Banjo-Tooie
review
If my
Uncharted review taught me anything, it's that bashing a game that is
considered a classic or perfect in every way shape or form by the
masses will always earn you an uncharacteristically large amount of
hate. At least that's how I felt while I was in the middle of playing
of Banjo-Tooie. I never had a chance to play either one of them
growing up because it was at a time when we were relying on chump
change to feed a family of four, but I did finally come around to
playing them in more recent years. Banjo-kazooie still holds up
incredibly well today, even despite the graphics which haven't really
aged all that well. The controls are tight and intuitive, the puzzles
are fiendishly clever, and the writing is actually pretty funny
giving us actual wit and depth as opposed to tired internet memes and
pop culture references.
Plus
one of the best damn villains evah!!!
So
naturally this was a hit, coming out in a day and age where companies
could afford to produce games relying on simple creativity and humor
as opposed to some bombastic set pieces that didn't really amaze you
much. Thus, a sequel followed, with the only question being, was it
any good. Short answer: yes. Long anwser: it's still beaten by the
original in every aspect.
Now,
before you get your knickers in a bunch about how some fat guy on the
internet is telling you that your childhood was a lie, let me remind
you that the gameplay, writing, and creativity are all still here, if
not better executed. However, there is one major problem with this
game and that's a little something called “scale”. Or simply put,
bigger is NOT always better!
Here's
your proof, now shut up.
Now
to be fair, the first notable difference should be that everything
is bigger. However, the whole game world has had to accomodate to the
new design style and as a result, it's much less focused. The first
game had you in an enclosed area with a deranged lunatic constantly
threatening both you and your advancement as you progress.
Banjo-Tooie, on the other hand, has none of that. It still has the
foreboding music that you hear as you progress from area to area in
the hub world, but some of the fun of hearing Gruntilda's taunts are
sorely missed.
This
is offset by the new gameplay features giving you different ways to
go about the levels themselves which drastically went from a more
structured design to one that can best be described as “Metroidvania
without a map”. The levels are interconnected, placing more
emphasis on your learnt abilities as opposed to the constant
collectibles from the first game, though it unfortunately doesn't
alleviate the same fucking late game fetch quest problem the first
game had. As a result though, it can get quite frustrating when your
not sure if you should focus on trying to get a new ability or trying
to get that jiggie that you can't pick up until after you've beaten
the penultimate level. This never ended up being a buzzkill for me
and I would often just want to keep going as a result and find myself
having spent several hours just playing the game to see what new
piece of batshit would come in. Speaking of which, the transformation
mechanic returns from the first game though one in particular made me
wonder if the ideas bucket was running so low that the developers
started looking outside for inspiration.
Finally,
there are the mini-games and the bosses. With the exception of the
last one, most of the bosses in the game are pushovers and don't
really take much effort to defeat. Not only that, but most of them
are pretty forgettable.
Could
put up a better fight.
Then
there are the mini-games. Oh my fucking god, the mini-games. This is
probably the weirdest part of the new additions, since the previous
Banjo-Kazooie relied more on smart environmental puzzles and
brilliant platforming. Here, the mini-games seem kinda random with
little to do with the actual overall skills of the player.
Not
to mention it gave us this bitch.
Furthermore,
the inclusion of first-person shooter sections styled after Goldeneye
seem really out of place. Granted they conrol well, but one has to
ask why they felt the need to include them at all. They feel out of
place, like if Red Dead Redemption added in platforming sections with
a colorful cartoon backdrop.
Despite
the past couple of paragraphs, I enjoyed Banjo-Tooie. The
exploration, platforming, and charm all offer something you just
don't get in games these days. My only question is why they felt the
need to add in so many unnecessary additions to the point where it
doesn't even feel like a Banjo-kazooie game.
On
the left: Banjo-Tooie. On the right: Banjo-kazooie
No comments:
Post a Comment