Banjo-Tooie 

released on Nov 20, 2000
Banjo-Tooie

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Banjo-Tooie 

released on Nov 20, 2000

Colossal, immense, and gigantic; beautiful, gorgeous, and grandiose -- these are the words one thinks of when describing Rare's follow-up adventure to Banjo-Kazooie. Keeping consistent with the attitude found in this title, Rare has wittily named it Banjo-Tooie. Banjo-Tooie, simply put, is incredibly unimaginable. The worlds are ludicrous in size, the gameplay is polished and deep, and the soundtrack proves to be an immaculate compliment. When it comes to defining platform-based entertainment, Banjo-Tooie is filled with chapter after chapter of standards. Explore eight giant worlds, solve puzzles and help game characters to unearth jiggys, play as Mumbo, a T-Rex, Submarine, Money-Van, Washing Machine, and more, and learn more than 40 new moves on the way.


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While I really adore the enormity of this game, it's really one of the weaker sequels ever made. They regularly struggle to find fun outlets for the player, and technical showcases are basically just examples of overblown scope. They should have tightened up this whole game. Still love it and the trademark charm is totally present.


While Kazooie is still a personal masterpiece, Tooie's notably harder to go back to thanks to a lot more dodgy design choices, infinitely more backtracking, and some pretty asinine sections like the FPS levels or first person flying stages. Still a good time even if it's too big for its britches.


It's good, but not great. Better than other bad collect-a-thons like DK 64.


Jogo "platinado" — todos jiggys, jinjos e etc coletados. Melhor que o antecessor, sem dúvidas. Eu diria que, apesar de ser um ótimo collectathon, é um platformer apenas ok. Explico-me: explorar as fases em busca de itens é legal e os colecionáveis estão bem distribuídos, além da quantidade deles ser na medida. Movimentar-se pelas fases, entretanto, não é lá essas coisas. Banjo é lento e com um moveset focado na resolução de problemas específicos em vez de aumentar seu leque de acrobacias. Se contrastado com um Mario da vida, a diferença é gritante. Enquanto em Mario a movimentação (platforming) é um fim em si mesmo, com level design incentivando o jogador a demonstrar sua destreza, em BT (e BK) a movimentação é uma ferramenta para coletar itens. Não há nada de errado nessa abordagem e entendo perfeitamente quem gosta dela, mas eu prefiro muito mais a de Mario 64 — um platformer com vários itens para coletar, em vez de uma aventura em busca de itens mediada através de fases de plataforma 3D.


Bigger is not better, though I think I liked the bosses more.


I did not want to engage with this game at all. It was kinda tedious changing forms in Banjo 1, and now you also have mumbo segments. Just way too much stuff that I do not care for.