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Friday, July 19, 2013

LifesAHammer VS: Banjo-Kazooie




Welcome to a new series called Lifesahammer VS where we will compare games in a series to each other and try to determine its "definitive" entry. Our first VS will be on Rare's classic and memorable Banjo-Kazooie series excluding the GBA entries. We will evaluate the games in chronological order based on their gameplay, music, story/characters, level design and humor. Without further a due let us begin! 





Banjo-Kazooie
Platforms: Nintendo 64/ Xbox 360
First Released: June 29, 1998


Gameplay: 
Extremely good 3D platforming which was made even better when Banjo learned new moves and abilities. Easy controls allowed for any audience to pick up the game and loads of collectibles made the game addictive to the point where the player must 100% the game. As the game progressed so did the difficulty which climaxed at the epic final battle.

Music:
One of the best soundtracks in video games hands down! Each level had its own unique feel which made them so memorable. Each theme would seamlessly change in tone, pace, pitch and intensity depending on where Banjo was in the level or when certain tasks were completed. Each track was its own masterpiece and fit perfectly. 

Story/Characters:
An above average story that is cliche to the games genre. Tons of memorable characters with distinct personalities drive the games charm and wit to points where you question its ERSB rating (but not in a bad way). 

Level Design:
Each of the 9 levels has an iconic set piece and gimmick that makes them feel completely different from one another. Level Designs are simple and Grunty's lair does a fantastic job of connecting these different worlds as well as putting the enormity of the hub world to scale.

Humor:
Banjo-Kazooie's humor is arguably what made this game age so well. Grunty's rhyming, Kazooie's jabs at other characters and the game's suggestive themes are constantly present and are the glue of Rare's Banjo formula.

Banjo-Tooie
Platforms: Nintendo 64/ Xbox 360
First Released: November 20, 2000


Gameplay:
Polished Banjo-Kazooie's already excellent platforming by adding new moves as well as improving others. Players could play as Mumbo Jumbo  and could  transform Banjo in each level. There are much more collectibles but overall the game lacked the difficulty that the first game had.

Music:
While Banjo-Tooie had a handful of great tracks it cannot compare to its predecessor. Many of the tracks in the levels didn't match the upbeat nature of the series as well as the catch that a great Banjo song should have.

Story/Characters:
The game is more concentrated on story. The story is much better than Banjo-Kazooie and most platformers but the plot is diminished by Tooie's dependence on the first game. New characters are not necessary to the overall game and are not as memorable as Banjo-Kazooie's cast.

Level Design:
One less level than Banjo-Kazooie and overall not as good or memorable. Some levels are exceptional but are hindered by their scale and seem too big at times. World connectivity makes navigating for collectibles very tedious and seems unnecessary.

Humor:
Newcomers to the Banjo series have to play the first game to really comprehend the jokes. No Grunty rhymes but Kazooie/Jamjars and Mumbo/Humba bickering was very funny.

Banjo-Kazooie: Nuts & Bolts
Platform: Xbox 360
Released: November 11, 2008


Gameplay:
Completely different from the previous games because now platforming revolved around driving, creating and customizing vehicles with the parts you collect. Kazooie lost all of her moves and the two resort to using a magical wrench to attack enemies while outside a vehicle. Also as a quick note the frame rate slows down a lot and at random times. 

Music:
Lots of recycled clips from Banjo-Kazooie and Banjo-Tooie were incorporated into brand new songs. Orchestrated tracks sound very good but some tracks sounded very plain. 

Story/Characters:
Great opening sequence and thats about it... The old characters recall the previous game's events which is cool. New characters once again are not very good and having characters like Mumbo, Humba and Bottles change their roles is very upsetting.

Level Design:
All six levels (seven with DLC) are massive and require vehicles to travel quickly which almost makes traditional platforming unnecessary. Banjoland is one of the best levels in the series because of all of its cameos from the previous games and the nostalgia players feel while playing in the level.  Showdown town is a very good hub world.

Humor:
Because Nuts & Bolts is so different, its humor feels fresh with much needed new material and familiar with jokes from the other games to appease the fans. Grunty's rhymes are back and hearing L.O.G. condescend everyone and car puns are hilarious.

The Verdict

Best Gameplay: Banjo-Tooie

Best Music: Banjo-Kazooie

Best Story: Banjo-Tooie

Best Characters: Banjo-Kazooie

Best Level Design: Banjo-Kazooie

Best Humor: Banjo-Kazooie Nuts & Bolts




The "Definitive" Banjo Game is...






BANJO-KAZOOIE




Opinions of:

Matteo C.

Gino C.


2 comments:

  1. Great idea of a series :p

    I've personnally never touched any Banjo-Kazooie game, but it sure does look fun.

    If I may ask, on which franchises do you plan to focus ?

    ReplyDelete
    Replies
    1. We are planning on doing a Donkey Kong Country one soon, but aside from that we have nothing planned

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