BANJO-TOOIE



[Banjo-Tooie Gallery]
          GAME STATISTICS
A.K.A.: Banjo to Kazooie no Daibouken 2 (Japan)
Release Date:  November 19, 2000
 November 27, 2000
 April 12, 2001
Publisher: Nintendo
Developer: Rare Ltd.
Genre: Platform
# of Players: 1-4
ESRB Rating: E
Our Score: Ape - 9.0 out of 10
Patrick - 8.0 out of 10
Overall - 8.5 out of 10
Our Reviews: Patrick - Review below.
To submit one, click here!
Systems: Nintendo 64
Xbox 360 - Live Arcade


8.0 out of 10
         
     If there's one thing Rare can do right, it's a second installment. Now, they only did three explicit sequels, Donkey Kong Country 2, Killer Instinct 2, and the topic of today's review, Banjo-Tooie, but they were awesome! They even made sure that Banjo-Tooie would, at the very least, be interesting for all those sequel hooks they left in the first game....or so we thought; but that's a story for another day. So without further delay, let's dig into Banjo-Tooie.

     It has been two years since the events of the first Banjo-Kazooie game. You have defeated the evil witch Gruntilda and her body lies buried near our heroes, the titular Banjo and Kazooie, house. But things will not be peaceful for Gruntilda's sisters have found her body and dug it up. Of course, since Gruntilda's a witch she uses WITCHCRAFT to still be sentient and blow up Banjo's house, killing their mentor from the first game -- Bottles, the mole. So the heroes go out for justice and find that Gruntilda is going to use technology to steal the life-force of the world so she can be like she was before the first game.

     What this game does is take the first game and up it ten-fold. Instead of one magical shaman helping you throughout the game, there's two! Instead of getting the required number of Jiggies (the puzzle pieces to access new worlds), to get to the next world and walk right in, you have to solve a puzzle in a time limit with the required number of Jiggies. You can now split up the heroes so they can explore new areas they can't together, and there's even FPS sections where your gun is Kazoozie. However, it does get a bit overwhelming with the size of the worlds. They're big, expansive, and some of them even interconnect with others. It gets to be very overwhelming, but it's not too bad.

     What is bad though is this game popularized the infamous "Dynamic Difficulty". Dynamic Difficulty is when the game either decreases or increases the difficulty depending on how well the player is doing. What this means nowadays is that game pretty much punishes you for being awesome and rewards you for sucking which sucks the fun out of games. What does that have to do with Banjo-Tooie? Canary Mary. If you played this game those two words will already have your heart seized with fear. She has broken more controllers than anything that I know. And she pretty much popularized this....go Rare.....you wankers.

     This game is a very worthy sequel to Banjo-Kazooie. The gameplay is very fun and varied with many different things to do. The story is a bit darker, but it's a good darker and it’s edgier. The characters are still lovable and the dialogue is witty. Of course, there was Dynamic Difficulty but other than that there isn't too many other major flaws, and it's a great send-off to the 64 era. - Patrick