How’d It Age #9 – Banjo-Tooie

  • Genre: Platformer
  • Originally Released On: N64
  • Platform: Xbox 360

When I pulled this one off my random list I realized that I don’t think I’d ever played it. I played the original for sure, and I definitely played Donkey Kong 64, but this one missed me for some reason. Going back and playing these kinds of games given the progression of the platformer genre is always interesting, and this one is definitely not an exception. However, I do think it’s showing its age at this point for a few specific reasons.

Within the context of 3D platformer games, it’s important to remember when this one came out. With it coming out at the tail end of 2000, it came out a little bit after some big hitters in the Crash Bandicoot triology and the first two Spyro games on PlayStation and the first Sonic Adventure on Dreamcast. However, it was also closely followed only a year later by the first Jak and Daxter and Sonic Adventure 2, and two years ahead of Super Mario Sunshine, Ratchet & Clank, and the first Sly Cooper title. Sitting where it is you can see it as a bit of a transition title where it showed off possibly the peak of what its hardware set was capable of. However, the 2001-2002 titles definitely show where Banjo was limited.

The first thing that really stands out is the act of traversing hrough the world. It feels absolutely glacial compared to modern games. It’s not even that it feels bad because it has plenty of weight and appropriate momentum. It just feels like there’s so much downtime going from important spot to spot. The games that came out immediately after it just had such better pace to their movement that really showed a generational leap in the act of traversal.

Jak leaned into a traditional collectathon platformer setup, but was just faster. You could rip through environments in a hurry collecting things at a high pace. Part of it was that the environments in Jak were just more visually crowded thanks to the hardware jump. However, they were also more vertical and more compact, so going to collect things had less down time. Sly Cooper on the other hand had larger levels, but encouraged the player to rapidly move in the shadows so more often than not the player wasn’t slowed down by interactions with NPCs. Ratchet and Clank had the slower movement but fed the gameplay with weapons to make moment to moment gameplay more impactful. Those three all took advantage of the better hardware to make different kinds of platformer gameplay that to me all have aged better than Banjo by simply having the player always be engaged in something.

The second thing that stood out to me was how much the game causes the player to spend time retraversing for small rewards. Obviously retraversing due to upgrades isn’t something I inherently dislike since I love Metroidvania titles. However, retraversal in those games often unlocks large swaths of new territory to run through. Retraversal here is because of small reasons that don’t necessarily feel rewarding. Talking to a mole to learn how to ground pound in a different way than your base ground pound just so you can break rocks to get jiggys feels like it’s just slowing your progress to make the game longer. Finding a magic spot that requires you to find and wander around as Mumbo Jumbo that simply causes a door to open feels like it’s significantly longer than necessary just to make the game longer. It’s all just low-reward ways to push progression that take longer than feels necessary.

Ultimately, newer games have really smoothed out things like this to increase game pace. The Mario games have always had individual stars be impactful. However, Mario Odyssey went inherently collectathon and smoothed things out by making sure the required powers were always incredibly nearby, reducing the need to run around. Ratchet & Clank literally just let you carry and swap everything at any time. Games like A Hat in Time kept some of the open nature of Banjo while reducing clutter to make the experience more streamlined. Even at the time, series like Spyro were compartmentalizing collecting into smaller more varied worlds that were less focused on powers and more focused on fun environmental interactions. These games have all resulted in better aging gameplay than the slow pace of Banjo.

All that said, it’s not like this game has aged to a place where it’s unplayable. It’s still a game that’s pretty easy to fall into. You can easily pop this in, play for an hour or two, and make meaningful progress. Playing at that pace – where you kind of come back to the game periodically – fits this game much better than treating it as a front to back experience. I think that’s the big distinction between Banjo and more modern experiences. This feels like a Sunday afternoon title, where modern games feel like they’re built as better continuous play experiences. I don’t think that’s all that accidental, and I think that’s ultimately a symptom of the industry’s growth out of the arcade. I think you can generally follow games from the NES to roughly the start of the PS2 era and see each generation moving further away from standalone or quick play experiences to something that can be played over longer continuous sessions. Games simply got better at being interesting for a continuous time, rather than being interesting in short bursts.

If this one does interest you, absolutely play the Xbox version. It’s on game pass, on the 360, on the Xbox One, on the Series consoles and it has a bunch of important improvements. Get it as part of Rare Replay and you’re going to have even more fun games to play alongside it. Framerate and resolution are the obvious boosts, but playing on something other than the N64 controller is a huge improvement on its own. Make this one your non-serious gap filler and you’re going to be in good shape.

Game Ramblings #164 – Psychonauts 2

More Info from Double Fine Productions

  • Genre: 3D Platformer
  • Platform: Xbox Series X
  • Also Available On: Xbox One, PS4, Windows, macOS, Linux

It’s not necessarily that this is a new benchmark for 3D platformers, but this is a pretty special game. It’s in the way that the game gets into the minds (literally) of its characters that makes it work so well. It’s great storytelling and great set pieces and great handling of character motivations that all combine into something that takes what the series did well in the past and elevates it in a fantastic way. It’s the type of game that was worth the wait, which isn’t something that happens often.

The gameplay itself is pretty standard platformer fare. You’re basically doing variants of running and jumping, with a little bit of combat. Ya, they mix in psychic power flavor in that glides are levitation or throwing things is telekinesis or your gun replacement is a PSI blast. However, it’s mostly set dressing around standard mechanics. It all works well and it’s easy to fall into because it’s all sort of expected, and that’s a nice thing. It’s a much more positive thing that I probably made it sound, but don’t expect this to be treading new ground from a mechanics standpoint. Where this game is actually special is where it handles the personality and history of each of the people’s minds that you’re diving into.

To skip a bunch of back story, the bulk of the game takes place within the brains of a set of Psychonauts that within the in-game universe are historic and famous. In the picture above, you’re inside the mind of one of those members who to some extent was seen as the glue of the group and is now hurt by the fact that they’ve largely gone their separate ways. The way this manifests within the game is the person envisioning the group as a band, and your path through their story is to find the rest of the members and reunite the group.

Another member comes from the opposite end of this story, and sees themselves as having been abandoned. As you work through their story you end up seeing that it isn’t just the case of the group splitting up causing this sense of abandonment, but other situations in the past that lead to this. In working your way through the story, you’re helping them see that the personal traumas that came from it may be somewhat validated, but that they are only seeing things from one side and that with more information things may not be as they see for themselves.

Dealing with personal traumas is always a subject that is interesting for me to see within games. Games that do it poorly can often feel over the top where the traumas inflicted on characters are so extreme that it feels malicious, where it leads to me just reacting negatively to the story. Games that do it well instead lead to me feeling sympathetic to the characters while also leading me to want to help them through their trauma. Psychonauts 2 luckily falls into the latter.

The characters all have back stories that at least feel relatable. Even if it’s not something that has happened directly to me, the things that have happened all feel grounded in reality. Given the psychic powers twist to this universe, they’re all things that feel like they could happen to a group that is trying to harness powers beyond the imagination of normal people. These are all people that were dealt great power and didn’t necessarily deal with it in a positive manner and are now to some extent left broken by the experience, but they all feel redeemable in that they never felt like they were maliciously trying to harm others, main villain aside. Even in that case it feels like you’re seeing someone who was pushed beyond their limits and lost to their own inner demons, rather than being someone who is just inherently evil.

I think that is all why this game works so well to me as a sequel. The first game and the VR experience proved out the core idea that you could make a platformer that exists within the minds of various people, but those two games didn’t feel as fleshed out to me from the perspective of seeing sympathetic characters and wanting to help them. This game just goes the extra mile to really provide that story backing. The mechanics in place are good enough to not get in the way of the rest of the experience, and it lets the story shine and be what is pulling you through the game in a way that I never wanted to put it down.

Although I am a bit miffed that they wouldn’t let me be immature…

Game Ramblings #151.1 – Forza Horizon 5: Hot Wheels

More Info from Microsoft

  • Genre: Open World Racing
  • Platform: PC / Xbox Series X
  • Also Available On: Xbox One

Original Forza Horizon 5 Ramblings

Forza Horizon always plays that line between fun and realistic at a base game. Their expansions then either lean towards one of those. For Hot Wheels, it’s definitely leaning into the fun.

This feels a bit like deja-vu in that I’ve already done an x.1 ramblings on a Forza Horizon Hot Wheels expansion. However, that’s not a bad thing in this case. The original run of this theme felt like a layer on top of the existing gameplay. It threw some Hot Wheels tracks into the normal environment and called it a day. This is very much a step up. They’ve built an entire new world for this expansion, consisting of three environment archetype islands (desert, snow, and jungle) set in a large interconnected world in the sky. It’s an incredibly well constructed landscape that really pushes the Hot Wheels theming far better than the previous run.

Compared to the previous one, this also just feels much more playable than I remember. That one had some weird things with physics where opponent AI would have problems staying on the track or staying on all four wheels. I didn’t see that at all here. I think some of that has to do with a much increased use of magnetic tracks that keep you really locked down, at least compared to my memory. On the general driving side there feels like a much larger inclusion of randomly fun track elements. There’s things like water slides, corkscrews, a giant half pipe, boost fans all over the place, and more that just make you feel more like you’re in a childhood playroom than in the base Forza.

That’s not to say it’s all great, but what’s weird here isn’t really a surprise. The events aren’t really that different to the base game. The AI is still rubberbandy as all hell. Like the FH3 expansion, the Hot Wheels cars are largely impractical if you use cockpit view and you end up depending on regular cars. It’s very distinctly an expansion to widen what Forza Horizon 5 is, which is the pattern they’ve followed in the past and isn’t really anything of a surprise here.

This is ultimately a case where you know what you’re getting into. If you liked Horizon 5, you’ll like this. If you didn’t the theming isn’t going to be enough to get you on board. It’s a stupid fun bend on the core Horizon gameplay, which is really all I want. It adds some more events to a game that I will routinely come back to every few months for a few hours, and give me some things to do until the next expansion comes out, and again that’s expected and for me is perfectly in line with what I wanted.