![]() ![]() The way items are placed in the world is very different. ![]() Yeah, it's the same structure basically, in that it's a collectathon with mostly the same items and gates, but I'm surprised how little the design sensibilities rubbed off. The level design actually takes a lot less from Banjo-Kazooie than you'd think. I feel like it's through these avenues that I can most connect with the passion of the developer for this project. So far, I've grappled a bit with the level design, but these are the elements that have charmed me the most, along with the copious easter eggs. I've already heard stuff from other Zelda games and even a clever integration of a Banjo-Tooie theme. It also helps that it doesn't limit itself to exclusively recreating the Ocarina of Time soundtrack as it was used. I was worried when I noticed near the beginning that it didn't incorporate the whole dynamic music thing, but just having it change like it does in Ocarina of Time basically serves the same purpose, as far as variety goes. The music is hit or miss, some of it's pretty good, some of it's pretty bad. There have been very few lines that wouldn't have been in an actual Banjo game, and it does a lot of the heavy lifting in making the game feel "alive", as being a romhack it's limited in what it can do and otherwise very prone to that spooky "unfinished world" feeling of early 3D games like DK64. It was the thing I actually expected the least from, but it's very accurate. The most on-point part of the whole thing is surprisingly the writing. That a hack this elaborate doesn't remove it I guess means you probably can't realistically do that without rewriting the whole game, which would explain why someone hadn't already done it in imitation of the 360 version. There's no obligation to stick with something you can't figure out at the moment, the freedom to move from world to world like that is really missed here. Maybe it was all coincidence how it worked out, but I never realized how good a decision the interconnectivity and being unable to complete a world in one sitting was, it does so much to improve the pacing and lessen the frustration. It actually kind of makes me look at Tooie differently. This approach really does not play well with the Note Score thing. So far: It's designed a lot more like Tooie than Kazooie, in a very "run back and forth across the world trying to figure out what to do next" way. It's more that it feels Jiggies of Time better understands that weakness of the Banjo games and plays more to the strengths of the series.ĭamn it, I wish I could play this thing so badly! Right now I'm just eagerly awaiting Kurko's next 100% level playthrough.ĮDIT: Made a few little edits to get my point across better. ![]() Jumping off the highest plane to reach the Yellow Jinjo is a really good example since it relies more on your observation and exploration to reach them rather than trying to be some intensive platforming challenge.Īnd to clarify, I don't ever think Kazooie and Tooie really ever pushed their platforming too much to the detriment of the games, certainly not as much as some rom hacks showed they could've. ![]() That kind of implementation by itself fixes almost every issue with Kazooie and especially Tooie's backtracking.īut even in the more standard Kokiri Forest, the different elevations of the planes and buildings makes getting around feel pretty involved and does even allow for some good light platforming in some instances. backtracking into the mix, but instead of just boringly wandering back to where you've been previously you gotta contend with the Lost Woods thus turning backtracking into a challenge by itself. For example, the implementation of the Lost Woods concept in a Banjo game is a genius idea since it can incorporate some of that Tooie-esc. The thing I think I like about Jiggies of Time's design so much is that it keeps things compact much like Kazooie while also making navigating the levels as interesting as possible without really having to use platforming. While still calling it one of the best 3D platformers of all time. It's just always so funny that, at least in my experience, most people call the platforming the worst part of the Banjo games. ![]()
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