Banjo-Kazooie

29 Jun 1998

Nintendo 64
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7.8 rating
322 want
1235 played
86 playing
51 reviews
Developer
Rare
Publisher
Gradiente
Nintendo

Tags

Time to beat

Main story icon

Main story

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Main story and extras icon

Main story + extras

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100% completion icon

100% completion

15h 23m
Based on 3 answers
Summary

In this 3D platformer, the heroic but naive bear Banjo enlists his smart-mouthed bird buddy Kazooie to help rescue his younger sister from a vain, beauty-stealing witch. The player is tasked with exploring the witch's lair and the nine large, open levels within it, looking for tasks and challenges to complete. Along the way they meet a variety of characters who teach them new moves and transform them into different animals. Modeled after Super Mario 64, Banjo-Kazooie is distinguished by its cheeky and sarcastic sense of humor and by a large, varied, and novel moveset.

While not the first 3D platformer, I would say that this is probably the first actually good one (sorry Mario 64 and Crash Bandicoot). As far as mascot collect-a-thons, I'd say this popularized the dual protagonist approach—and they utilize it to good effect. There's a pretty robust moveset that takes advantage of both characters strengths, which I really appreciate. The Talon Trot was always fun to move around with, the double-jump felt great, and I absolutely loved flying. In fact, I liked all the mechanics surrounding limited resources—like flying, shooting eggs, and invincibility (aside from it having the worst input of all time). The camera is also shockingly usable for an N64 game, but I'd still struggle to call it "good." Each world just felt like a big playground to mess around and have fun in. A standout for me was Click Clock Wood, which spanned multiple seasons, with your actions affecting the others. The hub-world was interesting, I guess. It felt way too big, and the shortcuts were unlocked too late into the game. Unlocking the worlds involved using jigsaw pieces to make puzzles that unlock them, but they were never anywhere near the entrance to the actual world in question for some reason. This was fine, I just can't think of a legitimate design reason for this approach. There is still some neat stuff hidden in the hub-world, like a secret spellbook that gives you passwords to plug into the various spelling puzzles in the worlds. This would net you a bonus that increased your max amount of resources, which is helpful. There was only a couple instances of "how on earth would I have ever known that," which is shockingly low for a game this old unfortunately. Most of these instances involved knowing whether to shoot eggs out of front or back of Kazooie, and I still don't really understand the difference. Everything was all well and good...until Rusty Bucket Bay. This level is just dogwater, and filled with obtuse nonsense. It's so unbelievably poorly designed that it sticks out like a sore thumb compared to the other levels. Also, one of the biggest disappointments for me was actually the mechanic I was most excited for: Mumbo's Transformations. I love power-ups like this in platformers—things that change you into different animals with completely different movesets and abilities. Unfortunately, it's not handled very well here. Every transformation seems to take place in a world that already features an upgrade that does essentially the same thing, basically rendering the transformation redundant. Why is the ant transformation (that lets you climb steep surfaces) only available in the same world that you unlock Talon Trot (an ability that lets you climb steep surfaces)? Why is the crocodile upgrade (that lets you travel through poisonous swamps) available in a world that already has the Wading Boots (a power-up that lets you travel through poisonous swamps)? I dunno, it just feels superfluous. The Walrus one was fine, though. The last level is amazing, serving as a gameshow to test your knowledge of the game. From answering questions about the levels, to identifying screenshots or audio cues, and my favorite—remembering all the gross gossip that Gruntilda's sister spilled about her periodically throughout the game. It's such a weird way to conclude a platformer, with basically no platforming whatsoever—and I kinda love it. So yeah, neat game.

Also, Banjo makes the most annoying sounds ever (why does he sound like Mickey Mouse?). And why is Kazooie such a jerk?? AND WHY DOES GRUNTY STEAL THE LOOKS FROM AN UNDERAGE BEAR AND TURN INTO A GOTH MOMMY BADDIE??? Important questions.
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17 Feb 2024
Story - 8
Gameplay - 9
Replayability - 8
OST - 9
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18 Dec 2023
NOW THAT WAS CALLED "RARE"
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09 Nov 2024
An aged masterpiece collectathon. The controls are a little clunky today especially when underwater. The game oozes charm and wonder around ever corner and always keeps you wanting more
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13 Sep 2024
Sometimes Banjo Kazooie is a charming, kooky, and brilliant 3D platformer organized as one of the greatest video game scavenger hunts of all time. Sometimes this game is incredibly annoying. For all of the good of the basic concept, design, and level layout of this game, I find that most all of the controls are wonky and frustrating (even 10 hours in) and the limited defenses the bird and the bear have ridiculous. Some puzzles are excellent and extremely rewarding. Some make no sense. Some platforming challenges are designed with the game's controls in mind. Some are just cruel. I had to quit for my sanity after my fifth death in Rusty Bucket Bay falling inside of the ship, since every time I would have to go back all over the world to get the Notes. Somehow, the same concept in Mario 64 (collecting 100 coins) never felt so frustrating and felt much more doable.
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07 Sep 2024
One of my favourite games.i love this game so much.the worlds are so fun and unique.iconic music,great controls,fun characters and some humour.
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01 Jun 2024
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