPS. ![]() |
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#5
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So Banjo progresses through the game by using Jiggies to lift big rocks with the wrench?
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#6
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Yep. It's just so that there's a reason the rocks can be moved, and so that the Wrench can return with some sort of use. And this way they can redesign the lair to suit it being destroyed over time without having to cater to jigsaw puzzle access.
And the Jigsaws probably wont be so appealing to some people, an Energy Wrench powered by Gold sounds cooler than a jigsaw. |
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#7
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So that's where Tooty went!
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"We read our Holy Books, screw like bunnies, and play Banjo-Kazooie while listening to Political talk shows." ~ TwilightVestige
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#8
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Now you're talking.
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#9
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Haha. Man, I love this idea. At first, I really liked where you were going with it. Still, it sounds like something I would want to do just for fun. I don't think it will be good enough to bring back, well I mean it could be, but like others have said, why keep trying to bring it back. I don't know, but I really love the whole leveling system, and the whole adventure being back at Gruntie's lair. I love Banjo, I would kill for them to make this game.
![]() I really like this idea. And I even think with the leveling system, it would be way more popular now, and bringing banjo back would be possible. I'm just excited at the thought of this kind of remake. Personal opinion here, but I didn't like N&B, good game and all, but I was disappointed in it's mechanics. It just wasn't banjo to me, but the idea of bringing the wrench back to advance in the lair is great. Using more jiggies to boost the magic or power of the wrench, or just buffing up banjo or something. Leveling up though, collecting to get stronger, awesome idea. You have my support. Maybe we all need to take this test of yours and come back with ideas. We could make an awesome fan game! Haha. ![]()
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For the Love of Music |
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