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05-03-22 06:30:22 AM
Jul - Gaming - Banjo-Kazooie Spiritual Successor? New poll - New thread - New reply
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Sponty
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Posted on 09-26-12 07:55:04 PM Link | Quote
Nothing to go on but a Twitter account, but..
I'd assume it'd be Kickstarted, and they're gauging interest via Twitter. Apparently two of the original devs are on board!

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Posted on 09-27-12 04:29:39 AM (last edited by FPzero at 09-27-12 04:30:30 AM) Link | Quote
I could die a happy man.

edit: I really miss old N64 collectathon games and would love to see another one in modern day HD.

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SamEarl13

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Posted on 09-27-12 06:25:50 AM Link | Quote
Originally posted by FPzero
I could die a happy man.

edit: I really miss old N64 collectathon games and would love to see another one in modern day HD.

Me too. I liked the old spyro games as well. Its about time they make another 'collectathon' game.

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Posted on 09-27-12 04:15:52 PM Link | Quote
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Metal_Man88's Post
This would be the only real way to continue that theme of things, so I wish them all the more luck in their endeavors.

Since Rare itself is just a hollowed out shell used to make dumb Kinect games these days.

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Posted on 09-27-12 11:10:36 PM Link | Quote
Don't have high hopes for this if going off of Banjo-Kazooie gameplay mechanics.

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Posted on 10-07-12 04:59:34 PM Link | Quote
Don't have high hopes for a Banjo Kazooie successor if it will have Banjo Kazooie gameplay mechanics? OK then.

I would love to see a BK 3 type of game. I'm so much of a fan, I don't actually hate Nuts & Bolts. Yes, Nuts & Bolts did suck, but I don't condemn it to fiery hell like most people do.

Within the twitter feed, you can come across a nifty interview with ex-rare employees. Good read. Extreme nostalga trip too.

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Posted on 10-07-12 08:08:03 PM Link | Quote
That's because RARE games generally have the same problem of being fun but having so many technical faults.

I've been playing Donkey Kong Country and DKC2 recently, and lots of design decisions based around the level design are absolutely abhorrent and the difficulty curve is through the god damn roof (in a bad way). Conker's Bad Fur Day, a game I enjoyed, also suffered from this issue, what with much of the game playing the same way and then introducing completely new mechanics just to toss them out the window again for no reason. This is reason I remember only everything from The Great Mighty Poo on: everything from then on was completely different from the entire first half of the game.

They are very inconsistent in their design, even though they have great characters and wonderful worlds. In terms of the gameplay... they always miss quite a lot. Not enough to render the game terrible, but enough to where it is noticeable and surely enough to show their age down the line.

I also enjoyed Nuts & Bolts, at least in terms of the idea. However, it, too, fell short in the gameplay department. It was actually a great idea, but a lot of people bash it for not being a Banjo-Kazooie game just because it wasn't a platformer. The main problem was the lack of direction and lots of the time spent in the game was customizing a vehicle that would work for the required mission (which varied WAY TOO MUCH). Some missions required a specific vehicle, and chances were you NEVER had to use it again, rendering it useless for the rest of the game.

And this is pretty consistent for RARE games. They would have to do a lot to this game in order to feel complete and not "yet another RARE game".

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Posted on 10-08-12 12:51:50 AM Link | Quote
I remember enjoying BK but being put off a bit by some of the humor (giant prude.) I also thought the sound effects were pretty annoying, and that seemed deliberate so I resented it more than I would have otherwise. I think the levels were laid out pretty well? It's been some time. But it's always neat to see what the tried and true developers make when they put their minds to it!

Cpu, I'm really interested in hearing what specifically you thought was bad about DKC2 level design. Just the fact that levels' themes weren't used in many other levels (the seal changing lava into water, the hot air balloons, roller coaster race, ghost ropes, etc) or something else? I really liked the game and my only gripes were the secrets that required you to go through apparently solid walls with no visual clue leading to the passageway.

Just curious, trying to figure out game design over here.
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Posted on 10-08-12 01:05:40 AM Link | Quote
Originally posted by cpubasic13
I've been playing Donkey Kong Country and DKC2 recently, and lots of design decisions based around the level design are absolutely abhorrent and the difficulty curve is through the god damn roof (in a bad way).


It's not so much 'through the roof' as 'all over the place'. The game seemingly presents you with 'easy level' 'goddamned hard level' and 'medium level' in no particular order after about world 2.

It was one of the things that DKC3 did really well in comparison - the difficulty of the worlds built at a fairly measured rate and there were not so many 'spikes' in difficulty.
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Posted on 10-08-12 03:05:08 AM (last edited by John Smith at 10-08-12 03:06:52 AM) Link | Quote
Originally posted by cpubasic13
That's because RARE games generally have the same problem of being fun but having so many technical faults.

I've been playing Donkey Kong Country and DKC2 recently, and lots of design decisions based around the level design are absolutely abhorrent and the difficulty curve is through the god damn roof (in a bad way). Conker's Bad Fur Day, a game I enjoyed, also suffered from this issue, what with much of the game playing the same way and then introducing completely new mechanics just to toss them out the window again for no reason. This is reason I remember only everything from The Great Mighty Poo on: everything from then on was completely different from the entire first half of the game.

They are very inconsistent in their design, even though they have great characters and wonderful worlds. In terms of the gameplay... they always miss quite a lot. Not enough to render the game terrible, but enough to where it is noticeable and surely enough to show their age down the line.

I also enjoyed Nuts & Bolts, at least in terms of the idea. However, it, too, fell short in the gameplay department. It was actually a great idea, but a lot of people bash it for not being a Banjo-Kazooie game just because it wasn't a platformer. The main problem was the lack of direction and lots of the time spent in the game was customizing a vehicle that would work for the required mission (which varied WAY TOO MUCH). Some missions required a specific vehicle, and chances were you NEVER had to use it again, rendering it useless for the rest of the game.

And this is pretty consistent for RARE games. They would have to do a lot to this game in order to feel complete and not "yet another RARE game".


Never had a problem with the old Rare games, they're designed to be challenging and for you to die a lot. That's a small part of what I loved about them. They weren't Super Mario 3D Land easy. Rare was the absolute s**t at the turn of the century. Miss them a lot. Microsoft ruined them.
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Jul - Gaming - Banjo-Kazooie Spiritual Successor? New poll - New thread - New reply


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