Colossal, immense, and gigantic; beautiful, gorgeous, and grandiose -- these are the words one thinks of when describing Rare's follow-up adventure to Banjo-Kazooie. Keeping consistent with the attitude found in this title, Rare has wittily named it Banjo-Tooie. Banjo-Tooie, simply put, is incredibly unimaginable. The worlds are ludicrous in size, the gameplay is polished and deep, and the soundtrack proves to be an immaculate compliment. When it comes to defining platform-based entertainment, Banjo-Tooie is filled with chapter after chapter of standards. Explore eight giant worlds, solve puzzles and help game characters to unearth jiggys, play as Mumbo, a T-Rex, Submarine, Money-Van, Washing Machine, and more, and learn more than 40 new moves on the way.
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This game takes the first game and just adds a LOT to the story, world, characters and general gameplay. This is what I have in mind when I think of sequels. On top of this, its world is connected making it one of the best world building in games I've ever experienced. I absolutely adore what this game is, and the fact that it managed to do all of this all the way back in Nintendo 64 days when modern games can only wish to be as well crafted as this one is.
If there's anything this game does so much better than its sequel it's the amosphere, the settings for the worlds are all so unique and filled with characters that give them life and insight on their culture, An Aztec city? A run down theme park? A factory? Extraordinary. The soundtrack greatly benefits from this change of direction and honestly I prefer it over Kazooie's.
Then there's the rest of the game which is worse than Kazooie in every feasable way. The level design: It's fine, they're big but the criticism they recieve is a bit overblown. It has a couple of low points (Like in Terrydactyland where everything looks the fucking same.) but it's not confusing nor does it make you feel like you're going in circles, at worst you're just taking a long time to get to point A to point B, it's by no means my biggest gripe with the gameplay, that would be the jiggy placement and the new moves, holy shit.
Let's start with the moves, they're awful, there's no reason to use any of the non-grenade eggs outside of segmented sections, you have moves like the drill whose properties could've been given to the ground-pound. The worst offenders are Banjo's individual moves, he has like 6 moves and they're all so segmented, that's the key word: segmented. None of them make the characters any more fun to play when their use is so specific and you can't get any mileage out of them outside of their segments.
Jiggy placement obviously suffers because of the moves, most of them are fetch quests which aren't particularly challenging more-so tedious exercises that sometimes you need multiple world's worth of moves to complete. Jiggies are also locked behind multiple samey unremarkable minigames, but there are some Jiggies are pretty good like the ones that let you sequence break or the FPS sections.
Because of these complaints, it's actually pretty ironic that Grunty Industries is my favorite world in the game. The exploration is really rewarding as you unlock sections of the level, jiggies that are mostly pretty alright and a pretty cool boss fight.
I could mention so many other things like how playable Mumbo is a non-lasting novelty, some of the bosses slap and the transformations of varying quality but I have made myself pretty clear on my stance of the game. I think the negatives outweight the positives but I don't have the heart to give this game any lower than a 5, there was a lot of ambition and passion behind it and I loved it as a kid, but in the end, it's a cautionary tale of quantity over quality.