It's like if Banjo-Tooie's level structure was actually good and sane. Does the thing that game does where a level is like one big puzzle with multiple smaller ones to solve within it, but its not designed maliciously. Appreciate the way it really doesn't play like what has been standardized as the "good 3d platformer moveset", but still feels really good to nail. Has fall damage because its not cowardly. In general it feels like what Rare was going for with its harder platformer moments like Rusty Bucket Bay or all of Conker's Bad Fur Day but just not nearly as mean, but mean enough to be satisfying to beat. I think a lot of 3D platformer people have turned on Rare's n64 platformers for several reasons, but games like this show that there's still plenty of right lessons to take from those games besides "have a joke about balls" or "have more collectibles than God"

Reviewed on Apr 09, 2024


6 Comments


21 days ago

Let’s not forget the best aspect of this game; you play as a goat

21 days ago

"I think a lot of 3D platformer people have turned on Rare's n64 platformers for several reasons"

This is an astute observation, but I was always a Hater

20 days ago

@Weatherby I respect the haters, do not get me wrong.
But tooies structure is awesome
@BansheeNeet I'm curious what you mean by standardized/"good 3D platformer moveset".

20 days ago

@ThruLidlessEye I think there's a mentality that there's a correct way to control a 3D platformer character, usually influenced by Mario Odyssey/64, where the player always has a large amount of options in any situation. There's a tendency to look at games that don't have all the options of those games, such as a long jump, as though they are missing those things. Really I'm just saying that I'm all for when games decide there's no one way to have a character control, so the weird stuff this game does with wall jumps/wall climbs is really exciting to me.