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JWeinCom said:
CaptainExplosion said:

*force feeds JWeinCom gunpowder, gets a clear distance and fire a flaming arrow into JWeinCom*

Such an excellent game. If we want to talk about disappointments...

curl-6 said:
I tried to like Nuts and Bolts, I really did, I stuck with it for hours, but in my personal opinion, there just wasn't a crumb of fun to be found in it.

Even taken on its own merits, spending twenty minutes laboriously building a vehicle only for the subsequent challenge to be unwinnable because of the game's wonky, inconsistent and pedantic physics engine was just frustrating tedium. Even when it worked there was no satisfaction, because even when you built them correctly controlling the vehicles was unsatisfying and annoying.
And taking a series that's always been an exploratory collectathon platformer a la Mario 64 and making it into a gimmicky vehicle builder was in itself a slap in the face.

About the only positive thing I have to say about it is that for a 2008 release it looked great, but graphics only get you so far.

It just made me really sad that a series that had comprised two of my all-time favourite games to that point completely abandoned everything I loved about it.

Ah well, there's always Mario Odyssey I suppose, closest thing we've gotten to a Banjo Threeie that lives up to Kazooie/Tooie.

Maybe you weren't building the vehicles properly then?

The physics definitely take some getting used to, but once you got used to them they work fine. There's only a handful of challenges that ever really felt unfair. And there's always different approaches you can take to each challenge.

In terms of platformers, Rare just kind of never figured out where to go from Banjo Kazooie. Their only ide was to just keep cramming in more and more stuff to the point where they felt bloated. DK64 pulled it off a bit better than Tooie, since you didn't have to Switch characters as often, and switching between them was simpler, but Tooie was a bit of a mess.

Nuts and Bolts wasn't perfect but it was creative and novel. It offers more than simply being a less good version of Banjo Kazooie.

Like I say, even when built properly, a process which in itself was laborious and unsatisfying, the physics made them a chore to drive. Nothing ever felt smooth and intuitive, or any fun.

Tooie definitely had too much bloat, but at least it had interesting worlds to explore and some awesome bosses and fun multiplayer. All they needed to do for their 360 Banjo game was streamline the formula a bit. Unfortunately, most of the talent left Rare towards the tail end of the N64 era and by the 7th gen all that was left was a husk of their former self.