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  #106  
Old 16th October 2019, 08:26 AM
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I'm grandpa from 2000s and i'm still there Honestly new Banjo game in near future is very unlikely. Rare is so busy with Sea Of Thieves content. I hope so for Captain Blackeye and more Banjo cameos in this game. I always saw Banjo-Threeie as more darker and mature game with some prequel stuff like levels set in Grunty's past.
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Last edited by BanjoPL; 16th October 2019 at 08:33 AM.
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  #107  
Old 16th October 2019, 09:15 PM
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Remember, Rare doesn't actually have to make Banjo-Threeie. It'd be ideal if they did, obviously, but a different studio tackled the new Killer Instinct and that turned out pretty well.

As for a darker, more mature take... nah. Hard nah. We have Conker for that. Banjo's games have always been cynical and smarter than they look, but they've never been "dark," and something very special would be lost if they ever went that route.
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  #108  
Old 16th October 2019, 10:06 PM
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I'd love to see the return of Banjo Kazooie's level size. I think that's what made it infinitely more re-playable than Tooie for me. Same holds true for SM64. A lot more levels but quite a bit smaller feels like it would be a good way to bring Banjo back without being overwhelming to the people who didn't grow up with collectathons.
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  #109  
Old 17th October 2019, 12:30 AM
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I'm a bigger fan of Tooie myself. It's not as replayable as Kazooie, but I love the multi-step puzzles and interconnected levels. Threeie should definitely scale things down to the size of Kazooie, partly so that it doesn't overwhelm newcomers and partly because playing Banjo-Kazooie like it's new again is pretty much what the entire fandom wants, but I hope those Metroidvania-style elements work themselves back into the series at some point.
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  #110  
Old 17th October 2019, 05:25 AM
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Actually you know, if they kept the size of the worlds from BK, and the interconnected aspects from Tooie, I feel like they'd have a perfect blend, while still having a unique twist on a platformer. Maybe have like 2-3 worlds open at a time so you have options of where to go first.
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  #111  
Old 17th October 2019, 09:39 PM
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If they made backtracking optional, (it WAS almost entirely optional in Tooie, but this isn't obvious to new players,) I think they'd make everyone happy. You'd still get some major collectable for backtracking, but they wouldn't be Jiggies. And they wouldn't be necessary to beat the game.

They'd still need to be rewarding to acquire, but casual players could just go straight through to the final boss normally without worrying about backtracking. The players who DO want to do backtracking will be rewarded in their own way, with difficult multi-layers tasks, and they get to see the cool ways all the worlds interconnect.

I wanna be able to not collect something in world 1, that I will need to wait to do something all the way in the last level in order to collect. Long trials make for fulfilling rewards.
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  #112  
Old 18th October 2019, 02:45 AM
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People overuse the word "backtracking," imo. To me, backtracking is when you get stuck and have to retrace your steps, looking for something you missed. If you're making progress towards a new goal, and you know that's what you're doing, it's not backtracking, even if you're returning to an earlier level.
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  #113  
Old 18th October 2019, 08:14 AM
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Bigger levels = longer gameplay. Banjo-Tooie worlds are perfect. I can't imagine modern game with Mario 64/B-K sized levels.
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  #114  
Old 18th October 2019, 09:38 PM
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Rare needs to get over itself always having to do things in very even and tidy multiples of 10 or whatever. I'd like to either see more than 8/9 Kazooie-sized levels, maybe about 12, or, about 6/7 Tooie-sized levels, but each one has like 13/14 Jiggies in it.

For the sake of getting their money's worth out of level themes, I opt for the second. But it's been ages since the last B-K and I also think the next proper entry in the series should start small, so idk.
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Last edited by qwertyo76; 18th October 2019 at 09:41 PM.
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  #115  
Old 18th October 2019, 09:41 PM
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What do you think about Yooka-Laylee levels? There are only 5 worlds and 2 hubs but they are HUGE and gameplay is so long.
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  #116  
Old 18th October 2019, 09:45 PM
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I think if they're gonna insist on levels THAT big, they need to find a way to break it up somehow. Most people don't wanna spend 6 hours trudging along the same level before it finally ends.

Expanding worlds like Yooka did is a step in the right direction, bu may not have been executed properly. All I know is, the tight, smaller level design of B-K1 really made things feel polished and cohesive, and with the attitude video games have these days where everything has to be BIGGER to impress, I'd really prefer it if a new Banjo stuck with what we know already works.
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