E3 2008: Destructoid’s Hands-On Impressions of Banjo-Kazooie: Nuts & Bolts
July 17th, 2008 by Daniel Duncan
Good ol’ Destructoid is up next, and they couldn’t have been any more thrilled about the title. This is one of the best written articles yet and even confirms that both Banjo and Kazooie can learn new moves at a training gym. Does this mean the Rat-a-tat-Rap could be returning? Let’s hope so…
But that’s what makes Banjo-Kazooie: Nuts & Bolts so wonderful (and so unique!). The vehicle creation is implemented so well into the overall gameplay. And, yes, the gameplay does feel like the older Banjo games. Banjo collects musical notes (used as currency in this iteration); both Banjo and Kazooie can upgrade and learn new moves (by training in a gym); Grunty is back and the story and writing is as clever as ever. Trust me, I was one of the naysayers, but once you get your hand on the game it truly feels like the third game in a cohesive series. The vehicle usage is a little odd at first, but the way it is tied in with the overall gameplay is amazing. Say you are having trouble completing a challenge that involves transferring giant orbs into a large, fenced-in area. The vehicle the game gives you to use is perfectly fine, but you start to have trouble completing everything in a timely manner. By going into the creation garage, you can build a brand new vehicle using parts you have found in the game to create something that works specifically for the challenge you are trying to complete. Using the scenario I offered as an example, you could build a vehicle with a huge hand sticking out of the front. This hand could be used to push the orbs into the goal. On the other hand — and the Microsoft rep told me about this exact situation — another player may build a vehicle with a giant basket and claw that has the ability to store multiple orbs all at once! It is this endless, creative customization that truly blew me away!
Want the rest? You better. Here it is
- Posted in Banjo Kazooie
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