Banjo-Kazooie Review


You know that feeling when you see a really good sweater outside but when you turn it around to purchase you see that they just went a little too crazy on the design? That’s this game in a nutshell, the gameplay is actually really solid and a ton of effort was put into the game. Then….the game fumbles the ball in the end by adding the collectathon elements. I should note that no game absolutely needs to be a collectathon. In fact most would be better off without it.

So the game starts with Banjo’s sister being kidnapped by the evil witch Gruntilda. She surprisingly puts up a decent fight but ultimately it is not enough to win and so Banjo and his pal Kazooie have to go and rescue her. To do this they will have to find various puzzle pieces and musical notes to unlock doors in Gruntilda’s lair and get to the end. It won’t be easy by any means but they are ready to pull out the win and do what has to be done. Will they really be able to get past all of her traps though?

The writing for the game is pretty fun with Kazooie constantly picking fights and generally being the biggest jerk you’ve ever seen. I really like that about his character particularly because it’s something that you just don’t see a lot of in these classic platformers. Usually everyone is super nice which is intentional because platformers are supposed to be fairly heart warming stories for the masses. So adding a little wit here was a good idea and gradually more games would continue that approach. There’s a lot of solid dialogue throughout and the sound effects each character makes instead of voice acting was also intense.

The graphics are definitely really sharp here. The game looks nice and has aged really well. It reminds me a lot of Mario 64 in a good way right from the stage designs to the sound effects and everything. I actually think Banjo sounds like Mario. The game is ahead of its time in this area and the soundtrack is also pretty solid. There are a good variety of tracks to be found here and each one helps get you invested into the stage. It’s also helpful for the quiz at the end which asks you questions about which theme belongs to which stage. That quiz definitely doesn’t hold back with how difficult it is.

The core gameplay is a fairly basic 3D platformer. You run and jump as you clear challenges and get your puzzle pieces. You gradually learn new abilities in each world so you can get used to them and aren’t too overwhelmed at the start. You can become invincible, fly, shoot eggs, etc. It makes for a pretty well rounded experience since there is just so much that you can do and of course that means there is also a greater variety in the kinds of puzzles that the game can challenge you with. Finding some of the puzzles can really take you a long while as you figure out what the game wants you to do.

Now is where the game falters a bit though. Granted, I knew that the game was part collectathon but that’s fine because I was ready for this. On average I would get around 7/10 of the puzzle pieces in a world and I would get around 80/100 of the musical notes. Pretty good I must say, however before getting to the final boss I was blocked by a door that said I needed 94 puzzle pieces to unlock the final boss fight. Why? That’s an incredible amount of pieces, that means getting 10/10 in almost every world. For example there are 100 puzzle pieces in the entire game so you’re basically telling me to 100% the title. That’s not cool when you’re just trying to beat the game.

Collecting bonus stuff should unlock a post game cutscene or some kind of really cool bonus content. I don’t even care how awesome the bonus content is, lock that behind 100% and it’s totally legitimate. What is not cool is locking the main story ending behind it. It meant I had to go back to every world and spend a ton of time there. Then you also need to collect a ton of musical notes in each world to get to the final boss too and that was also rough. At least with the puzzle pieces you can grab them and go home. For the musical notes you always start at 0 when you enter the level so that means starting the collecting from scratch every time. Come onnnnnn.

So yeah this really hurt the game tremendously because that’s way too much replaying. A similar thing ended up hurting another N64 title I was playing but I’ll go more into that in the future. Banjo is a super polished game but the collecting gives it artificial length that it didn’t need. It holds the whole experience back because at first it was a whole lot of fun and then this happened and became more of a chore. You aren’t able to just enjoy the levels anymore, you have to find every secret and be careful not to die or you lose all your progress on the notes.

The final boss is definitely well designed though. It’s crazy hard with a ton of phases so it’s a nice reward for having gotten all of the pieces. Kudos to the folks who managed to beat it without access points because it’s extremely hard to dodge the attacks in the final phase. Gruntilda smashed my health points multiple times with that one and I probably had at least 60-70 game overs there. It almost felt like she would be predicting your movements when you would give her your back so facing her all of the time is definitely the best play. Slow and steady is literally the way to win this match.

Overall, Banjo-Kazooie is definitely a legendary game. It’s one that everyone still remembers to this day and for good reason. It does operate on a high level for most of its modes and campaign but ultimately having to go back to each level and get the collectibles took a lot of the wind out of its sails. Particularly with the massive hub world requiring a lot of running around and trying not to get lost. I’d still recommend checking this game out but don’t leave a world until you’ve 100% cleared it. It’ll save you time in the long run since leaving will cause the level to reset although granted some levels may be impossible initially if you don’t have the right power up so that could be another snag…..will see if the sequel keeps up this approach or lessens the restrictions a bit.

Overall 6/10

Banjo-Kazooie: Grunty’s Revenge Review


I’m not too familiar with Banjo-Kazooie despite hearing the name a whole lot. The problem is that most of the games never came out for a console that I’ve owned. This is the first installment that I get to play. The lead duo seem fun enough and I’m always up for more platformers. I may have joined this franchise late, but better late than never right? It’s a fun title and one that you won’t want to miss on for the GBA. You don’t have to worry about playing previous games to understand what is going on here.

The plot starts with Gruntilda escaping her rocky grave to enact her revenge on Banjo and Kazooie. She succeeds in kidnapping Kazooie so now Banjo must do whatever he can to get his pal back. Fortunately his friends are around to give him useful tips and transformation techniques so he can succeed at this goal. Once the duo is together again, they vow to put an end to Gruntilda’s plans once and for all. Let the villains try to stop them, nobody can mess with their teamwork!!

The plot is fairly direct as you’d expect. There are 6 worlds and each one has a certain amount of objects to obtain. Grab enough and you can head to the next world. You’ll need 50/60 of them in order to fight the final boss so you can effectively skip a world if you collected them all. I don’t think it is possible to skip the entire world since some orbs can’t be obtained until after you get some other power ups but you can skip a reasonable chunk of them. Each world is connected through a door so by the end of the game the hub world is quite huge. You’ll probably get lost a few times, but eventually you’ll get the hang of it and then it’ll all be cake for you.

The levels use an overhead camera and you move as you would expect. You start the game only being able to jump and roll but by the end you can glide, use super jumps, and have an array of other abilities at your disposal. You better make sure your L and R buttons work well because if they’re damaged like mine then the latter levels could be a little tougher than you might expect. Always keep your guard up. None of the levels feel cheesy and there aren’t any bugs that I came across so the game is designed well.

Graphically the game has aged quite well. The character models are on point and the level layouts are nice. There isn’t much to say about the soundtrack, but the themes aren’t bad. On a technical level the game succeeds. I also naturally have to mention that the sound effects used for whenever a character would talk are naturally a blast as well. It reminds me of Yooka Laylee which is likely a homage to this title. Everyone sounds like they’re gargling under water and over the top effects like that are always fun. The only area where the game does get a bit iffy with the replay value though. You’ll be able to easily 100% the game in under 10 hours. At that point there won’t be anything more to do. Still, it’s a fun play through and if anyone ever asks you what a platformer is you can redirect them to this game. It contains everything you would expect to be in a title of this genre. It’s a solid all around title.

I also appreciate how Banjo and Kazzoie both have unique personalities. It feels like some platforming protagonists don’t have a whole lot to say or express during the game. These guys are not like that. Kazooie is the kind of guy who is constantly throwing insults around and he keeps everyone on edge. While getting kidnapped may prevent you from taking his tough talk seriously, it’s always good to have a character like that. Without him the villains would probably walk all over Banjo. In comparison, Banjo’s a very nice guy who is always doing his best. He stays polite through it all and I suppose that this is admirable although he isn’t nearly as much fun as Kazooie.

Aside from the main platforming levels you also have a few minigames which are always fun. One of them is a fishing game where you have to reel in some fish. The timing of it can definitely get tricky and you’ll need to grab a lot of them but it’s a satisfying side mission to grab your attention. Then you also have the slides, there seems to be 1 per world. These are easy but also a nice detour as you try to grab a lot of energy pieces. I’d be game for more little side events like that.

As for the villains, we have two of them in this title. The main villain is Gruntilda who is a witch with a lot of hype. She seems reasonably tough and I do like her confidence. She is a lot better than her sidekick who is a very smart King K Rool type foe, but one who doesn’t command her level of respect. I can see them returning for most if not all of the games in the series.

Overall, Banjo-Kazooie is a fun game. I can see why the series was well liked in the past. The levels are well designed and the gameplay is pretty smooth. It has some unique gimmicks to complement the adventure and you’ll get to use all of your skills as the game goes on. It’s a little on the short side, but I imagine that the main games would have had a lot more content to wrap things up. If you get this game for a good price then it’s certainly worth it. I don’t think this series will be ready for the big hitters quite yet, but I look forward to a modern remake some day.

Overall 7/10