I miss that old bear and bird. With Microsoft reviving their first party efforts, do you think we'll see a revival next generation?
don't even bother then. Banjo has been 3D from the start, so I don't see the point in going 2DIf we do, I doubt it'll be by RARE and I could see them making it a 2D platformer instead of a 3D Collectathon.
Modern versions of those game with additional QoL changes (like being able to play Tooie at a reasonable frame rate) already exist.
I mean there's still a lot more that could be done to make tooie a better game
The reason is....who would even make it?Kazooie+Tooie HD on Switch would be like printing money, not even factoring in Xbox sales. A win/win for both companies, there's no reason not to do it.
Tooie is its beautiful, flawed self. It doesn't need to be gussied up; let games exist as a product of their time.
It already has dinosaurs, what more do you want!I mean there's still a lot more that could be done to make tooie a better game
Banjo-Kazooie doesn't need much changes in the design department.I can't even fathom what a BK remake would be.
It's not like 3D collectithons flourished and evolved over the years and now Banjo Kazooie feels dated in comparison. The only good games in the genre since 2000 have been remasters of other games from the '90s and Mario Odyssey which doesn't really do anything drastic to move the genre forward. What would you even change about Banjo Kazooie?
Yeah that's kind of what I was alluding to. I'd be interested in a nice remaster (hopefully one that is a little more respectful to the original aesthetics than the N. Sane Trilogy, although that's a decent example) but definitely don't want anyone trying to remake it.Banjo-Kazooie doesn't need much changes in the design department.
The beauty of it is that it simultaneously maintains a large scope without inundating the player with too much to do. By cordoning off the levels such that can be completed in one go without backtracking, and placing those individual levels in a connective overworld, you've got a nice balance between linearity and openness that makes it feel like a grand adventure. Odyssey does pretty much the same thing, albeit it replaces strictly one-shot levels with the Odyssey upgrade system, allowing you to at least go on and beat the game with the minimum amount of collectibles, but without having ever having to jump out of a level to another in order to complete it.
It is a genre that doesn't need to be moved forward because I think it is inherently timeless, and I would argue attempts to do so are what sunk later installments and attempts. Throwing the player in these huge, sprawling, confusing levels that all need unique power-ups or unlock keys from completely different levels and forcing high amounts of backtracking and guesswork just for the sake of increasing the scale make for a flaccid experience. I want to jump in to a little sandbox, have my fill of platforming goodness without these kinds of leashes, and then jump to the next world.
ALL you have to do, really, is just take the same Banjo-Kazooie and update the graphics and camera system. That's it.
I think you could rebuild the game from the ground up using current control and physics standards. I would like to see a Banjo-Kazooie that's as kinetic and momentum-maintaining as Mario is.Yeah that's kind of what I was alluding to. I'd be interested in a nice remaster (hopefully one that is a little more respectful to the original aesthetics than the N. Sane Trilogy, although that's a decent example) but definitely don't want anyone trying to remake it.
I want to jump in to a little sandbox, have my fill of platforming goodness without these kinds of leashes, and then jump to the next world.
Banjo-Kazooie doesn't need much changes in the design department.
The beauty of it is that it simultaneously maintains a large scope without inundating the player with too much to do. By cordoning off the levels such that can be completed in one go without backtracking, and placing those individual levels in a connective overworld, you've got a nice balance between linearity and openness that makes it feel like a grand adventure. Odyssey does pretty much the same thing, albeit it replaces strictly one-shot levels with the Odyssey upgrade system, allowing you to at least go on and beat the game with the minimum amount of collectibles, but without having ever having to jump out of a level to another in order to complete it.
It is a genre that doesn't need to be moved forward because I think it is inherently timeless, and I would argue attempts to do so are what sunk later installments and attempts. Throwing the player in these huge, sprawling, confusing levels that all need unique power-ups or unlock keys from completely different levels and forcing high amounts of backtracking and guesswork just for the sake of increasing the scale make for a flaccid experience. I want to jump in to a little sandbox, have my fill of platforming goodness without these kinds of leashes, and then jump to the next world.
ALL you have to do, really, is just take the same Banjo-Kazooie and update the graphics and camera system. That's it.
I know what you mean, although I appreciate both styles. I consider Odyssey's moon placement its own sort of variable difficulty. There's enough that are easily obtainable enough to get you going, but for more intrepid players you are free to go after those harder ones. The fact that moons were so scattered around also made exploring rewardable in a BotW way, because there was a high likelihood you'd be rewarded for the trouble of getting to this odd place.Well said. Tooie ruined some of that by forcing constant backtracking and interconnecting the levels way too much. I used to hate how I could only get 50% or less of the jiggies in a given world my first time visiting.
If they do make another one of these, I hope they don't take too many lessons from Odyssey. I found that the way that Odyssey throws moons at you really defeated any sense of satisfaction that I was used to from getting stars or shines previously. I want a main collectible to be the prize after a 15-20 minute adventure/puzzle/platforming segment - not just thrown at me one after another as I slowly work my way through a level.
This sooooo bad! I say don't what isn't broken. Of course make framerate better. Make it about same size as Banjo-Kazooie with about 10 levels. Bring Grant Kirkhope back with sampled midi sounds.Personally I want something like a Mega Man 9 as a Banjo-Kazooie 3 - same old blocky models, but of course sharp HD like the remasters and the opportunity to "improve" on the game design of Tooie. Much more interesting than a remake - the HD remasters are beautiful, really. The graphics are timeless. Banjo is the quintessential, iconic N64 game and they may as well ape-in to that.
That of course feels like way too much of a dream to ever believe it would be real though.
Modern versions of those game with additional QoL changes (like being able to play Tooie at a reasonable frame rate) already exist.
I miss that old bear and bird. With Microsoft reviving their first party efforts, do you think we'll see a revival next generation?
Now, the only team I would love to see make a 2D Banjo would be you guys!!