Monday, July 31, 2023

Banjo-Tooie Review

 (Originally published to Glitchwave on 7/31/2023)














[Image from glitchwave.com]


Banjo-Tooie

Developer: Rare

Publisher: Nintendo

Genre(s): 3D Platformer

Platforms: N64

Release Date: November 19, 2000


Banjo-Tooie is a perfect sequel to the innovative, influential 3D platformer Banjo-Kazooie…in theory. On paper, Banjo-Tooie completes more than the necessary criteria for an exemplary sequel. The factors I’ve always attributed to when it comes to crafting a substantial followup to a celebrated title is expanding upon its world and characters along with using the element of hindsight to oil the hinges that perhaps started squeaking once the game was released, much to the embarrassment of the developers. If you’ll notice the cheeky instance of play-on-words in the title, Banjo-Tooie is a game that revels in its inherent role as a sequel. The game was always in a comfortable position, after all, succeeding its predecessor after only two years and on the same, familiar hardware. Banjo-Kazooie constructed the concrete architecture of the Banjo mansion, and all Banjo-Tooie was tasked with was sprucing up the glorious estate with some voguish furniture or state-of-the-art HDTV complete with surround sound speakers. The question still remains: does Rare’s magnum opus really need these additional luxuries? Banjo-Kazooie made such a monumental splash for the prevailing 3D platformer trend that it stole the proverbial torch away from Mario to guide every subsequent release in the genre with its light. Any game that usurps the throne from Nintendo’s golden boy ain't no slouch, so one can infer the extent of Banjo-Kazooie’s quality merely through this fact alone. Because of Banjo-Kazooie’s high mark of 3D platforming excellence, Banjo-Tooie is another example of a sequel needing to prove the rationale of its existence. In some aspects, Banjo-Tooie knew which of Banjo-Kazooie’s loose bolts to tighten up, but there are some screws that it never should’ve tinkered with.

Even though Banjo-Tooie is screaming its sequel status from the stormy peak of Gruntilda’s Lair, it’ll be damned to be content with being eclipsed in the shadow of Banjo-Kazooie’s glory. Since Gruntilda fell from her tower upon her defeat and was entombed under the crushing weight of a massive boulder, the moral characters from the first game can now relax and play a rousing game of poker at Banjo’s house. During their relatively carefree evening of playing cards, Gruntilda’s two equally unsightly sisters of contrasting body proportions align with her old scientific servant Klungo to tunnel to Gruntilda’s resting place with a military-grade drill. Somehow, Gruntilda defies the laws of biology and still remains alive and well despite her stationary status beneath the earth for who knows how long. The glaring effect being buried has had on Gruntilda is the total removal of her sickly-green skin, reducing her to a skeleton with the same witch garb and squawking voice (personally, I think the new look is an improvement). Before Gruntilda begins her major quest to procure a new epidermis, she can’t help but act on a petty impulse to blast Banjo’s house with a comically-enhanced laser cannon. Bottles the mole is the sole victim of Gruntilda’s vengeance, leaving his wispy soul to roam around Banjo’s front yard until the end of times. That’s right: the game begins with Bottles fucking dying. As the unceremonious onslaught signals a new adventure, the events of the previous night leave the old stomping grounds of Spiral Mountain in ruin, with the overhead entrance of Gruntilda’s lair blocked off by the wreckage. The first cutscene and its aftermath convey a message that the comfort of nostalgia that comes with a sequel has been blown to smithereens, even if the game is still strictly confined to familiarity as a direct sequel developed on the same console.

That cynical attitude seems to persist throughout Banjo-Tooie. Banjo-Tooie behaves the same way as a displeased, ill-natured child does being dragged along on a chore by a parent, committing minor acts of obnoxious debauchery to both alleviate their boredom and spite their parental figure. Banjo-Tooie does its damndest to dump on its predecessor at every waking moment possible. Namely, corrupting Banjo-Kazooie’s guileless presentation and tone as fervently as it can while admittedly being tethered down by the same aesthetic. More cases of murder pop up after Bottles is dispatched among the various NPCs, and the fact that Tooty is missing once again (with a credible search ad on a milk carton to boot) but no one seems to care disturbs me a smidge. Really, the trick that Banjo-Tooie pulls out of its hat in an attempt to ruin its predecessor’s legacy is constantly breaking the fourth wall. Seemingly every line of dialogue references Banjo-Kazooie in some capacity, noting some familiar characters, events, and other nostalgic nuggets to further hammer in its sequel status. The emotional impact of Bottles being fried to a crisp is tainted by Kazooie’s offhand comment that “he wasn’t the most popular character in the last game.” In fact, the snarky bird spits so much verbal venom at the NPCs in Banjo-Tooie that I’m almost offended on their behalf. On top of referencing the previous title, the game features posters with characters from Jet Force Gemini and a jiggie quest involving unfreezing a Rare relic named Sabreman. The second title is too soon to start being meta, guys! The game gives off the impression that a sequel to Banjo-Kazooie was greenlit, but Rare shared the same weary sentiment about sequels that I tend to express. I’m not sure if this flippant direction is an attempt to sabotage the player’s immersion or if Rare genuinely thought it made the game more discernible from Banjo-Kazooie. Still, it indicates that something was stirring at the Rare offices during this game’s development.

However, just because Banjo-Tooie makes a fuss out of having to exist, it doesn’t mean that the game didn’t ultimately make an effort. As I stated before, the quality of life enhancements that usually come with a sequel is certainly apparent. For example, I wasn’t entirely satisfied with Banjo’s combat moves. Here, Banjo’s roll maneuver to mow down enemies is far less stilted, as he can now shift the direction slightly. When in an idle position, Banjo has thankfully stopped trying to attack with his pitiful arm slaps and the game leaves the short-range offense entirely to Kazooie. One glaring issue found in Banjo-Kazooie that encompassed most players' gripes and grievances was the traversal of the hub world. Having to make the trek all the way up Gruntilda’s Lair in the later portions of the game from its entrance at the bottom was a tedious excursion unfitting for the accessible feeling of a hub world, and the teleportation cauldrons were too sparsely placed to amend this issue. Banjo-Tooie’s hub and its levels are divided into distinct districts that all come with a teleportation mechanism. Simply place Banjo into the dome fit for a mole and a menu will appear to select where to arrive at, provided Banjo has already visited that area already. The levels also feature something similar in the vein of a warp pad which transports Banjo across the map, but I’ll touch on that in further detail later on. The developers have corrected every last one of Banjo-Kazooie's minor sniggles and while the amount of these is marginal, at least the developers paid attention and acted accordingly for the little effort required.

Isle O’ Hags is the name of the new nucleus between all of Banjo-Tooie’s levels. Technically, it encompasses the entire eclectic island nation that Banjo, his friends, and the Gruntilda sisters who are apparently a native species. Every area from Banjo-Kazooie also shares the same dominion but for now, let’s focus on the district revealed behind the dirt wall of Spiral Mountain. Isle O’ Hags essentially copies the same design philosophy as Gruntilda’s Lair; a steep ascent where the peak of the climb is the climactic point of the game, with frequent inhibitors in the shape of arbitrarily-assigned jiggy quantities to implore the player to visit the levels and to stretch out the pacing to elevate the scope of the journey. While both hubs share the same overall design and collectathon direction, they differ in the atmosphere. Ironically, for a place named after the pejorative term for Gruntilda, the looming presence of Gruntilda and her sisters is practically absent, never throwing her voice from her chamber to cackle discouraging limericks in Banjo’s ears. That, and the oppressiveness that Gruntilda’s Lair exuded was contributed by the enclosed cavern setting, something that winding seaside cliffs of the isle certainly don’t. Still, I actually prefer Isle O’ Hags as a hub world, and not only because the fast travel domes make climbing it much breezier. The developers have also streamlined the level-unlocking process. Once Banjo collects a certain amount of jiggies, he’ll revisit a jiggy spiritual temple near the base of the hub where solving a jigsaw puzzle will reward him with the monk-like Master Jiggywiggy beaming a ray of light that rivals Gruntilda’s laser beam to the unlocked area. I thought exploring to look for the painting with the missing jigsaw pieces made for an unnecessary additional venture, so I’m content with returning to the same sacred jiggy domain once in a while to further the game.

Banjo-Tooie’s branching areas were an especially exciting prospect because the previous game exhausted all of the typical level tropes seen across 3D platformers of the same ilk. This doesn’t inherently mean that the developers have hit a wall with nowhere to run; rather, scratching off all the boxes on the 3D platformer cheat sheet forces the developers to amplify their creative juices. Overall, the level tropes on display in Banjo-Tooie are a little less conventional. Mayahem Temple’s core inspiration stems from the ancient civilizations from Central America, while the humid, terraform dinosaur biome Terrydactyland takes Banjo further back in time far before the dawn of human civilization. Jolly Roger’s Lagoon separates the sea creatures from the land lubbers when Banjo dives into the basin of the port town and discovers an immaculate underwater world beneath the surface. Hailfire Peaks presents the most classic of contrasts with a fire and ice world coexisting on opposite sides of one another. Glitter Gulch Mine reminds me of one of those hokey prospector attractions where families get their pictures taken at, complete with a train station and shiny piles of counterfeit gold. Speaking of attractions, my favorite area in Banjo-Tooie from a conceptual standpoint is the amusement park of Witchyworld run by Gruntilda, a despondent carnival that makes every Six Flags location look safe and professional by comparison. In fact, the churlish atmosphere found in Witchyworld sort of extends to every other level to some extent as well. None of these levels capture that cheery, captivating vibe that oozed from levels like Freezeezy Peak or Click Clock Wood and instead borrow the same filthy dirge found in an area like Clanker's Cavern. Grunty Industries certainly exemplifies a glum, morale-free factory and if I didn’t know any better, I’d think Hailfire was a censored misprint of the damned afterlife of a certain religious denomination because of all of its scorching fire and brimstone. Still, the variety on display rivals the level selection of the previous game marvelously.

In lieu of Bottles pushing up daisies, who will teach Banjo and the bird new techniques to survive these harsher worlds? Bottles' brother, the army drill sergeant Jamjars, will pop out of his various underground hatches to whip Banjo and Kazooie into shape, promising them that they’ll learn some military-grade shit after Bottles simply taught them the basics. He doesn’t teach Banjo how to sneak up behind a man and snap his neck like Solid Snake, but I’m sure some of these moves are still illegal in at least seven different countries. The developers found a better use of the golden musical notes in Banjo-Tooie as they can be used as an accumulated currency to unlock a new move from Jamjars. Some of these new feats of dexterity come in the form of quality-of-life enhancements, with ledge grabbing and the Breegull Blast seeming like necessary afterthoughts after the first game was released. Kazooie gains a smattering of other egg types alongside the standard ones, including fire, ice, grenades, and birthing a walking cuckoo bomb with a timed or manual detonator. The Beak Bomb is now enhanced with the Bill Drill to crack open large boulders and unscrew bolts. Temporary power-ups that involve the Talon Trot add some moon shoes to bounce high and shoes that can climb up inclines with footprints on them. The most interesting of these new moves are the ones the pair learn for their individual merit. “Split pads” with both characters' faces on them separate both of them until they regroup on the same spot, proving that Kazooie isn’t fused to Banjo like an abominable conjoined twin. Banjo’s individual moves involve his backpack in some capacity, whether it be hopping inside it to mitigate damage or carrying someone else in it for a change like a taxi service. Kazooie mostly performs enhanced versions of her innate abilities without Banjo’s weight to contend with, on top of hatching other creatures' eggs for them. Banjo-Tooie doubles the number of learnable techniques while keeping the old ones intact, and playing as the dynamic duo separately doesn’t feel too much like a handicap.

Beloved character Mumbo Jumbo was present at the card game and did not perish at the scaly hand of Grundtilda, so he doesn’t have an excuse to sit this adventure out like Bottles. Fortunately, Banjo-Tooie had big plans for the pygmy shaman. Visiting Mumbo in his now two-story skull house with the new and easily obtained Glowbo collectible will grant the player the ability to play as Mumbo on the field. His range of movement is fairly limited, and the taser staff he brings to defend himself is more humorous to use than practical. Bringing Mumbo to pads with his face on them triggers him to use supernatural magic to levitate colossally-sized objects, perform a rain dance to create a rainbow bridge, resurrect the dead, etc. A new magical companion Banjo-Tooie introduces is the beautiful native girl Wumba, whose character is probably a more overtly racist depiction than Mumbo. She fulfills the transformation mechanic introduced in Banjo Kazooie, changing Banjo’s shape into an animal or object when he enters her wigwam and takes a dip in the pink, Glowbo-powered pool in its center. Some of the new transformations include a dynamite plunger, a submarine, and even a full-sized fucking T-Rex that bulldozes all in its path. Even the washing machine easter egg from the last game actually becomes a useful mechanic in Grunty Industries. As much as playing as Mumbo and the returning transformations serve as nice additional layers to the gameplay, what interests me more is the strained relationship between Mumbo and Wumba. Considering their feuding attitudes toward each other, these two obviously have some intimate history together, right?

Judging by all of Banjo-Tooie’s exciting new features that are all fun and fluid, it would seem like it’s a sequel that renders Banjo-Kazooie obsolete. However, the way in which Banjo-Tooie utilizes all of these new features in the quasi-open world environment is the source of its downfall. If Banjo-Kazooie's single-world summation of its design is conspicuous, then Banjo-Tooie’s is circuitous. In Banjo-Tooie, exploration is still required to progress the game, but it is rarely rewarded. Oftentimes, excavating the area and finding a jiggy comes with several unnecessary extra steps. As much as I enjoy the lark of being able to play as Mumbo, retrieving him from his perch just to trigger a cutscene in a specific place and then trailing back to his skull house grated on my nerves one too many times. Grunty Industries, the area that exemplifies the worst of Banjo-Tooie’s bloated design, is a languid climb up the five floors of the industrial cesspit with finding the stairs for each following floor as the central progression gimmick. At the apex point of the factory lies a jiggy on a wooden crate, which should’ve been the reward for making it this far. However, this point is still littered with unnecessary obstacles to pad out the levels. Banjo-Kazooie was consistently more engaging because the quicker satisfaction of simply finding a jiggy tickled the player’s sense of accomplishment more frequently. It can take longer to find half of the jiggies in Banjo-Tooie than all of them in any of the Banjo-Kazooie areas. It seems like the new features like the split pads and the alternate characters only enable this circuity even more, as they are often implemented as the extra and not-so-obvious steps to obtaining a jiggy. This level of augmented length also extends to the other collectibles, as the jingos in plain sight will most likely be their evil, bizarro counterparts the minjos who will dupe Banjo and harm him. Most of the jiggies in the game feel as if they’re annoyingly out of reach as if the game is dangling them over the player as a cruel tease. Coupling this with the swollen breadth of each area, I thank the lord for the warp pads because, without them, I’d go as far as to say the game would be unplayable.

Another factor of Banjo-Tooie’s bloatedness is due to the developers attempting to intertwine each area and craft an interconnected world. Considering the game is modeled the same as the sectioned-off playgrounds in the first game, it’s no surprise its execution didn’t work. The adjacent paths between areas require a heavy suspension of disbelief and only seem to be applicable in select situations to make collecting a jiggy more drudgery than anything like delivering food from Witchyland to the struggling cavemen in Terrydactyland. Chuffy, the train that should ideally facilitate the rationale for an interconnected world, only rolls through six of the nine areas. If that doesn’t indicate that the idea was unfeasible, I don’t know what does. What irritates me the most about their decision is that it is the biggest contributor to the fleeting jiggy hunt quandary in Banjo-Tooie as most of the jiggies can’t be obtained until Banjo or Kazooie requires a move at a later level. Approximately half of a level’s jiggies will be kept out of reach initially and in a game with levels that are supposed to foster exploration, being limited to only a few jiggies needed to progress the game is a big kick in the balls from developers. One might raise an eyebrow at my criticism of this direction considering it mirrors the design philosophy of the Metroidvania genre, one of my niche video game favorites that I constantly tout. For one, Metroidvania worlds never have slapdashed interconnectivity when its world doesn’t warrant it. Secondly, finding an upgrade in a Metroidvania game will always put the player on a direct path and make the once-inhibited passage a cakewalk to traverse, something Banjo-Tooie still goes out of its way to reject even when the move and or upgrade is learned.

It seems like most of the jiggies not obstructed by the developer's ill-planned directives come in the form of minigames. As pleased as I was to stumble upon these to finally earn a jiggy in a somewhat fair and natural way, it’s a shame that many of them boiled down to the same task of shooting or collecting objects of three different colors with different point totals. I’ll be seeing objects of red, green, and blue hopping around in my sleep at this point. I greatly missed the variety from Banjo-Kazooie, even if those minigames were easier than grade school arithmetic. While it does seem like I’m complaining, I’ll easily engage with these minigames as opposed to the other option. In a select few areas, entering certain sections will make Banjo cock Kazooie like a gun and the perspective will shift to the first-person view. As amused as I initially was to witness “Banjo-KaDOOMie,” these minigames were more hellish than anything from the pioneering FPS franchise. Kazooie’s targeting is as responsive as a lazy eye and trying to skewer enemies with her beak like a bayonet made me feel like a drunk civil war reenactor.

The jiggy tasks I did enjoy and sought out over the rest were the boss battles. They were few and far between in Banjo-Kazooie, and I’d be lying if I said that the wooden box or Nipper the hermit crab were herculean foes that were hard to conquer. Each level in Banjo-Tooie features a mighty foe worthy of the boss battle title, and they are a varied and challenging bunch. The fights between the twin dragons of the opposite representative of Hailfire Peaks were in some pretty taut arenas, and Weldar featured enough simultaneous offensive tactics to overwhelm me. Popping the monstrous boils off of the angler fish Fak Fak and the stitched patches of the giant inflatable beast in the circus tent by soaring and swimming over them made the bosses seem formidable, and the Targitzan duel managed to make that particular FPS section palatable. Klungo even cements his role as a recurring supporting character through frequent encounters. To my surprise, I ended up enjoying the final boss fight against Gruntilda and her drill tank more than her final fight from the first game because of how involved it is. Those final increments of her health bar had me sweating bullets. Or, perhaps I enjoy it because the developers made the bizarrely-implemented quiz show portion of the finale tolerable this time around, and it's hilariously morbid to boot.

Banjo-Tooie isn’t quite an example of a sophomore slump. However, the game seems to have tacked on a sophomore seventeen pounds due to the developers having ambitions bigger than their stomachs, and it’s enough weight to make the game feel comparatively fatigued and sluggish throughout. Either this was a faulty wish, or Rare took the piss out of the natural evolution of the franchise and this is their idea of a joke, judging from the game’s more negative tone. Behind all that excess fat, Banjo-Tooie feels like the same game as its trend-setting predecessor, and it even makes the Banjo experience more inviting because of the effort of the minor improvements. Banjo-Tooie made me exhausted at simply performing the bare minimum to complete the game, which is certainly not a feeling I got after finishing Banjo-Kazooie.

No comments:

Post a Comment

Grand Theft Auto IV Review

 (Originally published to Glitchwave on 5/3/2024) [Image from glitchwave.com ] Grand Theft Auto IV Developer: Rockstar Publisher: Rockstar G...