Carjacking, fleeing from the cops, and an open world in which you rub elbows with corrupt weasels and lowlife thugs doesn’t sound like something you’d expect from a Banjo Kazooie game, but Rare may be giving impressionable boys and girls their first taste of Grand Theft Auto-style gameplay. We’d seen Banjo Kazooie: Nuts & Bolts at previous Microsoft get-togethers, but going eyes on with Rare’s latest at Tokyo Game Show made us realise just how far they’d taken the former platformer.
Busy day Tuesday. Ash and Mike headed out to meet with the developers behind Ninja Blade and Banjo Kazooie: Nuts & Bolts while Luke and I headed out to meet with the developers behind LocoRoco 2 and Patapon 2.
We reported last week that you can grab Banjo Kazooie on XBLA in November for 1,200 points. Or you can snag it free by pre-ordering Banjo Kazooie: Nuts & Bolts. Rare helpfully, and applicably, put out info on which retailers are specifically offering free download codes with pre-orders. They are:
[AU: No local details yet available. -SB]
As far as platformers go, Banjo Kazooie Nuts & Bolts is certainly…different. Remains to be seen how effective the vehicle elements are, but hey, it’s different. If it doesn’t work, it can go on the pile of stuff Rare’s done that hasn’t worked, and they’ll move on. And if it does work? Rare’s Ellissa Miller: [Nuts & Bolts]is like an introduction to what we could do. If we went on and did some more then we could push it. If it was accepted and people enjoyed it then we could definitely push it in a much bigger direction. This is like an opening to a new type of gaming I guess.
Sounds good to me. Hell, even if Nuts & Bolt doesn’t work, no harm in pushing the originality envelope a little further.
Banjo-Kazooie: Nuts & Bolts goes on pre-order sale today for $US 40 and if you place your order for the Xbox 360 game before it hits on Nov. 14 you’ll get a free download code for the original Banjo-Kazooie hitting Xbox Live Arcade later this fall.
Better still, that code gives you access to the Live Arcade game two weeks before it hits the Arcade for everyone else. The XBLA title will include something called Stop N’ Swop, which rewards players’ accomplishments in the new game with extra content and features in the Live arcade game.
Microsoft also sent over some pics from Nuts & Bolts’ game world, named Jiggoseum.
Hang tough, Rare fans. If Viva Piñata: Trouble in Paradise and Banjo Kazooie: Nuts & Bolts aren’t quite scratching your Rare itch, the developer has more in store. Nick Burton, a senior software engineer at Rare, tells Videogamer that the developer’s officially announced titles are being tackled by “about half” of the current staff, hinting that much more is on the way. Dreams of Killer Instinct 3 may be dancing in our heads, but we’ll try not to get too excited.
When will we find out? According to Burton, “soon enough”. If that means Leipzig Games Convention, we’ll be surprised, and expect that we’ll hear real details after the release of Rare’s already in development Xbox 360 titles.
Rare: Half the studio working on secret projects [Videogamer]
Whilst sitting in on an official demo of Banjo Kazooie: Nuts & Bolts at E3, one narrated and directed by Microsoft Games Studios’ Ken Lobb and Rare’s Mark Bettridge, I found it impossible not to be impressed by the platformer. The sheer number of parts, contraptions, and options, combined with what appeared to be a straightforward interface — a challenge when building something in 3D — made it clear that there’s lots to do in the third proper Banjo Kazooie game.
The thing that appealed to me most was the game’s Leaderboards implementation. It essentially lets players download replays of the game’s challenges, letting other players improve upon, for example, the ideal way of moving a giant ice cube man up a slippery slope. That feature reminded me of my obsessive Diddy Kong Racing days, in which I was racing against ghost data and fighting the Nintendo 64 analogue controller to shave seconds off my time.
That kind of community driven perfection, letting others watch your best time at scoring goals on an oversized soccer pitch, with the most creative vehicle implementation possible, may be Banjo Kazooie: Nuts & Bolt‘s most appealing feature.
Last night, in a preview video for Rare’s Banjo Kazooie: Nuts & Bolts, clip commentator Ken Lobb dropped some knowledge on controller twisting in the Xbox 360 platformer. That lead to some speculation that the Microsoft Games Studio creative director had just confirmed motion control, in a roundabout way. Not so, says Microsoft, who tells us there is no truth to the speculation. See?
“There is no truth to this speculation”, reads an official statement that comments on rumour and speculation. “Ken’s comment is in reference to rotating the left analogue stick while hitting the X-button to move different things in the game.”
Aw, you’re no fun, official statement. Why’d you have to come in to our post and spoil the speculative fun? Regardless of this denial, we’re still sticking to our multiple E3 predictions based on an X-waggle reveal. Bring on the accelerometer! [Edit: I mean X-elerometer!]
Did Ken Lobb, creative director at Microsoft Game Studios, just confirm motion control will be a factor in the newest Banjo Kazooie game? We’re saying it’s a “definite maybe”. Others are saying yes, based on Lobb’s comments in a Banjo Kazooie: Nuts & Bolts walk-through with developer commentary. What comments?
newVideoPlayer("banjo3.flv", 475, 376,""); Furries? So hot right now. Also hot: videos! We’ve seen Banjo Kazooie: Nuts & Bolts excel in stills, but in video, it’s quite moving. In this new gameplay clip, Banjo and Kazooie collect coconuts, traverse bright green terrain, craft custom contraptions and pilot various vehicles to the constant din of sproing-y and boing-y sound effects. The eyes? Googly. The characters? Fuzzy. The game? So clearly Rare.