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There's a reason why Rare are so revered - and why Microsoft paid
three hundred and fifty million dollars to bring them in-house -
and it's simply because, from those early days of Jetpac, Atic Atac
and Sabre Wulf (if you remember those then you're really
old, like me!) on the ZX Spectrum through to their golden era on
the N64, they've always made terrific games. Arguably the game that
they are most famous for is Goldeneye, which is still regarded by
many as the best first person shooter of all-time - but there were
plenty of other games on the N64 for which they were loved, including
an assortment of Donkey Kong releases, Conker's Bad Fur Day and,
of course, Banjo-Kazooie. I confess that I never got around to checking
out the previous games in the series, so my vision isn't tinted
with a rosy colour - but even without any nostalgia, Banjo-Kazooie:
Nuts & Bolts is still great fun.
With
that said, I predict that this is a real Marmite type of game -
you're either going to love it or hate it, and I'm sure there will
be some gamers who are turned off by the short burst nature of the
missions (none of which last more than a few minutes and some of
which are over in a few seconds). Not only this, but Rare has made
the bold move of straying away from the platforming formula that
fans of the original games loved; instead, in Nuts & Bolts you spend
almost the entire adventure driving around in some contraption or
another. This is bound to be a sore point for some hardcore Banjo-Kazooie
lovers, but I for one applaud Rare's continuing efforts to do something
different, as witnessed in many of their recent releases, such as
Grabbed
by the Ghoulies, Viva
Pinata and Kameo:
Elements of Power. Furthermore, while certainly not perfect,
the vehicular-based challenges, platforming and combat make for
some entertaining, if at times frustrating, gameplay.
The
story of Banjo-Kazooie again breaks away from the norm; our heroes
are found at their home in Spiral Mountain, relaxing and playing
a videogame. They've put on quite a bit of weight due to being out
of action for so long and when the evil witch Gruntilda turns up,
as a bouncing skull after losing her head in Banjo-Tooie, they're
ill prepared for another conflict. The extended opening sequence
introduces L.O.G., the creator of all videogames, a floating phantom
with a TV screen for a head and a display of Pong for its eyes and
nose, who restores our heroes, and their nemesis, to a state of
relative fitness and whisks them away to Showdown Town, the main
hub world of the game, challenging Banjo and Kazooie to collect
all of the Jiggies in the various game worlds he has created and
Gruntilda to stop them. The story is throwaway fun - little more
than an excuse for the adventure that follows - and the game is
very self-aware, poking fun at itself and videogames in general,
as our heroes are perfectly aware that they are starring in another
videogame. It's unusual in this respect but hardly a reason to keep
your interest; instead, it's down to the gameplay to entice you
back for more, and the new vehicle system at the centre of the game
does a very good job in this regard.
The
main premise of Nuts & Bolts is the ability to head to Mumbo's Motors
and create your own vehicles, using a wide range of building blocks.
You begin with basic blocks such as cubes, wedges, panels and pipes,
along with the obligatory driver's seat and the wheels you need
for any land-based vehicle. As you progress through the adventure
though, many more parts become available, either awarded to you
by Mumbo, purchased in a nearby store in the town square, or packed
in the dozens of crates that are scattered around Showdown Town,
just waiting for you to retrieve them. Half of the battle with these
crates, as well as the musical notes that are used as the game's
currency, is figuring out how to reach them; many are placed high
up on the rooftops of the town's buildings and the only vehicle
you can use in Showdown Town is your trolley, which to begin with
is very limited. The key is to collect those that you can get your
paws on and then wait until you gain upgrades to your trolley, such
as high grip wheels for climbing steep slopes, springs for leaping
onto low roofs, and floaters for speeding across the expanses of
water, in order to access new areas of the town. You also need to
look out for poles, ladders and drainpipes that you can climb, which
lead to the few on-foot platform segments, leaping across rooftops
and balancing along wires, as you seek out every last note and crate.
Right
from the start, the first thing that really strikes you is the quality
of the visuals; cartoon style in nature, they are of superb quality
throughout, with some amazingly detailed textures and perfectly
smooth modelling and animation for Banjo and the cast of colourful
characters that populate Showdown Town and the other hub worlds
that you visit. Not only does every area look gorgeous but the design
of each location is striking, making for some original and unusual
areas. Showdown Town itself features a bustling centre populated
by various animals with a huge tower (climb to the very top of this
for an achievement), as well as some docks, a seafront complete
with a little retro arcade game, a lake, a castle, and more. Nutty
Acres is the next hub world you encounter, made up of patchwork
textures that are sewn together, animals that look like they are
built from blocks and trees that you can knock over as though simply
placed in a model. The sky in this level is gorgeous and you can
fly very high up to discover the mechanisms at the top, which reveal
that the whole area, consisting of rolling hills and a volcano,
surrounded by beaches and water, is an enclosed dome. The scaling
when you fly up and dive down is wonderfully fluid. The Logbox 720
world is much more claustrophobic, a busy and colourful realm of
microchips and technology, with fans and even a coolant system scattered
around its multiple levels, while Banjoland is a museum that fans
of the series will love, with a range of exhibits taken straight
out of previous Banjo games. The Jiggoseum is arguably the most
impressive level, a gigantic coliseum surrounded by spectator stands,
while the Terrarium of Terror is a space-based biosphere that's
reminiscent of the Lost in Space movie.
Each
of these worlds plays host to a number of characters, old and new,
who take on different roles and who dish out the missions for the
five or six acts on offer. You access each act via doors in different
districts of Showdown Town that are gradually unlocked as you accumulate
jiggies, then you use your handy HUD map to home in on the characters
to receive the missions that you need to complete. This is where
the vehicles come into play, and the variety of tasks is vast. Sometimes
there are straight up races, on land, across the sea or in the air
(or even a combination), sometimes you need to retrieve items and
bring them back within a time limit. Other tasks include picking
up and dropping off characters, destroying targets, pulling off
a series of stunts, fending off an onslaught of Grunty's annoying
little robots, rolling giant balls into goals and many more. While
there is inevitably some repetition, no two tasks are exactly the
same and the levels get increasingly trickier to navigate as you
progress, with the time limits becoming tighter.
For
certain events you are forced to use a specific vehicle but most
of the time you can use one of your choice, which is where the real
strategy of the game comes into play - building the ideal vehicle
for the current mission. If you're retrieving objects then you need
to build a tray into your vehicle, while taxiing people around requires
the installation of passenger seats and you need to use propellers
or, later on, jet engines to power planes, helicopters and boats.
There's also a range of weapons available but with no lock on feature
or crosshairs, it's important to pick the best ones for the task
at hand.
It's
very easy to lose hours in the garage, tinkering with your latest
contraption until it performs as well as it can then pimping it
up by painting the individual parts. Every vehicle needs a power
source, with bigger engines and multiple engines increasing your
maximum speed, along with fuel and ammo for weapons; fitting all
this onto a compact vehicle can be challenging and you'll find yourself
often using engines, fuel and ammo to form the body, perhaps with
some spoilers at the back for better handling and high grip wheels
for climbing steep slopes. Some games require you to push items
around, so building a powerful, heavy, pushing vehicle is a must.
When it comes to retrieving objects, if you don't want to have to
hop out of your vehicle to load them into a tray using Kazooie's
magic staff, which you can use to lift and move almost any object
in the game, then you can equip a sticky ball that shoots out and
latches onto any item it touches.
I
wasn't too far into the game before I went back to the drawing board
to create the best all-purpose vehicle possible with the current
parts that I had. Using every engine and fuel cell available, with
a tray in the centre for carrying objects, I threw on some wheels,
some bumpers at the front (great for knocking obstacles out of the
way), and some floaters at the sides, which allow you to drive across
water and can be deflated if you want to go beneath the surface,
along with a chair that has an oxygen supply for aquatic exploration.
The icing on the cake came in the form of retractable propellers,
allowing me to become airborne at the touch of button. With my new
template ready, I saved the blueprint and then created a number
of variants that used different weapons, such as the egg guns (rapid
fire cannons), egg grenades (slower but with explosive projectiles),
homing missiles, and turrets, which you sit in while stationery
to fend off incoming targets. There are plenty of gadgets to experiment
with too, such as the boot in a box for kicking things away, the
chameleon for generating a temporary cloak and the smokescreen,
among many, many others. I don't want to spoil all the surprises
but the possibilities are endless and you can create anything from
a super-charged motorbike to a heavily armoured tank of over two
hundred pieces. I also created a number of custom vehicles, including
a very wide pusher for clearing away the igloo in Banjoland, and
a vehicle with two massive trays, surrounded by bars with a gap
at the front, and propellers and balloons to get it airborne, which
came in extremely handy for missions where you need to retrieve
and return a number of large objects; one of the best aspects of
the mission designs is that they encourage you to experiment and
create a range of vehicles for a range of tasks.
Personally
I found the game very addictive and stuck at it for hours at a time;
there's a real 'just one more go' factor, enticing you onwards to
earn the next jiggy and unlock another act of another world so you
can see what parts you'll be awarded or what will come into stock
to purchase at the market, where you can buy not only vehicle parts
but blueprints, which are great to use as a foundation for a new
vehicle and feature some highly creative and varied designs. It's
certainly not perfect, though; while the handling of most vehicles
is reasonable, some of those that you are forced to use are prone
to tipping over or have very sharp steering, and your inertia when
you bounce into the air can throw you off course when you're trying
to beat a time record in a race.
The
jinjo challenges can be a bit of a chore at times too; completing
them awards tokens that you can use in Jinjo Bingo to earn notes
and new items. These include ramming a spherical jinjo a set distance,
reaching a certain speed, racing, taxiing a jinjo from one location
to another, tracking down a lost object and pushing a jinjo out
of an arena and they become a little tiresome after a while. The
helicopters are hard to control too; creating one that can rise
up vertically as well as power forwards fast is a challenge, although
the planes are a lot more forgiving. It's extremely annoying when
you're saddled with a specific vehicle that doesn't handle well
however, and some of the challenges with no choice of vehicle are
more of a battle against the controls than the task itself - there's
plenty of scope here to get irritated, yet I still found myself
coming back for another go during these frustrating periods.
The
boss battles with Grunty are often a bit simple or tedious (or both)
too, although at least there's scope to approach them however you
like with a custom vehicle, and the loading times are intrusive
to say the least; every trip between hub worlds takes a good twenty
seconds, there's a brief loading time for every mission, and of
course another one when you go to the garage to tinker with your
creations. You do get used to it and it's understandable given the
quality of the visuals, but sitting through loading screens so frequently
makes the game feel more disjointed than it otherwise would have
done.
Probably the biggest bugbear of all is a quirk to do with assigning
functions to the face buttons; anything that you can activate, such
as floaters, weapons and retractable propellers, can be assigned
to the X, A and B buttons for activation while driving. However,
once you've created a vehicle with three functions, if you decide
to modify it to add more functions, you can't save the new button
assignments that you want; so, if you switch your egg gun out for
a laser then have to reassign the controls at the start of every
single mission - either that or create a new vehicle from scratch.
This is so annoying that I recreated vehicles on more than one occasion
just to get around it as I gained access to new gadgets and weapons.
The
audio of the game could have been better, too; it was a surprising
choice not to give the range of characters voices and I think they'd
have been more appealing with decent actors behind them, rather
than taking the old-school approach of signature caws, grunts and
cries. Worse still, the text is tiny and hard to read on standard
definition screens, particularly when you're looking through the
stats to see what you still need to collect - and in certain cut
scenes there's barely enough time to read the text before it vanishes
from the screen. I didn't really get into the characters that much
and the attempts at humour rarely made me laugh; some people might
enjoy it, but Sam
& Max or Ratchet
& Clank this ain't. Banjo and Kazooie are reasonably entertaining
characters but they lack the personality of the likes of Mario
and co., or indeed the others that I've mentioned above - I never
really connected with them, they were just characters in the game
to be interacted with rather than savoured. Fortunately, the lack
of voice acting is the only weak aspect of the audio, as all the
effects are great and the soundtrack is ridiculously catchy, with
a range of variations on the main theme in Showdown Town, which
change seamlessly as you move between districts, as well as a number
of quirky and distinctive tunes for each of the other hub worlds.
The
single player is vast and will keep you going for a long time, but
there are plenty of options when it comes to local or online multiplayer
too, with a series of sports games and races on offer. The sports
games include flinging your vehicle off a ramp in order to hit a
range of scoring areas and games that involve knocking huge balls
into goals, while the race courses are reasonably imaginative, based
of course across the various hub worlds. Up to eight players can
join the fun, for solo or team games, and although the multiplayer
probably doesn't have the longevity of a traditional racer, it's
entertaining enough; by far the best part is seeing what vehicles
other people have designed, plus you can share blueprints, photos
and video replays of your greatest triumphs with other gamers. A
sense of community is encouraged and there's an endless array of
designs to see whenever you enter a game that allows custom vehicles.
Banjo-Kazooie:
Nuts & Bolts is distinctively different from the norm - and from
what we were expecting - but this is by no means a bad thing. Visually
it's stunning, with a cartoon style that's closer to Pixar quality
than I've seen in a game before, while Rare's brave move away from
traditional, platform-based gameplay is definitely a success and
the flexibility and simplicity of the vehicle creator makes it a
joy to use. The single player is huge, with hour upon hour of exploration
and missions if you want to 100% the game, while the multiplayer
has enough depth to entertain in short bursts. It won't be for everyone,
but those who are drawn in by its charm and by the very creative
aspect of designing your own vehicles with literally endless possibilities,
will find a wealth of enjoyment.
Reviewed by Geoff Holland for AceGamez (All Rights Reserved).
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