Showing posts with label XBLA. Show all posts
Showing posts with label XBLA. Show all posts

Thursday, July 7, 2011

Texas' Twisted Pixel Two-Step

Twisted Pixel is a small team development studio with big ideas, and each game they make gets more epic and more impressive. With Ms. 'Splosion Man and The Gunstringer right around the corner, I felt I should take the time to spotlight one of Austin's better known "Independent" game studios with a review of two of their bigger projects: 'Splosion Man and Comic Jumper.

'Splosion Man skirts a very thin line between playing it safe with known gameplay and mixing it up with a bit of experimentation, to (mostly) great success. At its heart, the game is nothing more than a simple 2.5D platformer in the same vein as New Super Mario Brothers, but don't start hunting for those fancy platforming moves just yet. Mario might be able to spit fire, pound the ground, spin and float to help him reach the end of the level, but in 'Splosion Man you only get one thing: exploding. The game even goes so far as to make a gag achievement to get you to try and change the controls, only to find that all 4 buttons are mapped to 'SPLODE'. There are a few things you can interact with or pick up along the way that involve not exploding, but the majority of the game is pure platforming. There are a few basic rules to follow:

1) You can only get 3 consecutive jumps in a row, after which you must wait for your power to recharge. This can be avoided by moving across streams of fire to automatically recharge you back to a full 3 jumps (they use this to give you the ability to do long, continuous jump sequences late game while still providing areas that require precision jumping and timing).

2) This 'jump' mechanism is also tied to your health. Taking damage with no jumps remaining will kill you, while taking damage with jumps remaining may not, depending on the enemy. Falling into pits/spikes/electricity/etc will still insta-gib you.

3) Making other stuff explode (barrels, other players, some background devices) can give you a small increase in your jump distance.

Using these basic rules, the team at Twisted Pixel is able to offer an extremely impressive variety of gameplay options to challenge you throughout the course of the game. Add in the bit of extras, like the cakes you can find for exploring or getting to hard-to-reach areas of the level, and the amount of content available for the dollar is extremely impressive.

Now don't think that because there isn't much else to do than jump means the game is easy: far from it. 'Splosion Man has an extremely satisfying difficulty curve that helps you learn new techniques and enemies before being completely overwhelmed by them. Overall the content is challenging and it feels good to beat a level, but some levels do feel a little annoying/cheap in that the only way you can learn to time certain jumps is by first trying and then dying. Most of the more difficult platform sequences do a pretty good job of letting you see in advance what you are up against and plan your timing, but a select few feel that the best way to ramp up difficulty is just to send you full speed towards the side of the screen and hope you either knew what was their already or have split-second trigger fingers. These bits can be frustrating but are few, far and inbetween so if you just power through it you'll be back to great level design in no time.

'Co-op' platforming is an interesting feature and when I first heard about it I thought it would either be awkward or lame. I mean, a platforming game designed for single player but allowing multiple people? This promises nothing but chaos! (Which games like New Super Mario Brothers Wii also later proved). Twisted Pixel seemed to think the same way, though, because they designed co-operative levels to be 100% unique to co-op which let them put in platforming 'puzzles' that required 2 people. This requires a very strong level of co-operation between players to finish levels and adds and even greater sense of pride and accomplishment when you pull off some ridiculous feats with your quick timing...

Or, it would, anyway, if it wasn't so bogged down with issues. The idea was great and is amazing fun for the first dozen or so levels, but as they ramp up in difficulty the timing required to pull off different tricks becomes almost impossible to pull off correctly. This makes long sequences of timed jumps nearly impossible to pull off and infinitely more frustrating to play, because now you feel like you are fighting against the game, not playing it. And that's just local multiplayer! The game launched with Xbox LIVE multiplayer which sounds great, but it was plagued with terrible latency and HUGE synchronization issues from the start that could completely ruin your chances of finishing a level halfway through it. To be fair, they worked on it and it got better over time after a few patches but to this day I'd still only try to play local, if at all, because of the absolutely precise timing required to finish some of the levels properly.

What I also don't understand is why they even allowed it to be 3-4 players "co-operative" to begin with. There are no specific levels for this number of players, and exploding near anyone can cause them to just fly off in the wrong direction and die. This makes 3 players pointless because someone will always be missing a partner and die, and 4 players just absurd because it's just 2 pairs of 2 players trying to make it through timed levels without somehow killing each other (hint: you still do). 2 player mode is challenging enough, but 3-4 player co-op seems to serve almost no purpose other than to be there and be absolute mayhem. Come to think of it, maybe that IS the purpose...

The inclusion of leaderboards was a somewhat interesting idea to give the game a bit of replay value - see how fast some people were smoking you on levels that took you several minutes! - but after a few weeks/months the game was so overrun with exploits and hackers that almost all of the best times were simply impossible '2 seconds' times that you know could not actually be real. It's fun for a while to check out some of your friends' times and see if you can beat them, but as is often the case in asynchronous competitive events like this, it doesn't really hold you for too long before it becomes boring, especially since it's not something most of your friends will be constantly watching and trying to beat.

The single player game itself oozes with humor and charm that adds a flair of style to game that really helps set it apart from other solid platformers. Wrap all of this up in a VERY reasonable price, and 'Splosion Man has what it takes to stand out as one of the best games to date on Xbox Live Arcade.


Comic Jumper, on the other hand, is an entirely different experience. Part side-scroller, part beat-em-up, part twin-stick-shooter, Comic Jumper is an attempt to mix a good number of known genres together to make something unique and interesting. While it can certainly be described as unique, some of the gameplay elements don't work out as well as they could and the whole thing ends up feeling like a great idea bogged down by some awkward execution.

Comic Jumper's strongest asset is its story and its characters. Twisted Pixel once again does an amazing job taking a unique idea and combining it with an intriguing story and filling it with zany, larger-than-life characters full of... well, character. The duo of 'The Captain' and 'Star' make for an excellent comedic pairing, especially since they have such a symbiotic relationship with one another. This means they can be placed into situations that might seem implausible for two true individuals to actually participate in.

Their sparring also helps make other characters have even more to play off of, and to great effect. One of the best 'enemies' is the Captains "arch-nemesis" Brad. Star is overly infatuated with him (much to the Captain's chagrin), so once the three in the same room the laughs just keep rolling in. Other enemies - like the Puttmaster or Mistress Ropes - are just as hilarious and memorable. A few of them (like Nanoc and the Cutie Cutie Kid Cupids) are still funny even if they don't stand up as well to the others.

The worlds themselves are also varied and well designed. Each 'comic' is unique and gives the feeling of a specific genre/time period of comics, and even the protagonist gets a new look for each set change. It means that even at the end of the game, you are getting to see something new and different that you haven't seen before - something that can't be said for most games today. When you don't have copy/paste/recolor to fall back on, variety is sort of forced upon you. This doesn't mean that you won't see the same monsters reappear from time to time (because you will), but over the course of the game you will definitely see a wide range of unique models and even art styles.

The over-arching story is adequate, though a bit awkward at times. The amount of direct reference to themselves in the game is occasionally funny but sometimes borders on feeling a bit too egotistical. It sets up some good jokes and some really laugh out loud moments (like the hilarious 'animation' behind the 'help me!' ability) but mostly just feels overdone or overused. The live action sequences are well shot (and thankfully high-definition friendly) and do help add that 'someone is reading a comic book' feeling. And despite my earlier warning of overusing themselves, the final shot of Twisted Pixel at the end is (dare I say it?) priceless!


I would be a little remiss for not at least mentioning the music - 'Splosion Man may have had the  'donuts' song go viral, but it can barely compare to the pure awesome that is "Brad's Theme", or the unfortunately catchy 'I love u'. They get most of their power from actually experiencing them in-game, so don't expect to be blown away if you just decide to look it up on youtube, but many of the original songs in the game are truly exceptional and only add to the experience.

The gameplay is good, with a high difficulty curve and a scoring system to keep perfectionists coming back for more, but often suffers from the sudden shifts in genre and a not-quite-there control scheme. Sometimes the genre shifts work well, keeping the game fresh and adding a nice change of pace to prevent the gameplay from becoming stale. Unfortunately, some transitions occur too suddenly and are quite jarring, throwing you off and often times getting you killed. It doesn't help that the controls feel a bit overwhelming at times. During twin-stick-shooter portions, you are expected to be in control of both analog sticks, fire with triggers, jump AND slide. I don't know about you, but with thumbs on analog sticks and both index fingers planted firmly on the triggers, attempting to jump while maintaining control of my current position, current target and current rate of fire can be daunting. Then again, maybe I'm just old now >-<

The game itself is fairly long, propped up a bit by the necessity to replay harder parts over and over again when you die. You can also go back and replay small sections of older missions to try and get 'best scores' or 'longest streak' for cash to buy upgrades, or even special bonus content. Which is actually fairly extensive, now that I think about it. The amount of concept art, music, video interviews and other 'behind-the-scenes' goodies rivals (and actually exceeds in some cases) what many companies offer for money in "collector's edition" boxes. All for free, and all for just playing the game! Certainly a nice touch, and it really goes to prove that this was definitely the game Twisted Pixel founders dreamed of making when they started the company.

In the end, Comic Jumper is a collection of several ideas put together that both succeeds and stumbles in equal parts. It may not win many awards for anything other than originality, but the game is by no means bad. My only true 'complaint' here is that the gameplay sometimes doesn't hold up to the otherwise incredible production values, and even this is rare. The game may not be for 'everyone', but for someone looking for challenging gameplay in a funny, unique world with over-the-top characters with tons and tons of unlockables, all at an extremely reasonable pricepoint (and soon to be even lower!) you would be hard pressed to find anything better than Comic Jumper. The real shame here is that there will be no DLC to continue the Captain's wild adventures with.


So there you have it - two reviews for games from Austin's very own Twisted Pixel. They've come a long way from their humble beginnings with "The Maw" and have delivered two original IPs that stand out with their style and humor and keep you entertained for hours on end. Twisted Pixel is most assuredly a shining example of the incredible things being done on the Xbox Live Arcade every year, by small developers with big ideas. And with Ms. 'Splosion Man coming soon, and the western puppeteering Gunstringer on the way for Kinect, there is definitely more to come.

Monday, January 11, 2010

Let's do the time warp again

The Xbox Live Arcade has really come through in the past year or so in terms being able to release quality content at reasonable prices. Great new games like Puzzle Quest: Challenge of the Warlords, 'Splosion Man, and Penny Arcade Adventures have found a happy home with quality remakes and re-releases like Worms, Banjo-Kazooie and Uno. But one of the best parts of the service is the fact that small games can be made for small budgets and released to a real audience without need for huge marketing pushes and big box co-operation. This allows for a bit more risk, and where there's risk there's innovation, and that can makes things very interesting.

Leading up to its release, Braid was the XBLA golden child - the definitive proof that people pointed to when they wanted to show that arcade games could be as "big of a deal" as retail games were. To many, it was going to be the proof that downloadable games were the future and could compete directly with retail in terms of sales and revenue for game companies. Considering it was receiving heaps of awards when it was still in its infancy (2 years before being released), that should be no surprise. But even (and perhaps especially) with all the pomp and circumstance, Braid had something to prove in an area that was still largely new in the console space. So after all the hype and fanfare, did Braid make a case for 'triple A' downloadable games or was it simply more chaff? After playing it, I have to say that, in every way, Braid proves that you really can do some impressive things with limited space and budget. And here's how.

The game begins as what seems like a simple platformer but quickly goes beyond that, using time itself to take platforming to a whole new level. Oh, sure, time manipulation has been tried in games before, but Braid handles it so well it becomes nearly seamless in execution. It's not the familiar that makes it so good, but the unfamiliar that really helps it to stand out. The interesting uses in some of the later levels - including position-dependent time, 'shadows' and time warping - are what really solidify it as an innovative, original game.

Which is amazing, really, because time manipulation is a very difficult gameplay mechanic to get right. You have to hit the sweet spot between too simple and too complex, balance the completely obvious and the ridiculously obscure, all while trying to maintain enough diversity to keep the game feeling fresh. Even the slightest drift too far in one direction and the house of cards begins to tumble, easily taking the game from 'fun' to 'frustrating'. Braid does all this and more, always evolving and continually challenging the player with new play options and twists. At first it's just a simple jump-stomp platformer, then they mix in a bit of the all-too-familiar "hey you can rewind time" mechanic, but after that it's anybody's guess and everyone's surprise. Most 'puzzles' are fairly obvious and become a simple matter of executing properly (or determining how to execute properly), which keeps players from getting frustrated because the goal is clear and the tools are all explicitly laid before you.

There is one puzzle in a late level  that did throw me for a loop and begin to frustrate because you think you know how to work it but it seems to just require absolutely perfect execution. Instead, a bit of dumb luck and a realization of my own mistakes causes it to become an actual point of pride when I was able to work it out the correct way.

Perhaps the only true fault of gameplay is that there just isn't enough of it, but like Portal, that is almost a guaranteed statement for a game that you really enjoy and would like to continue playing. It is very easy to say "the game went on too long and became repetitive" and blame the developer for trying to stretch too much gametime out of a single concept, so I find it difficult (if not impossible) to actually blame a game for being "too short". I would rather the game be shorter and very good (see: the Half Life 2 Episodes or Portal) than try to forcibly extend the game for fear of it being "too short" (see: backtracking in Halo, excess travel in GTAIV, or level grinding in RPGs). A reviewer knocking the game for being "too short" really translates to (the significantly more positive) "does not overstay its welcome", and is more the sign of a desperate reviewer digging for something negative to say than an actual flaw in an effort to appear unbiased. Either way, it is fair to say that Braid will leave you wanting more.

...or if not more, at least a book of references, because the story is everywhere and nowhere at the same time. Braid's story, while almost completely baffling upon closer inspection, is perhaps one of the best proofs that video games add a completely new dimension to entertainment that, when used properly, takes storytelling to a whole new level. Books are something of an interactive medium, feeding you information but allowing you to use your mind and imagination to fill in the gaps and recreate the scene. Movies are visually impressive and often stunning in execution, but leave very little to the imagination and offer little in terms of stimulation aside from bright lights and big sounds (a few exceptions aside, of course). Video games, however, are designed as an interactive medium and allow the player to feel deeply invested in the story (like books) while maintaining a very impressive visual clarity (like movies). Most games try to really fall back on one of the two sides to carry them to greatness (the classic graphics vs. gameplay argument), but Braid finds a great story to tell with a great gameplay system that mesh together so well it leaves you almost stunned speechless at the end. It is difficult to explain without giving it away, but the last level alone is one of the finest moments in entertainment and requires almost no words or fancy visual effects.

That's what makes it so sad to say that the 'real' story - depending on who you believe - is so confusingly hidden and ambiguous that is it really takes away from the experience as a whole, assuming you bother to look long enough. Braid is really telling almost 4 different stories at once, sometimes jumping back and forth between them with no real clear indication that it has done so. As you play, it seems like it makes sense (granted, even the most basic of interpretations seems very weird) but as you near the end it just explodes into a tangled mess of plots, subtle metaphors and completely blank holes. Even now, you can search far and wide on the internet for different "interpretations" of the games plot and events (do yourself a favor and do not do this until you've played it at least once) and almost all of them will be different. There is something to said for stories being "open to interpretation", especially with regards to character motivations and thoughts, but when you can't even piece together the basic plot of the story it starts to cross a line.

Some say this is a reason to put Braid above the rest - that it deserves praise for not dumbing down the story and for being a bit more open to interpretation than, say, "a plumber that fights a dinosaur to save a princess of a kingdom of mushroom men" - but I'm going to have to disagree. It does not detract enough to really punish the game for it, and in fact it does a good job of getting people to continue to talk about the game after the fact, but a story does not have to be cryptically written to be good.

Graphically, Braid is arguably the perfect blend of stunning art and wonderful artistic direction. There is not a single point about it that leaves you with the impression that it is a simple downloadable game, and it is even more impressive than most AAA titles released that year (in terms of production quality). It really shows off the true power behind HD gaming and makes you wonder what could be done with a full retail title in 2D. The amount of detail in the scenery, incredible use of colors and smooth animations all add up to a beautifully rendered, completely unique look that really captures your attention and refuses to let go. Couple this with the soothing violin playing in the background and you can easily get lost in the splendor of it all. While graphics can't make bad gameplay better, it does act as a very nice bow to wrap up an already strong package.

Despite all of the praise it received, Braid was still a magnet for criticism, mostly surrounding its length and price. I've covered the whole 'length' argument at length (ba-dum-tsh), but cost is an entirely different issue. I think one of the biggest reasons why cost was even such a big problem for most people is because 1) companies had been burning people on the cost of DLC already (see: Horse Armor in Oblivion), 2) A pattern was starting to emerge that XBLA games were $10 so that is the price people expected, and 3) players tend to directly compare cost with perceived length to determine "value". Braid was bucking that trend, and it brought up bad memories of companies trying to overcharge for downloadable content, which is often cheaper to distribute than going through retail channels. Penny Arcade Adventures ran into the same problem when they released Rain Slick for $20 earlier that year. Couple that with the noticeably short playtime and it really set some people off.

For some reason, video games are still the only medium where a direct correlation is drawn between cost of the product and length of total entertainment. I've almost never heard of someone complaining about how they could pay $10 for a 3 hour movie instead of $10 for a 2 hour movie, without mentioning the quality of the film at all. Sure, video games work with numbers that are significantly larger (20-60 hours in some cases for $50-$60) but why is it that gamers do not wish to think of their purchase in terms of quality, but instead in terms of quantity? $15 for 4-8 hours (more if you're into speed runs) of gameplay is not a terrible investment considering the length and cost of other entertainment options (many full price games, the movies, etc). Granted I purchased the game when it was a "deal of the week" for a mere ten dollars, but that was because I had always wanted to buy it and was pretty sure it wouldn't drop to that price again, not because I felt fifteen was unreasonable. If you have any appreciation for good games with very high production values, $15 is a great price.

To me, Braid remains one of the biggest surprises to the (potential) quality of XBLA games and the power of downloadable games as a whole. Before playing it, I had purchased few (if any) XBLA titles, and the ones I had purchased were 'safe bets' that were from companies I knew or extensions of known series. Now, I'm much more attentive to what is coming out each week on Xbox Live because you just never know when you might find the next "diamond in the rough". Considering how long it took me to purchase and then play it, the information is now a tad dated, but if you have yet to play Braid you should definitely look into purchasing it (or at least downloading a demo). And, hey, now it is available other places too - PC, MAC, and even PSN. So you don't even need an Xbox 360 anymore to enjoy it. So go out there, faithful readers, and do the time warp again!

Monday, March 9, 2009

Dualing Banjos

Despite single handedly bringing the video game industry back from the verge of death and helping to firmly entrench the 'console' into the world of gaming in the same space as the all mighty PC, Nintendo hasn't exactly always been on top. Beginning with the introduction of the N64 in the late 90's, a series of miscalculations on Nintendo's part left the company in a downward spiral that continued into the Gamecube days and saw the once mighty giant knocked down to 3rd place behind two new contenders, Sony and Microsoft.

When you look at the N64's lifetime sales numbers and compare them to the Playstation 1, Nintendo sold only a third as many units as a company who had just released their first console. How does something like this happen? Was it the choice to stick with the more expensive and smaller storage cartridges over CDs? (Go read the wikipedia articles on the history of the CDi and the Playstation, by the way. Very interesting stuff) Lack of third party support? Poorly timed first party releases? The eventual explosion of the Final Fantasy series? It's hard to know for certian, but one thing we can be sure of is that people seemed to prefer the PS1 to the N64 almost 3:1.

That's not to say, however, that the N64 was a total loss. While Nintendo may only have itself to blame for it's spectacular failures, it has equal right in taking the credit for their monumental successes. The N64 brought us several classics that will surely stand the test of time, many if not all of which were first or second party choices. Ocarina of Time is constantly tagged as one of, if not the, the greatest game(s) of all time. Super Mario 64 gave the platformer life in 3D and developers today are still trying to surpass its greatness. Games like Star Fox 64 and F-Zero X each took on new life in their 64 bit days and received quite the cult followings even if they were not spectacular critical or commercial successes like Zelda and Mario.

The N64 era was also unique, though, because it was perhaps the first (and only) era where 2nd party developer Rare really showed what it could do. While Rare did have several 'cult' hits during the NES days (my personal favorites being Snake Rattle 'n' Roll and Battletoads) and some bigger hits on the SNES (Donkey Kong Country series, Killer Instinct), their N64 games are probably what they are most remembered for. Who doesn't remember the first time they played Goldeneye multiplayer, racing a pig in Diddy Kong Racing, playing counter-operative in Perfect Dark or blowing up buildings in Blast Corps? Even their more 'average' games - Donkey Kong 64 - were fun and enjoyable despite their weaknesses.

By now, of course, you've probably noticed the missing link to this puzzle (P.s. if you don't, read the post's title again for a hint). It is certainly a difficult call to make, but I believe if anything has been able to capture the magic and fun that is locked away deep inside Super Mario 64, Banjo Kazooie was it. Both are experiences in their own way and should not be missed, but while Mario 64 is simply the application of a known 2D formula in a 3D world, Banjo Kazooie represents something completely new altogether. New characters, a new world, a variety of moves and abilities, unique locations and a large helping of cartoon humor really helps Banjo Kazooie not only stand out from Mario 64, but excel in its own way.

---Banjo Kazooie---

Banjo Kazooie starts out like any other Mario game does - a female character has been kidnapped and it's up to our protagonist to save them! - but the stories couldn't possibly be any more different. Tooty, Banjo's sister, is taken by the evil witch Gruntilda (who only speaks in rhymes, mind you) because she is the 'fairest' and it is Gruntilda's wish to have Tooty's beauty as her own. As you start out you know the basics of platforming (jumping) but hidden within many of the worlds that you visit are new abilities that you can learn to increase your arsenal and tackle new challenges. Things like flight, invulnerability, shooting eggs, double jumping and walking up steep ramps help to break the usual tediousness associated with platforming (jump to win!) and adds quite a bit of variety to the gameplay.

At its core is your standard Mario 64 inspired platformer, complete with multiple worlds featuring various exotic locales (Gobi's Desert, Freezeasy Peak, Mad Monster Mansion, etc and so forth), tons upon tons of items to collect, plenty of pesky platforming perils (plus puzzles!), and endless supply of unique and entertaining enemies, health and lives and bears, oh my! Worlds are generally static levels that you explore all at once (in Mario 64, the level could change substantially depending upon which star you were seeking), allowing you freedom to work on multiple goals simultaneously without having to exit/re-enter after each mission. +1 for convenience.

Notes are the 'common currency' and 100 are strewn about in each level, but instead of being used for health and extra lives (or a 100 coin star) they are used to unlock deeper areas of Gruntilda's lair. Jiggies, aka Jigsaw Pieces, allow you to open new worlds, which means that you require both jigsaw pieces and notes to make it to the final showdown with Gruntilda. This may seem a little strange or even perhaps annoying, but I think it is a clever idea to require both a bit of exploration and a bit of platforming before you're allowed to move on to the next area. Since you will trip over notes left and right on your quest for each world's many jiggies, it is highly unlikely you will even need to go out of your way to collect enough to advance. Each world also has 5 Jinjo's for you to find, and while their inclusion in the banjo universe might seem strange or even bizarre at first - then again, what isn't - I assure you that they rightfully earn their place by story's end. Rare has taken collection to a whole new level and has completely gone all out to make each nook and cranny of the levels filled to the brim with items. It is even an inside joke in their future games that all platformers must involve "pointless collection mechanics". For those of you who are born completionists and love collecting, exploring and achieving, you just struck gold. Or maybe oil. Actually, you struck goldoil.

I've already touched on Banjo and Kazooie's vast array of useful abilities, but something that deserves its own special mention is that in many levels you can visit Mumbo Jumbo (resident Shaman) and have him transform you into something. Each level has it's own transformation, most of which are both necessary for completion of the level and hilarious. Examples would be the termite (climb up really steep walls), bumble bee (fly, and mingle with the honey bees who are otherwise aggressive towards bears), and even a pumpkin (who is small, bouncy... and probably delicious). You don't get a whole lot of use out of them and having to go back and forth to Mumbo's hut is sometimes aggravating (see: Mad Monster Mansion) but overall it adds just another layer of diversity to and already impressive list of gameplay features. Every now and then, Mumbo will accidentally turn you into a more 'novelty' form and is always willing to offer up humorous one-liners after he has completed his magic. Just one of the many area's that Rare's humor really adds to the atmosphere of the game.

If you have the game memorized backwards and forwards it might not take you long to beat it - 6 hours maybe, assuming you picked up just enough to unlock Gruntilda - but like Mario 64 the real length of the game is in being as OCD as possible and running around collecting everything. Notes, Jinjos, Jiggies, honeycomb pieces. A good 20 hours or more for those in unfamiliar territory, maybe 10-12 if you're doggedly determined and wielding a gamefaq's sheet. Completing the game at 100% Jiggies (and notes, maybe? I always did it anyway) will give you a sneak peek at some of the secrets that lay hidden deep within the game, tucked away for over 10 years under the joke that we all know as 'Stop 'n' Swop'. Oh, sure, now it actually does something and has meaning but to those of us who grew up not knowing, it was perhaps one of the more cruel failings of the series, especially considering how much coverage it received. They finally added it in with Banjo Kazooie: Nuts and Bolts, but 10 years of hype and anticipation means that the only thing they could possibly do with it was disappoint (which it certainly did, by and large). Maybe when they finally finish the port of Banjo-Tooie, we'll see what Stop 'n' Swap was really supposed to do.

Overall, Banjo Kazooie is one of those games that made the N64 almost impossible to live without, despite the system's misgivings and general lack of third party support. If you were willing to accept original ideas and didn't need your platformer's main character to be an overweight red plumber to enjoy it, the game offered more in terms of innovation and design than perhaps even Mario 64 did. It gave Rare yet another successful franchise and paved the way for sequels (Banjo-Tooie), character crossovers (Diddy Kong Racing), GBA releases (Banjo Kazooie GBA and Banjo Pilot), ports (Banjo Kazooie on XBLA) and last but not least... reboots (Banjo Kazooie: Nuts and Bolts). The game was incredible and certainly worth the $15 price tag on the XBLA, assuming you don't have an N64 somewhere you could dust off. The new high res textures and actually implemented Stop 'n' Swop feature are enough reason to purchase it again anyway. I'm not one to try and reward companies for taking older games and attempting to make money off of them again simply by repackaging them and placing them back onto the market in a newer format, but with a game as good as Banjo Kazooie - with new features and textures to boot - I'm willing to make an exception.

--- Banjo Kazooie: Nuts and Bolts ---

So when Rare announced a new Banjo Kazooie for the Xbox 360, I was both excited and worried. Since its split with Nintendo and purchase by Microsoft, Rare has not been capable of creating the same caliber of product that it is known and loved for (some say this started during the Star Fox Adventures development, too, as it wasn't exactly received well). Which is sad, because Rare seems to have been punished unfairly for attempting new things and creating new IPs (Grabbed by the Ghoulies, Kameo, Viva Pinata), although their poor attempts at ports (Conker: Live and Reloaded) and buggy launch titles that are prequels of their beloved classics (Perfect Dark Zero) didn't help their reputation at all. Could the company overcome its recent missteps and create something worthy of the Banjo-Kazooie name, or would it turn into another disappointing continuation of another one of their once beloved franchise? While the former may not have happened as much as one would like, I would not call the game a failure by any means.

While essentially a 'platformer' at heart, Nuts and Bolts is unique in that most tasks are performed not through jumping, but through the use of vehicles. If you limit the term 'platformer' to being a game entirely dedicated to jumping and the timing thereof, then no, this is not a platformer... but neither is, say, Mario 64. Mario 64 also included new elements like swimming, flying and boss battles to provide their own unique challenges different from - yet still similar to - jumping. Basic platforming is still in Nuts and Bolts, but the usefulness of this is mostly limited to note collection within the hub world 'Showdown Town' as most challenges require the use of some type of vehicle. You may not be solving challenges exclusively with jumping, but performing tasks with a certain degree of precision and timing is the foundation of the game and is the most obvious reason you can call it a 'platformer'.

It makes more sense with an explanation of gameplay. The essence of Nuts and Bolts is that you create and use vehicles to perform a variety of different tasks with a number of constraints. This can include things like time limits, following a certain path, racing other characters or vehicle choice restrictions. Overall the game is a very large mixture of different playstyles and environments, ranging from on-rail shooters, flying planes, racing boats or item collection and transportation. The real beauty is that many (if not all) challenges have more than one unique solution so instead of being forced to perform a given task in a specific way you can instead find clever ways to solve the problem using creative or 'out of the box' solutions. Do you need to heat up an egg to make an omelet? You can create a vehicle that carries the egg to a nearby volcano or you come back later and use the flamethrower to whip something up on the spot. Trying to throw basketballs into a hoop? You may find it easier to bring the hoop to the ball.

The nicest thing about the vehicle creation system, however, is that each part you use has an actual impact on performance and is not merely a cosmetic difference. My biggest disappointment with Spore was actually how neutered the creature creator felt once you understood how it worked. 'Stacking' items onto a creature would not increase that item's power, so there was no reason to add more than 1 of anything because the only difference was the aesthetic look. Having six level 1 claws actually made your creature less dangerous than having one level 5 claw because you would be limited to a level 1 attack. This was very foolish for several reasons:

1) Adding extra units still ate up 'DNA' units, so you were essentially paying a hefty price for cosmetic features.
2) This also meant that a creature could be level 5 in every category if you were willing to create it in such a way that it only needed 1 of any item (1 foot, 1 claw, 1 mouth, etc). This meant that creativity and uniqueness was punished by being inferior to ones that were built solely to exploit the DNA available to them.
3) Creatures had hard caps that could not be exceeded, going against the basic premise of the system. You couldn't create a vicious killing machine that would fight his way through all problems and have no social skills or speed whatsoever, because there was no point. It offered no benefits because you couldn't stack items to gain additional benefits at the cost of others.

Nuts and Bolts solves this problem by allowing additive stacking to actually confer a benefit. Using 2 small fuel tanks will give you more fuel than just 1. Using 5 small engines will go faster than using 1 medium engine. If you have a large engine but just want a bit more power you can add a small one. You can add as many weapons and ammo boxes as you prefer to make it look like something out of the Twisted Metal series and it will definitely kick the pants off of someone with just a puny egg shooter. Basically, every change you make will have some affect on the vehicle's performance and when you are spending time customizing and fine tuning your own creations, that means a lot. It not only gives your work a greater sense of purpose but also encourages you to finely tweak everything to get the best performance, making the creator a much more integral part of the game than just 'eh, let's throw something together real quick and be doe with it".

Which is good, because each task you complete is given a sort of 'grading' based on the limits given. You can fail (obviously), do OK and receive notes (currency in the game to buy new parts and blueprints), do well and receive a jiggy (unlock new worlds and ultimately the boss) or do very well and receive a trophy (4 trophies = another jiggy, not very creative I know). As an example, timed events tend to reward you for doing more of something in the given time, like collecting more items or killing more enemies. Another example would be that if your goal is to perform a specific task, you will be rewarded for completing it in a faster time. Since you do not need the maximum number of jiggies to beat the last boss (in fact you need just over half), you are free to skip tasks that are aggravating or prove to be more difficult. This gives you plenty of choices on how to move forward, allows you to play challenges you prefer or ones that you've already built vehicles for and even come back later to do something when you've gotten better vehicle parts or newer items to use. The only exception to this rule is Grunty battles, which you need to get specific parts to open new areas in Showdown town. Overall, this non-linearity actually helps to prevent you from feeling bogged down or stuck while rewarding creativity, ingenuity and platforming.

Unfortunately, you must approach Nuts and Bolts with a very accepting attitude for the first hour or so because the beginning of the game is very tedious and limited. You start out with a tiny number of parts to work with and most early challenges (beyond simple "tutorial" ones) will be frustrating to complete, especially if you are going for Trophies. Early vehicles are about as sturdy as an egg, handle about as poorly as wet soap and go as fast as a sloth but, over time, you can really start making some nice contraptions. As you earn money, collect your first few jiggies and open up new areas you will slowly unlock new parts and blueprints that beef up the vehicle editor. If you can push yourself past the initial 'it's impossible to drive these vehicles' phase and start to customize your own, the fun will really start to kick in and the rest of the game will be great. Unfortunately for Rare, demos are short and attention spans are even shorter, but make sure you give this game just a bit more time than normal before throwing it to the dogs.

While achievements normally do an excellent job of extending the life of a game you enjoy, I found this especially true for Nuts and Bolts. They are very well spaced out over the course of the game, meaning that usually when you sit down to play you can earn an achievement or two before you're finished for the night. This is good because it gives you small goals to aim for outside of the 'real' game and also rewards you for going above and beyond (earning trophies), being a completionist (collect every jiggy) or doing some of the other unique things available in the game like Klungo's Arcade. Speaking of which, try not to let Rare's terrible sense of humor get in the way of enjoying the otherwise delicious 2d platformer minigame tucked away there. Sorry guys, but the "oh sorry I thought I fixed that bug here let me restart the whole level for you" isn't funny with you're constantly dying and were doing well for once.

While the singleplayer is nice, the multiplayer could use a bit of work. Online matchmaking generally takes forever, often times just outright fails and even if you do get into a game teams will be unevenly split, occasionally punishingly so (i.e. 5v2). Custom vehicle matches would be fun except there is not a way to determine the 'class' of a vehicle (i.e. is it using early game parts or is it decked out in all the super items?) so unless you've 100%'d the game and really focused on building the perfect vehicle for a specific course you can almost be assured to lose to someone half as good as you rocketing around the arena with 4 super jets. "Log's choice", where everyone uses the same pre-built machines, is better but they aren't tuned to handle as well as you'd like and cannot be customized... which is a large selling point for the game. If the audience was large enough they could do interesting things like have vehicle 'classes', where you could race against vehicles with similar sizes or part quality, but I think if you fractured the online community any more than it already is you'd never get into a game. Local multiplayer shows more promise, but that would require finding 3 other people like yourself willing to take the time to make custom vehicles and race them against you. Pretty heavy setup cost for a multiplayer game.

Despite my initial dissatisfaction with Nuts and Bolts not being a traditional platformer, the vehicle customization and gameplay eventually won me over (even though the inside jokes about losing their moves stung a little). I went on to complete the game as much as possible, leaving only multiplayer achievements undone due it being almost impossible to get into a game, let alone win it. As long as you are willing to give the game a chance, it will provide you with dozens of hours of vehicle buildin', witch shootin', jiggy collectin' fun that is as unique and entertaining as you are willing to invest your time and creativity into each vehicle. It may not be the instant-classic that it's predecessor was, but at $40 or less Banjo Kazooie: Nuts and Bolts is quite the deal.