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Screen Play Preview - Banjo Kazooie: Nuts and Bolts

Jason Hill writes:

"When a developer revives a much-loved classic, they are usually in a no-win situation.

Some fans will scream blue murder if the new game is not absolutely identical to their cherished original, while others will decry the update as a lazy cash-in if it is too similar to what they have played before.

Thankfully Rare has decided not to listen to Banjo-Kazooie fans with this festive season's Nuts & Bolts on Xbox 360, producing a very different game to its extremely popular N64 predecessors. But Neill Harrison, lead artist, is happy to try to reassure fans who feel traumatised by the change of direction.

"I think they (the critics) just need to play it, to be honest," says Neill. "We still consider the game to be a platformer at heart. Simply, we've taken the abilities from Kazooie, and given the player the building blocks that enable you to create your own abilities."

Neill says there is a perception that Nuts & Bolts is "a racing game with Banjo tagged on, but it's not".

"It's not at all. It's very much a Banjo game. A lot of the progression is the same, the concept of Jiggies, the concept of competing against Grunty, fighting against her in boss fights. All that stuff remains, plus collecting elements, platforming elements in Shadow Town, that's still all there."

Screen Play spent 30 minutes with Neill and Banjo-Kazooie: Nuts & Bolts at the recent Games Convention in Leipzig, with a focus on how building vehicles and winning challenges contributes to you progressing through the levels."

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