Playing this was super interesting. I grew up on Spyro the Dragon and other 'collectathons', but never had an N64. I've since played Super Mario 64, which was revealing but I still felt like something was missing. Now I've finally experienced Banjo-Kazooie, the genealogy of the genre is mostly complete in my mind.

Banjo-Kazooie is clearly influenced by Super Mario 64 in its structure, but seeks to surpass it in immersion. There's something to be said for the levels having a single state which they exist in, with all collectables available, as opposed to Mario's tendency to kick the player from the stage upon collecting a star. It improves upon the internal logic and consistency of the stages, something which was already well executed in Super Mario 64, poking and prodding at the player's imagination. In the only instance where the idea of different world states is implemented, it surpasses anything in Super Mario 64.

The visual and audio design is awful on paper (everything sounds like a fart, has eyes etc.), brilliant in execution. The sounds of the collectables ("Jinjo!") keep the drive to explore high, while the dynamic and colourful score sells the goofiness expertly. The visuals and character designs are expressive and memorable, making great use of limited hardware.

So it's a great game. However, significent problems put it behind some Marios and Spyros in my eyes. Spyro the Dragon mastered the concept of the minor-but-essential collectable. The gems are tangible, have different values, and are picked up when Spyro is in proximity. Banjo's notes reset upon LOSING A LIFE (a game-over in the XBLA version, as it should be), have a small collection range, and have a transient feel, lacking a sense of permanence; your total notes reflects your 'high score' for note collection in each world combined, which is far less impactful than amassing a horde of wealth in Spyro games.

Banjo-Kazooie compares unfavourably in many ways to Super Mario 64. While the levels may be of more consistent quality, Banjo-Kazooie's hub is far worse. Lacking in substantial secrets, atmosphere, or even a strong physical sense of architecture, the theming and structure of Grunty's Mountain is uncompelling when compared to the incredible Peach's Castle.

Another lacking feature is movement. While Banjo controls fine, his movement and physics are so limited compared to Mario's. Spyro may be simple, but at least he moved with speed and a kinetic energy that works well for his less open level design. Banjo's slowness is fine for his explorative levels, but there's a lack of expressiveness or experimentation present here.

Overall, I loved the game, even with my issues. It sticks the landing as well (quiz notwithstanding). The final boss is a genuine challenge, and makes for a surprisingly climactic ending considering the relatively laid back experience that preceded it.

I apologise for relying so much on comparisons, but in playing this game for the first time as a 25 year-old comparisons were a true reflection of my experience. If you're interested in this game, I recommend playing the XBLA/Rare Replay version, which incorporates modern conventional wisdom around minor collectables.

Reviewed on Jun 02, 2021


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