Why People Hate Banjo Tooie

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  • เผยแพร่เมื่อ 8 พ.ค. 2024
  • Looking at why people hate the sequel to one of the most popular games on the n64, Banjo Tooie. I break down in depth the 3 main reasons why people hate this game, Too Much Back Tracking, Too Many Mini Games, and the Worlds Are Too Big. I compare Banjo Tooie to Banjo Kazooie in each of these 3 categories and see if the haters complaints are valid. If you've ever wonder why people hate Banjo Tooie this is the video for you.
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  • @aseldesu
    @aseldesu 2 ปีที่แล้ว +1078

    Usually I don't like backtracking but I love how the backtracking in tooie makes the world feel more alive and connected

    • @fatbastard7896
      @fatbastard7896 ปีที่แล้ว +23

      SAME

    • @chrislecount4801
      @chrislecount4801 ปีที่แล้ว +66

      Yeah, if you pardon a metaphor, the levels in Banjo-Kazooie feel much like disconnected island whereas Banjo-Tooie’s world feels like a fully-connected world.

    • @knellycornnan5132
      @knellycornnan5132 ปีที่แล้ว +20

      Yes. This is how I feel too. It doesn't really bother me that much. I think it was a good design decision.

    • @fullshark09
      @fullshark09 ปีที่แล้ว +3

      me too

    • @jessyavila5317
      @jessyavila5317 ปีที่แล้ว +1

      Didn't you comment this in his dk 64 vid ?

  • @AaronStorey
    @AaronStorey 2 ปีที่แล้ว +254

    My love for Tooie is a bit different - as a kid, I only had Banjo Kazooie, we had a tough time financially so we only had a couple of games. A family friend however did have Tooie, and to me (someone who had beaten Kazooie probably 100 times), it was this magical expansion with extra moves and new worlds that I got to play once in a blue moon.
    I'll always love Banjo Kazooie, but Tooie for me was this elusive extra part of the game that only when I was a young adult I got to revisit for myself, and loved it.

    • @pjboland254
      @pjboland254 ปีที่แล้ว

      Fr

    • @NotreJourAujourdhui
      @NotreJourAujourdhui ปีที่แล้ว +7

      This is exactly me - I played BK countless times as a kid and loved it. But I never got to play BT as a kid. The first time I played it was in my 30s and it was so much fun - it was big and difficult that it was challenging enough for me as an adult. I really loved it and was a pleasant suprise. BT is better than BK in the challenging aspect but BK is still the nostalgic #1.

    • @psychoapplesauceeater8562
      @psychoapplesauceeater8562 ปีที่แล้ว +4

      I had the same story

    • @jayster900able
      @jayster900able 10 หลายเดือนก่อน

      Same boat as you sir

    • @HOTD108_
      @HOTD108_ 10 หลายเดือนก่อน +2

      Sounds like you actually love your memories of the game, and not the game itself.

  • @JortsKitchen
    @JortsKitchen ปีที่แล้ว +58

    As a kid, it was amazing. The trial and error of figuring things out was so rewarding. No internet or youtube walkthroughs. Just hours upon hours spent with my sister exploring and figuring things out. One of my favorite games of all time.

    • @kirbytooie64
      @kirbytooie64 3 หลายเดือนก่อน +1

      Even using walk-throughs and cheato codes, I enjoyed the game so much 😃

  • @sirskylight7901
    @sirskylight7901 ปีที่แล้ว +192

    My thoughts on the three points why some people don't like Banjo-Tooie:
    1.) I don't mind the backtracking. I actually like having a reason to go back to a previous world.
    2.) I didn't have any issues with the mini-games. I liked most (if not all) of them.
    3.) I liked that the worlds were bigger. It felt like there was a lot more to explore, and it didn't really feel empty either.
    I can sort of understand the criticism, but it really just comes down to personal preference by the end of the day. I'm a fan of both games. Both really fun to play, and just overall a good time.

    • @pressaTD
      @pressaTD  ปีที่แล้ว +23

      Thank you for the completely reasonable and thought out comment. I completely agree with you. I love Tooie, I was just exploring the reasons why some people find it annoying.

    • @benmidnightflame
      @benmidnightflame ปีที่แล้ว +4

      I sentence you to playing the Canary Rematch again and again until you change your mind!

    • @Ghorda9
      @Ghorda9 ปีที่แล้ว +9

      @@benmidnightflame but that's completely optional, i can also say the same thing to you about collecting all the notes in rusty bucket bay.

    • @Saltyoven
      @Saltyoven ปีที่แล้ว

      Jokes on you, never had an issue with that, even with rubber band ai.

    • @Arasarcan
      @Arasarcan 4 หลายเดือนก่อน

      Thank you!
      To me, the gameplay of Banjo Tooie was a pleasant experience
      I was more disappointed about the pacing of the story
      The start was very enjoyable to me; then, a vast middle part of nothingness took place and suddenly: the end 😀

  • @Hilipinapixili
    @Hilipinapixili 2 ปีที่แล้ว +402

    As someone who loves both games, Tooie always felt more adventurey to me, while Kazooie felt simpler and more compact. Both premises have their up and downs, and while it's true that Kazooie is more replayable because Tooie is more exhausting, I don't think this is necessarily a strike against Tooie, as it's the same situation bigger, more involved games find themselves in when you compare them to simpler less time-demanding ones. Like, I'm currently playing The Witcher 3 and while I'm enjoying it I can already tell you it's gonna be a long while until I decide to replay it again. On one hand, I find completing Mayahem Temple more satisfying, but on the other I know Mumbo's Mountain is a simpler endeavor that takes less time and probably will get more runs from me because of this. This extrapolates to the rest of both games as a whole.
    Overall I think the levels in Kazooie are more memorable, but that doesn't mean Tooie doesn't have it's gems. Witchyworld is fun, Jolly Roger's Lagoon is one of the rare cases where the water level is my favorite stage in the series, Grunty Industries is kind of a Zelda dungeon in disguise that I happen to find extremely clever. Having said that, I really dislike Cloud Cuckooland. Way too much flying makes the level feel disjointed.
    Now if you allow me to go on a tangent here, I've also seen Tooie being compared to DK64. Unlike Tooie, I DO find myself in the camp that considers DK64 to be weak (not necessarily BAD, but definitely worse than both Banjo games IMO), but my reasons have more to do with thematic integration. As I said, Tooie feels more adventurey, with levels that interact with each other giving the feeling of a cohesive world. DK64 would be in the same camp, but it's levels always felt fake to me, like a ton of the stuff you find has nothing to do with the level itself. It's full of generic barrel minigames that don't fit the theme of the levels, bullet switches, instrument switches that do different stuff just because, and while the Banjo games also have switches and pads that are only there so Banjo can use them (Grunty switches, fly/jump pads, the pads that allow you to separate both characters in Tooie), I always felt DK64 was much more egregious and immersion-breaking about it because it's CONSTANTLY throwing them at you. Not to mention the fact that the whole game revolves around collectables being arbitrarily able to be collected by only one Kong, which adds both to the backtracking AND to breaking the believability of the world. All of these things made DK64 feel more like a checklist. Tooie, while also having a checklist-like concept, manages to avoid this feeling IMO because of it's more cohesively designed levels, and feels more like an actual adventure. At least, that's how I personally feel.
    I'm not going to talk about Yooka-Laylee because I haven't actually played it yet.

    • @loonybin7835
      @loonybin7835 2 ปีที่แล้ว +12

      Perfect explanation. I usually give roughly the same explanation when I explain how I appreciated the vast, interconnected nature of Tooie when I was younger, and that it might not be everyone's cup of tea but it had a lot of wonderful moments, and I loved that Tooie's moveset was a perfect superset on Kazooie's, and how the bosses and minigames and more robust transformations always felt like welcome additions to the formula to me. Not for everyone if people really don't like backtracking or really want to speedrun their games, but it's by no means objectively bad, or not a worthwhile sequel.

    • @DevilBlackDeath
      @DevilBlackDeath 2 ปีที่แล้ว +8

      I've actually never been able to go past World 2 of DK64 because I'm bored in anticipation of the backtracking to collect colored coins and bananas. It's just a brick wall I can't get past. I think one day I'll finish but I likely never will 100% it (maybe with the "Switch Kong Anytime" mod thingie ?).
      Meanwhile, Tooie has a lot of stuff but it's meaningful. With its backtracking it tries making the world more cohesive and connected, and its bigger worlds actually try to do the same and make the levels make more sense and feel more lived in while also having more visually pleasing sight (at the price of less landmarks, more spaced between each other). Overall it makes the game feel, as you said, adventurey, which was really cool to me at the time. And I'm playing through it regularly to this day! :)

    • @noname-jt6kl
      @noname-jt6kl 2 ปีที่แล้ว +5

      I'm in the category of those that prefer DK64, but simply because I love the swath of collectibles which BT lacks. This is a similar reason why BK is stronger than BT: The notes are individual instead of grouped.

    • @loonybin7835
      @loonybin7835 2 ปีที่แล้ว +5

      @@noname-jt6kl You like games for the literal collectible count? Pretty sure BT has more *types* of things to collect than DK64 and BK. They probably grouped the notes in Tooie so that they could track which ones you collected, whereas in BK they had to do that bullshit "best note score" thing, which I assume was due to hardware limitations. But there's still tons of garbage to collect in every level if that's all you're playing for. The color-coded items in DK64 that you had to swap characters 5 times per area to collect just felt like tedious filler to me and I'm so glad they didn't do anything like that in either BK game.

    • @noname-jt6kl
      @noname-jt6kl 2 ปีที่แล้ว +3

      @@loonybin7835 true, true. But BK has a higher number. Plus the hardware note thing is absolute bull since DK64 has more collectibles yet can save them all.

  • @nappa1381
    @nappa1381 2 ปีที่แล้ว +234

    Always preferred Tooie, myself. I loved all the new abilities, how the worlds were interconnected, the awesome boss fights, the minigames, etc. It just felt like a much bigger game in every respect, and I never saw that as a bad thing.

    • @Mortablunt
      @Mortablunt 2 ปีที่แล้ว +20

      Agreed. As much as you can say take advantage of the N64 vs being limited by it, Tooie felt like the kind of scale of game that really took advantage of the N64's power. It really delivered a huge mostly seamless adventure unlike almost anything seen on home consoles before, and I'd argue wouldn't really be emulated except by the Metroid Prime games or perhaps Dark Souls 1. When I played it as a kid, it was everything I wanted in a game. It was huge, it was adventurous, it had every kind of setting, it had tons to do. It was the first game I ever played that actually had a play experience that matched up with my young imagination in terms of what I wanted from a game; it was as big and bold as kid me could imagine. When compared with Kazooie, it looks like Tooie was the game they really wanted to make, especially if you look at some of the latter Kazooie stages like Freezeezy Peak, Mad Monster Mansion, and Click Clock Wood, which are huge levels with also numerous sub areas. Click Clock Wood in particular is an absolutely massive level with complex puzzles.

    • @nappa1381
      @nappa1381 2 ปีที่แล้ว +15

      ​@@Mortablunt In hindsight, Click Clock Wood seems like a beta test for what they wanted to do with worlds in Banjo-Tooie, with having events in one world affecting another, i.e. fixing the toxic water problem in Jolly Roger's Lagoon or pushing George Ice Cube off a ledge so he cools water in Half-Fire Peaks. In that regard, I think the developers absolutely succeeded in making the game they dreamed of with Tooie.

    • @dravenation8428
      @dravenation8428 ปีที่แล้ว +5

      I love the train system. Probably one of the earliest examples of fast travel.
      I could never figure out how to get into Grunty Industries as a kid, until I found the train switch and tried to ride into the Grunty Industries train station
      Imagine my surprise when little kid me figured out that's how you're supposed to do it!

    • @Kspice9000
      @Kspice9000 ปีที่แล้ว +3

      @@dravenation8428 same dude.
      I thought found the secret tunnel early but came to realize that's why you learned all the worlds are connected. That realization along with remembering that Grunty flat out says you ain't going in the regular way are the only hints. Which makes it sooo good as kid to see the cause and effect relationships from everything in this game.

    • @dravenation8428
      @dravenation8428 ปีที่แล้ว +3

      @@Kspice9000 why oh why did we get a banjo racing game instead of banjo threeie

  • @ACertainGoldEevee
    @ACertainGoldEevee ปีที่แล้ว +56

    I actually really enjoyed the backtracking in Banjo Tooie. I always thought it was cool how all the different worlds were connected, and i would have to figure out if each new move could help me get something i couldn't before.

    • @jasonbenefield7892
      @jasonbenefield7892 ปีที่แล้ว +1

      I absolutely hate the backtracking. I played it on Xbox last year and thought with walk-through guides and TH-cam videos I'd be able to finally beat it. I was wrong.
      There is just too much backtracking and the levels are so big. I got stuck on the grunty industries level and the walk-through guide and TH-cam videos don't really help with a lot of what needs to be done.
      I might try again one day, but the backtracking just makes it un-fun for me. Banjo kazooie is far more fun to play.

    • @Ghorda9
      @Ghorda9 ปีที่แล้ว +3

      @@jasonbenefield7892 you should only backtrack using the shortcuts and only after you have all the abilities, also you can get most things in grunties industries without backtracking, the level is just cryptic.

  • @MelancholyJoker19
    @MelancholyJoker19 2 ปีที่แล้ว +62

    I honestly can't give the "more mini-games" as valid criticism because even with about twice as many per level, its still just a handful more than BK, which actually is just normal progression when you want to make your sequel bigger and better. I get the backtracking issues even if its something that makes sense for the worlds being interconnected. The worlds being too big is also something that depends on what you consider too big. I think some people mistake doing more for the worlds being too big. Like the only levels I think truly fall into "too big" are Jolly Roger's Lagoon and Grunty's Industries because of how they're structured

    • @noname-jt6kl
      @noname-jt6kl ปีที่แล้ว

      Actually, there are barely any in BK. Most of the ones he mentioned I wouldn't count, and even if I did the ones in Tooie are much longer with multiple rounds, making them even more tiring.

    • @TheGoldenDunsparce
      @TheGoldenDunsparce ปีที่แล้ว +1

      Tooie's minigames felt like they dragged on forever for some reason, and so many were shooters despite being an adventure platformer. Reminds me of how Conker suddenly turned into a FPS in the last 2.5 levels for no reason...

  • @FirstLast-mn4re
    @FirstLast-mn4re 2 ปีที่แล้ว +102

    The scale of Tooie isn't inherently a problem, the problem is they stuck to having only 10 Jiggies per level making a lot of the extra space in the levels feel unnecessary. Most of the Jiggies in Tooie are much more complicated and require more steps to obtain try and make use of the level size, but most of the time it just makes each Jiggy feel more tedious to get. If they had 15-20 Jiggies per level, but cut down on how complex they were to obtain people would probably not be complaining about the size of the worlds as much. Just look at Mario Odyssey, there are a lot of gigantic levels in that game, but nobody complains about the size of the levels because there's plenty of things to collect in them.

    • @lugbzurg8987
      @lugbzurg8987 2 ปีที่แล้ว +26

      Yeah, really. The size of Banjo-Tooie's levels isn't necessarily the problem. It's how barren they are. There isn't enough stuff in them to justify their size. This is made even worse with things like how music notes, feathers, and eggs, come in nests, making there to be fewer items to collect by any measure (not to mention only 90 jiggies exist in the game).

    • @stopit6229
      @stopit6229 2 ปีที่แล้ว +11

      @@lugbzurg8987 i feel like the grouped music notes and eggs were more of a hardware issue, as that many entities in maps that are already too big for the console would've pushed the hardware over the edge. No matter what you think about the game, i think everyone can agree it was too big for the N64 and should've either been moved to the GC or required the expansion pack.

    • @jaretco6423
      @jaretco6423 ปีที่แล้ว +3

      That's exactly why I didn't wonna ay it because it creates an tedious chore and not make it fun to play. Games like the Sypro the Dragon Trilogy on the PS1 & Mario Odyssey does it well because they keep it well balanced while being too short nor overbloated with worlds & collectables, the pacing is much faster and most importantly, there alot of fun. If Tooie would've had that, I would've loved to play for as much as I wanted.

    • @lugbzurg8987
      @lugbzurg8987 ปีที่แล้ว +3

      @@stopit6229 Now that you mention it, I wonder if that has anything to do with why the enemies in Banjo-Tooie are so basic and why they respawn, therefor not having to keep track of what enemies are present and which are gone. It all makes it so the console's RAM has fewer things to keep track of to compensate for the giant levels.

    • @noname-jt6kl
      @noname-jt6kl ปีที่แล้ว

      @@lugbzurg8987 perfect explanation. I wish they kept all the items spread out, as it's one of the reasons I l,ike BK and DK64 more, while still loving this one. It's so much preparation and running around for a small number of items, it really would've been better with more stuff. Apparently they didn't use the expansion pak in this game, so if they did they may have been able to expand it.

  • @spriles
    @spriles 2 ปีที่แล้ว +103

    I can take or leave the minigames, but exploring the large, interconnected worlds are why I LOVE Tooie!

  • @oOignignoktOo1
    @oOignignoktOo1 7 หลายเดือนก่อน +2

    I went into playing this game blind without looking at reviews or people's opinions after playing kazooie about 10 years ago and having tooie in my backlog from rare replay.
    The biggest gripe I have with the game is the backtracking to the point it becomes tedious and a nauseating chore for progression. Kazooie doesn't has some and doesn't do it to that degree.

  • @marceloalarcon6058
    @marceloalarcon6058 ปีที่แล้ว +134

    The amount of mini games isn't really the problem in Tooie for me, it's the uniqueness of the mini games. Most of them seem like the same games just recolored for different (like the soccer or the shooting games), whereas in Kazooie the mini games feel more unique throughout the levels.

    • @CrazyGamerDragon64
      @CrazyGamerDragon64 ปีที่แล้ว +7

      I agree, most of Tooie's mini games were basically target practice against red, green & blue targets most of the time, also some of the mini games (such as the soccer ones) were played in three rounds which made them feel to repetitive

    • @benmidnightflame
      @benmidnightflame ปีที่แล้ว +6

      Kinda goes even further than that. Repetition was pretty clear, however repetition is made worse by a bad quality product. One particular mini game, the race against canary man, was just plain aids, and you have to do that one twice since it has a rematch. Which is extremely difficult the second time as it drags on waaaay too long for a game about mashing your buttons. When you fail, and you likely will. Just keep in mind sorta stacks ontop to playing even more when it isn't fun to begin with.
      The first person minigames were all great though in spite of recycling them so often so repetition is more so an issue when repeating bad things.

    • @Ghorda9
      @Ghorda9 ปีที่แล้ว

      @@benmidnightflame canary mary only shows up twice and you don't need the rewards to progress.

    • @benmidnightflame
      @benmidnightflame ปีที่แล้ว +1

      @@Ghorda9 I would wager most banjo fans like myself like to 100% games, and Canary Mary is a nightmare to the thought of me replaying this game. After all these games are dubbed collectathons~ And even those who aren't completionists, they don't necessarily know what they need to progress and there's no guarantee they won't have missed enough in other worlds that they do indeed need that jiggy.

    • @akadros310
      @akadros310 11 หลายเดือนก่อน

      @@benmidnightflame the second Canary Mary race is the only thing that has kept me from 100% on both games

  • @nathanaellawrence3222
    @nathanaellawrence3222 2 ปีที่แล้ว +126

    While those points are valid, it still shows how much Rare would try their best improving a sequel. While I do agree that Grunty's Industries is the most tedious... It's the exploration, discovery and problem solving that what makes a great sequel. And as for the Minigames, I would have only counted the ones that reappear in multiplayer. While I do agree that there's a bit too much... consider this... Would Tooie look more like a Kazooie clone if they haven't expanded? The first game was nearly straightforward. The bosses, advanced moves and linking worlds were great mechanics.

    • @pressaTD
      @pressaTD  2 ปีที่แล้ว +21

      I’m on your side I actually prefer Tooie over Kazooie, the point of the video was just to see if the complaints of people who disliked Tooie were legit or not. However even though they were legit, it doesn’t make Tooie a bad game.

    • @nathanaellawrence3222
      @nathanaellawrence3222 2 ปีที่แล้ว +1

      @@pressaTD Yeah. And I for one am especially looking forward to when/if it comes to NSOEP as it's multiplayer will have more value than XBLA.

    • @Robert-nl3fd
      @Robert-nl3fd 2 ปีที่แล้ว +2

      It's also perfect for speedrunning...that's why Kazooie hasn't been criticized for its relatively short length.

    • @Robert-nl3fd
      @Robert-nl3fd 2 ปีที่แล้ว +4

      @@pressaTD Those arguments are not very sound when you think about it...because they're all occupational hazards of games when the developer is cramped for space in the storage medium. Speedrunners, are quite often the most critical of a platformers length in general. But irregardless, both of those games are awesome.

    • @SunshineSuperstar
      @SunshineSuperstar 2 ปีที่แล้ว

      No way...Terrydactyl land was the most tedious. Definitely!

  • @raydaypinball
    @raydaypinball 2 ปีที่แล้ว +50

    This probably also applies to Yooka-Laylee… a game I love but seems like I’m in the minority. This video helped me see why people may not like it, as Yooka-Laylee checks off these three boxes as well

    • @agentepolaris4914
      @agentepolaris4914 2 ปีที่แล้ว +12

      Y-L's problem goes beyond this

    • @nathanaellawrence3222
      @nathanaellawrence3222 2 ปีที่แล้ว +4

      Yooka Laylee had potential. But blew it on the last 3 worlds. Was really enjoying the first 2 worlds but beyond that lost the motion.

    • @dougxvale
      @dougxvale 2 ปีที่แล้ว +2

      The problems I had with Yooka Laylee were 5 worlds only including the big expansions, tons of notes to collect in randomized areas, and once you enter a new area, the camera angle is formulaic.

    • @nathanaellawrence3222
      @nathanaellawrence3222 2 ปีที่แล้ว

      @@dougxvale ah true. But out of all of it the first one was done well. Wasn't keen on the frozen castle.

    • @drifter402
      @drifter402 2 ปีที่แล้ว

      I guarantee yooka Kaylee would be more well liked if it didn't use that hideous lighting engine. Is it a unity thing? I've seen so many unity games, decent ones too, with similar disgusting lighting

  • @BanjoPikzooie
    @BanjoPikzooie 2 ปีที่แล้ว +33

    Banjo Tooie's my favorite game (and my TH-cam namesake), and while there are flaws, I still think it's a masterpiece. I feel like the interconnectivity of the worlds really helps keep parts of the thing relevant, but that's just me

    • @benmidnightflame
      @benmidnightflame ปีที่แล้ว

      I'm more so in the camp that it was just a standard sequel. There's flaws, lotta issues and valid criticism. But definitely enjoyable for those who loved the first(like me, my favourite 64 game). The Canary rematch minigame tho did lower my enjoyment quite a bit tho lol.

    • @BanjoPikzooie
      @BanjoPikzooie ปีที่แล้ว

      @@benmidnightflame Oh yeah fuck Canary Mary lmao

  • @sonicdoesfrontflips
    @sonicdoesfrontflips ปีที่แล้ว +8

    I've heard of the DK64 hate, but this is ridiculous. People hate this game for being too much, they hate Yooka Laylee for not being enough, and they hate Nuts and Bolts for being too different. So what do you want them to do? Keep remaking the same exact game every generation for eternity? Honestly, people need to grow up.

  • @blindreddragon
    @blindreddragon 2 ปีที่แล้ว +22

    I personally loved the backtracking, it made the worlds feel more connected, made the new abilities seem more valuable, and best of all got rid of musical notes resetting each time you returned to the world
    Being able to complete a world in a single run was kinda boring and made the game feel too linear for my liking

  • @metaltornado3457
    @metaltornado3457 2 ปีที่แล้ว +96

    I like Banjo Tooie's bigger levels and really didn't mind the backtracking. It was neat how they found ways to interconnect the game's worlds to one another like a 3D Metroidvania and it made the game's setting feel more cohesive. Characters in Tooie actually move around the worlds and feel alive, while most of the ones in Kazooie, aside from Gobi returning in Click Clock Wood, felt like they existed in a bubble and were never mentioned again after their individual worlds. I will say Banjo Kazooie's shorter levels makes it more fun to speedrun, but I still believe Banjo Tooie is an all-around better game.

    • @iantaakalla8180
      @iantaakalla8180 ปีที่แล้ว +5

      It is strange how disjoint the levels of Kazooie are. They are enjoyable, but it is baffling how one place connects the rest.

    • @BradsGonnaPlay
      @BradsGonnaPlay ปีที่แล้ว +1

      @@iantaakalla8180 well to be fair, you're accessing them through themed portals in a giant witch's lair shaped like her face.

  • @XxDruidmancerxX
    @XxDruidmancerxX 2 ปีที่แล้ว +17

    I always felt that Tooie was indeed more of an adventure, and as I grew older and played more stuff, it now looks to me like a mix of a 3d collectathon and a Metroidvania (because levels are also connected in a few ways, not just because of backtracking).

    • @francoisgoudreaultjr.7308
      @francoisgoudreaultjr.7308 ปีที่แล้ว +1

      Well said. if you look at the game as a Metroidvania, it totally makes sense. Now that you say that, I would LOVE a 2D side-scrolling Banjo Kazooie metroidvania action platformer game, lol.

  • @AdADglgmutShevanel
    @AdADglgmutShevanel 2 ปีที่แล้ว +11

    I loved Banjo-Tooie as a kid. I played it when I was 10, and again when I was 17. Both times I had the same problem. I could never easily find the same cave/door again. Especially in the later levels. A lot of the time playing was going in and out of doors hoping I picked the correct one. Banjo-Kazooie was much more compact, and it was always easy to remember where everything was. I even played it just a couple months ago for the first time in like 8 years. I'm hoping they release Tooie on NSO so I can replay it and see how I do this time around.

  • @shmak952
    @shmak952 2 ปีที่แล้ว +18

    Another thing about the mini games in BT is the fact that in order to get 100% you have to beat many of them multiple times, often with progressing difficulty, for a Cheato Page or other item. So while there are more mini games than in BK, you also spend way more time in each one as well.

    • @pressaTD
      @pressaTD  2 ปีที่แล้ว +3

      Yes that’s a good point, I actually forgot to mention that. Doing the Saucer Challenge twice is a real pain.

    • @shmak952
      @shmak952 2 ปีที่แล้ว +5

      @@pressaTD And Canary Mary. OH MAN WHYYYYY?!!

    • @orangeslash1667
      @orangeslash1667 2 ปีที่แล้ว +2

      @@shmak952 You only need 70 jiggies to fight the Final boss. It's like Rare knew that had a hard time with consistency😜.

    • @MattAkiyama1
      @MattAkiyama1 ปีที่แล้ว +1

      You never have to do a mini game twice for two different prizes unless it's the Canary Mary races. Usually mini games would have two prizes for two different high scores. If you get both high scores in one go, you get both prizes like in the saucer challenge. And not all of the challenges have two prizes.

  • @alexrod9271
    @alexrod9271 2 ปีที่แล้ว +17

    it's true that backtracking, mini games and big worlds are a bother for me in Tooie but I still loved it when I was a kid (and still do as an adult)

  • @1up20x6
    @1up20x6 2 ปีที่แล้ว +44

    Honestly a questionable choice to count the oil drill Jiggy in hailfire peaks as backtracking - you're going through a room in the current world to a separate room in the previous world that's completely isolated from the rest of Grunty Industries and has nothing in it but a Jiggy. It doesn't really involve actually going 'back' anywhere you've been before, or traveling more than a dozen or so steps.

    • @Kspice9000
      @Kspice9000 ปีที่แล้ว +4

      For real. Your not having to do full back track for it.
      Just literally going into a window in a future level and then "what the fuck? That's how you in this room? Man this games a trip!"

    • @tsvtsvtsv
      @tsvtsvtsv ปีที่แล้ว +1

      also what about the beak buster attack you learn in freezeezy peak that you need to get a jiggy in gobi's valley?

    • @Ghorda9
      @Ghorda9 ปีที่แล้ว +2

      @@tsvtsvtsv freezeasy peak actually comes first, the backtrack is using the running shoes for boggy's rematch.

    • @Saltyoven
      @Saltyoven ปีที่แล้ว +1

      And to make Mr. Vile not bullshit.

    • @Ghorda9
      @Ghorda9 ปีที่แล้ว

      @@Saltyoven mr vile is fine, you don't even need the speed shoes for him, just get in his way and steal from him.

  • @CyberGlock1
    @CyberGlock1 9 หลายเดือนก่อน +1

    Anyone who thinks Banjo Tooie is trash is just trash themselves. Banjo Tooie is one of the best sequels to a game. Period.

  • @turtleboy7701
    @turtleboy7701 2 ปีที่แล้ว +57

    Both are great games but Banjo Kazooie is far more replayable.

    • @darkie1111
      @darkie1111 2 ปีที่แล้ว +18

      I 100% disagree. Tooie is so much more replayable with the amount of content that's in the game. No two runs will be the same. Kazooie has nothing new to experience if you go to play it again. I love Kazooie as it was my very first video game, but Tooie is such an improvement over the original and really got me to fall in love with gaming.

    • @turtleboy7701
      @turtleboy7701 2 ปีที่แล้ว +8

      @@darkie1111 if you’re talking extra content then yes Tooie takes the win, but if you’re talking finishing the game 100% for me personally playing them both as a kid ive finished tooie maybe 3 times, whilst Kazooie ive lost count? Maybe 30 times ive completed 100%. it never gets old.

    • @dougxvale
      @dougxvale 2 ปีที่แล้ว

      I would have liked in Tooie to be crystal jiggies just like the stars from Mario 64. You may have collected the golden jiggy already but you can go back and do the mission, jus sayin

    • @NL-X
      @NL-X 2 ปีที่แล้ว +1

      for you maybe. I have finished Tooie far more times than Kazooie.

    • @natedawg9006
      @natedawg9006 2 ปีที่แล้ว

      👎🏾

  • @slimypickle19
    @slimypickle19 2 ปีที่แล้ว +64

    I've always thought tooie was the better game. Just a classic case of "the original will always be better" bias.
    Tooie was a far more dynamic & more interactive game. I'd almost venture to say that a super Mario 64 2 would've been better than the original because of how well they could've built upon the engine.

    • @Medachod
      @Medachod 2 ปีที่แล้ว +3

      In 2D cases however, stylistic biases can play a role in liking the original game better, especially since it's much more controversial to redo an art style or not remaster it properly.
      In a non-sequel example, Super Mario All-Stars technically has the best versions of SMB1, 2 and 3 due to refining the engine, fixing notable bugs from the originals, etc. However, lots of people prefer the charm of the original games better. The SFX chip feeling punchier, the 2D feeling more alive, the music in its original form sounding nicer, etc. Lots of reasons to want to prefer the original.
      In regard to Kazooie and Tooie, the sequel is very much more well put together in a lot of ways and you would prefer the first entry for more simpler reasons that are more geared toward mechanics, level design, etc. But even if it's simpler reasoning, someone can still like Kazooie better without it being a case of bias. It does things differently and maybe someone thinks simpler is better. That is completely fine.
      Nowadays, sequels are usually better than their predecessors, but the case felt different back then.

    • @amongdrip8073
      @amongdrip8073 2 ปีที่แล้ว +7

      Not really, Kazooie overall had the more cohesive game design, believe me i think what Tooie tried to do was neat I actually really liked the sections with Mumbo and the solo mechanic. But the game certainly picked up quite a few problems from its supposed innovations.

  • @vincentdebons8280
    @vincentdebons8280 7 หลายเดือนก่อน +3

    Totally agree with your conclusion. Back in the days, we only had a few games to play again again and again. We wanted bigger worlds to explore, more minigames variations and backtracking.
    I remember the mysteries backtracking did and the conversations it made in the schoolyard sharing our discoveries.

  • @Gelfling66
    @Gelfling66 8 หลายเดือนก่อน

    Bro, all these reasons for people hating them is why I love it. Kid me loved running around for hours, exploring the worlds, going back to old worlds to figure out what I needed to do. This game was magical to me, first of it's find in my eyes. I loved all this

  • @adamvancleave9200
    @adamvancleave9200 2 ปีที่แล้ว +9

    "Too big" means wasted space. They didn't waste space. I agree about the minigames though.

  • @the.bloodless.one1312
    @the.bloodless.one1312 2 ปีที่แล้ว +6

    I love Grunty Industries. It’s my favourite world specifically because of how intricate and complex the level design is. I’d say the same for all of Tooie. Ya there’s backtracking but I think it’s a necessary evil for the payoff of such cool complex interconnected levels and objectives. I feel like people who prefer Kazooie or Tooie just comes down to preference of simple vs complex level design, I love them both to death, but it is true, Kazooie’s design is nice and simple clean straightforward, and Tooie’s is messy and complex all tangled and intricate and that’s exactly what I marvel in awe at when I play through it.

    • @find_me8830
      @find_me8830 ปีที่แล้ว +3

      I'm with you on this, the more complex the better but without making it a hassle. That's why i like progressive music more than pop, in pop you know what to expect after hearing the first minute of a song but in prog there's always an element of surprise.
      Banjoo tooie blew my mind many, many times. God, i love this game, it's my favorite game of all time

    • @bamboochaLPP
      @bamboochaLPP ปีที่แล้ว +1

      As a kid, I always felt super uncomfortable when heading towards grunty industries because I knew I wouldn't understand anything; how to get in there (super annoying and worst introduction of a level for kid me), where to go, what to do or how the levels within the building are linked to each other, felt super overstrained. I remember I only had fun in this level climbing the elevator rope and jump down from the top most point which seems to be the higest in the game haha. I didn't like this cold, industrial atmosphere and I didn't even find the way to the boss, didn't know there even was one. I really wanted to avoid this level. I replayed BT some years ago and still had this feeling and didn't really got into it, neither found the boss and didn't even look things up on the internet because I wasn't interested in it at all. My mindset changed a lot during the last years and this year I replayed the game again and now grunty industries and its boss is one of my favorite in the entire game because it's so complex and requires a lot of attention to understand how everything is linked, it really requires you to dive into the game if you want to finish it. The music of inside the building also became my favorite. It just matches perfectly, it has this subliminal dangerous industrial touch while at the same time sounding calm as if a clock is ticking, it makes you know from it that this level is smart, tricky and needs you to think and pay attention. Kind of like an interactive quiz show soundtrack that wants to make you brood over the tasks/ questions. Love it. It makes me really happy thinking about how they created this area, I think it's the most creative in the game :)

  • @andrewmccaskill2845
    @andrewmccaskill2845 2 หลายเดือนก่อน +4

    Honestly this was so hard to watch because all the weird names make it sound like you're speaking another language at one point.

  • @CleaveTheDragon
    @CleaveTheDragon 7 หลายเดือนก่อน

    The fundamental difference between Kazooie and Tooie is that Kazooie is a pure collectathon platformer, while Tooie is an adventure platformer. What makes a good collectathon is that pace of collecting a lot of things quickly amidst colorful worlds that don't overstay their welcome, with the goal being to get everything before moving onto the next one. What makes a good adventure game is scope, having vast worlds with a variety of things to do in them that have more of an atmosphere and sense of "place" to them, in that they feel purposeful to a setting and have a connection to other places. On top of that, story plays a bit into it too, with Kazooie being more of a lighthearted excuse for characters to show off playful personalities, while the latter slightly raises the stakes and has a darker tone (relative to the first game, this is still a world with talking toilets).
    I love BK1, replaying it multiple times, while Tooie I only ever beat once and haven't felt much drive to do it again. I liked collectathons like mario 64 and spyro as well, and Tooie just doesn't really set out to offer that, just look at the fact that music notes now come in 5/10 bunches instead of singles. And I personally feel like Rare had a habit of trying to make worlds big for the sake of being big, which makes traversing them and figuring out the more puzzle-like nature of some jiggies a drag. All that said, I think which one you'll like more is going to be rooted in what kind of experience you enjoy more.
    Or just nostalgia. Usually it's whatever gave you a bigger impression growing up that I notice people citing as to why they like certain games over others. I mean it makes sense, whatever you initially enjoy playing is what sets your expectations in the first place and what kind of experiences you enjoy. But imo there's just not a whole lot of objective insight to derive from it. You can't debate away how much someone's childhood meant to them. But what I think has happened is that for people going back to Tooie, the spectacle of worlds and what's in them stops being "new", and if they don't have that nostalgia, I think the actual game experience and pacing isn't as engaging as Kazooie, even if it is more complex.
    Granted ionno if "hate" is a good word (unless you're referring to Grunty Industries or Rusty Bucket). A "bad" Rare game is still better than like 90% of the N64 library.

    • @Cousinbiddy1
      @Cousinbiddy1 7 หลายเดือนก่อน

      Banjo tooie is not hated ?

  • @RyukenAtrineas
    @RyukenAtrineas 2 ปีที่แล้ว +4

    My personal analysis would say that there's a second one for B-K in backtracking. But it's not REQUIRED. The Turbo Trainers are a huge help in Bubblegloop Swamp to beat Mr. Vile's mini-game. If you're good at the mini-game or are just super lucky, you may not need them. But I know I always did. Still, that's 2 vs 16. For me, personally, backtracking wasn't an issue for enjoying the game less. If anything, it made certain moves feel more necessary because they're needed outside of the worlds they'd expect you to have it and made the challenges feel a little more equal and it gave you more to do. I know they call that "padding the game out", but if it's done well (as I thought it was in Tooie), it's not necessarily a bad thing.
    Mini-Games, eh, I can see the situation. But I give Witchyworld a pass because it is LITERALLY a theme park. Games are to be expected. Cloud Cuckooland also gets a pass from me because the place is supposed to be weird and those certainly count.
    Third one, I do agree the worlds can be a bit too big, but the game sort of justified itself by what was in the levels. Some of them have to be though, like Terrydactyland being to spacious to allow for the Daddy T-Rex transformation. But it does beg the question, was that one really necessary? You use it to scare a caveman and... I think that's about it? (Been years since I played it). Jolly Roger Lagoon's Atlantis area doesn't feel too bad, after all you're basically in the ocean. And the Submarine form is pretty fast. Cloud Cuckooland needs a lot of space for all the various floating isles and such, so that can be understandable. Grunty Industries did a good job in feeling like a factory and multi-purpose depot. Sure, those things certainly feel less like B-K, but B-T was trying to make a point about being bigger. The purpose for their designs do lend themselves to being bigger scaled. This does mean more time needed to complete them, but that isn't in itself a bad thing. However, the average time in each world could be a bit more even, like you mentioned about Grunty Industries. Too much time in that place.
    In the end, I think it just FEELS different when you play each of these games. Banjo-Kazooie feels very campy, bouncy, and had more vibrant colors. The worlds were simple and compact, almost like exhibits. Tooie took itself more seriously, the textures themselves seem more complex, there's a lot of running around and an underlying serious tone that really takes out the cartoony campiness of B-K. B-K also had added charm like having every item talk when you first collect them, lots of googly eyes everywhere, and the music certainly got you into the feel of the level. B-T is more muted in tones, complexity in puzzles went up, things are explained by Jam Jars pretty much solely and even things like the Get Jiggy animation were taken out (which makes getting them seem a little less celebratory to me). Even the concept of getting Jiggies in Tooie felt more like a gimmick just to play on nostalgia, as there wasn't any real point to making them Jiggies, except to remind you of B-K. Whereas in B-K, it made sense they were Jiggies because you were actively completing pictures by putting pieces (pieces you earned) into the picture frames. B-T made you complete pictures, but the Jiggies you collected weren't used to make the pictures, they just got you access to the jigsaw mini-game. So in B-K, the Jiggies just felt more purposeful by how the mechanic was executed. In B-T, you could replace the Jiggies with literally anything else and it'd still function the same.
    TL;DR: Banjo-Kazooie is a game with simplicity in its design, making it an easy game to pick up and put down. It's also very happy. Banjo-Tooie is a game you really need to have time invested in it to get anywhere. Ergo, sometimes you can't make the commitment in the business of life for Tooie, which makes it tiring and possibly decrease replay value, on top of the aforementioned critiques.

  • @ashb2483
    @ashb2483 2 ปีที่แล้ว +8

    So banjo tooie has more reasons to go back to previous levels, more minigames, and longer playtime. Sounds good.

    • @dougxvale
      @dougxvale 2 ปีที่แล้ว +7

      and bosses. Kazooie's bosses were big ol meh. Super easy.

  • @Landmasters
    @Landmasters ปีที่แล้ว +3

    Secondly, a few things on the backtracking are incorrect (sorta)
    Mayhem Temple's pillars can be cheesed with some careful jumps. Basically double jump towards the pillar, then use the extra height of the ground pound to climb the pillars and nab it, no backtracking there necessary
    Glitter Gulch's power shed can be ignored with fire eggs (or if the brightness is good enough, you can see the outlines of the planks)
    Grunty Industries' toxic waste hop can be done without the pack. Simply jump into the toxic waste softly, then jump back out quickly, and repeat until you make it across (The game has a timer to where it damages you and chucks you back, if you beat the timer you can just hop and swim to the jiggy)
    Sure the first one's difficult to do and the other two don't stop you from having to backtrack at least once in the respective world, it's just nice to get a bit more done before the inevitable backtracking

    • @blakehespe5459
      @blakehespe5459 ปีที่แล้ว

      About the powershed thats that dark roon with the fire generator and the jiggy on an upper platform with the ladder i wanna say a backflip will work for getting up the ladder to that jiggy i think one time i accidently did that and managed to snag the jiggy pn the n64 version

  • @Acceos
    @Acceos 9 หลายเดือนก่อน

    How i would play Banjo Tooie again:
    First get every move from each world until i have all of them + activate all things that need you to backtrack.
    Right after that go back to World 1 and play World by World.

  • @Robert-nl3fd
    @Robert-nl3fd 2 ปีที่แล้ว +7

    Banjo Tooie is basically an open worlded game, so there's backtracking involved because it forces exploration. You know, like all openworlded games... GTA, newer FF games, Fable, Morrowind, Demon Souls. That's a staple of most open worlded games...you can't speed run them. Banjo Kazooie is a speed runners paradise. 🏃‍♂️. Mini games in platformer games, are almost like side quests in rpgs. Ff13 was NOTORIOUS with them..but yet it's a speedrunners paradise. Newer gamers want every game to be speedrunner friendly = casual game

    • @Robert-nl3fd
      @Robert-nl3fd 2 ปีที่แล้ว

      @@Buglin_Burger7878 Fast travel is just a design excuse, and a giant red flag of an open worls bring too big. You could possibly miss things if you don't take the time to walk back now and again.

    • @Robert-nl3fd
      @Robert-nl3fd 2 ปีที่แล้ว

      @@Buglin_Burger7878 Backtracking is in linear games as well....

  • @Leopoldshark
    @Leopoldshark 2 ปีที่แล้ว +12

    Many of the Tooie minigame use the same point-based red/blue/green layout that make them feel same-y. Witchyworld alone had like 5, and that would be fine as it is thematic to the amusement park theme. But most of the other levels have at least one which make it feel like Rare ran out of ideas and added a minigame as filler.

  • @Zadamanim
    @Zadamanim ปีที่แล้ว +5

    As a kid I always wished the two games would be merged into one somehow, like if you could enter the rest of gruntilda's lair in tooie.

    • @billable1861
      @billable1861 5 หลายเดือนก่อน

      Funny you say that because I think they had the same idea with the mystery eggs and ice key. Never happened though

  • @benjaminwoodham6682
    @benjaminwoodham6682 11 หลายเดือนก่อน +2

    Tooie is one of my favorite games ever.
    To me, I think backtracking is a good thing. You see something you can't get, you progress, get a power, now you can go back and get that thing. It's a key part of a lot of video games - even in different genres.
    To me, this is in the running for greatest of all time still. It still holds up to this day imo.

    • @EcneBanjo
      @EcneBanjo 2 หลายเดือนก่อน

      It’s one of the best adventure games of all time.

  • @mxtt9263
    @mxtt9263 2 ปีที่แล้ว +3

    the jump from kazooie to tooie is similar to ocarina to majora. the games are both amazing but very different in how they're played.

  • @shadowdeku6926
    @shadowdeku6926 2 ปีที่แล้ว +4

    While they're 2 of my favorite games ever and I can't pick which one I like more, I feel like Tooie is a more unique, innovative game, and I've always been disappointed that the formula has never been expanded on.
    It's like a 3D platformer/adventure/metroidvania yet also its own thing entirely. While the levels are all clearly their own unique, separate entities with distinct identities, they all interconnect in ways that blew my mind, and make its world feel that much more expansive and fully realized.
    I understand the criticisms people have of Tooie, but I can't understand how you could love the first game and not love Tooie, even if you prefer the original.

  • @brendanwilson8977
    @brendanwilson8977 2 ปีที่แล้ว +3

    Your video editing skills are top notch bro.
    Remember me when your channel is at 100k subs or more.
    I was here haha
    Keep them coming man 👍👍

    • @pressaTD
      @pressaTD  2 ปีที่แล้ว

      I appreciate the hell out of this comment thank you!

  • @1Natural20
    @1Natural20 2 ปีที่แล้ว +4

    I love Tooie more for its new worlds and mini games and boss battles. It feels so much better to me than Kazooie and I love Kazooie. The backtracking can get tiresome but it’s kinda cool to go back into these worlds after it’s been so long

    • @dougxvale
      @dougxvale 2 ปีที่แล้ว

      crazy to think when all of us first played this game when it came out in 2000 for N64 or 2009 on the XBOX version, once you are in Mayahem Temple there's secret access to the fifth world Terrydactyland. Talk about genius.

    • @MattAkiyama1
      @MattAkiyama1 ปีที่แล้ว

      The backtracking is much simpler if you save all of it until you learn all the abilities after world 8 then go back and swoop up all the jiggies in previous worlds that required a specific move. Which is like 1-3 jiggies of backtracking per world.

  • @lanceplaxton6967
    @lanceplaxton6967 2 ปีที่แล้ว +5

    This is a fun game, better than that disgrace of a game called Nuts and Bolts.

  • @UltimateCerberus
    @UltimateCerberus ปีที่แล้ว +4

    Backtracking in Tooie was fine since each area felt like it was part of a huge world instead of levels linked by a hub world.

    • @bamboochaLPP
      @bamboochaLPP ปีที่แล้ว +1

      that's it. it the different areas didn't seem like levels or a checklist you run down to me, but like a huge world that wants and needs to be explored. I prefer this non-linear type, feels more realistic to me

  • @TheDemicon
    @TheDemicon 8 หลายเดือนก่อน

    Life long Banjo-Kazooie fan who only played Tooie for the first time a few years ago:
    The absolute MAIN PROBLEM I have with this game is - it is not clear in the slightest what Jiggies are collectable at the current time and which ones you have to come back for later with new skills...
    In World 1 I spent a good half an hour trying to get the last Jiggy. As my assumption was you could collect them all in one go, just like BK1.
    It was only after I gave in and looked it up online, that I realised you had to acquire a move from a different world, the sad part is this was not clear at all, and I'm not sure how the game expected me to know.
    --This became a problem and ricocheted into Jiggies that I COULD collect, but when I felt they were too hard to grab, I just assumed I needed a skill later and moved on. So I was constantly skipping any Jiggies that looked impossible right now but actually weren't, which ended up increasing the backtracking that you already needed to do.
    For a first time player, who's not aware of what future skills you are going to learn, I'm not sure how you're supposed to have a sixth sense that you'll soon be able to climb into your backpack or drill through rocks ect.
    This also made is worse when the world's are unnecessarily big. For every 1 step you take in BK1, you feel you have to take 5 in Tooie. It just accounts to a lot of dead time. The Dev's themselves also agreed that they made the world's too big.
    The Mini-Games never bothered me, if anything they were a distraction from wandering around, apart from Canary Mary. I don't know what possessed them to make a Rubberbanded tapping Mini-Game but it almost by itself removes a whole point of of the games score. I spent upwards of an HOUR, getting faster and sweatier each time at button mashing trying to beat her. Only to yet again, have to result to looking online and find that I needed to SLOW DOWN?!
    It's simply just a bloated, misguided game. If it simply expanded without inflating itself I think it very much would be a contender in beating the first game as the tone, the characters, the music it's still all there and fundamentally Banjo Kazooie.
    One big pro that it has over the first game is the world connection. I absolutely love the concept of something you do in one world affects the other - but at a cost of the only way to feel that connection is to keep returning to previous worlds, which becomes tiresome with the already existing problems of backtracking mentioned.
    All in all, I'm not sure if I'll play Tooie again, but the Banjo atmosphere and Rare's signature humour was something I won't forget from my time playing.

  • @brandikins11
    @brandikins11 ปีที่แล้ว +2

    Tooie is one of my all-time favorite games. My best friend and I have such fond memories of playing through it at sleepovers. We loved the larger, interconnected worlds and how NPCs would traverse them as well. It made the entire game feel more open and connected instead of each world being in its own little bubble like Kazooie. Being only six at the time in the year 2000, the game felt massive to us. I loved the challenge of having to brainstorm and backtrack to get jiggies from previous worlds. With the one exception in Kazooie, you can go in a world once and take it to the cleaners if you were good, and then go onto the next. Repeat, then the game's over. It just felt more like a journey having to explore all over Isle O' Hags in circles instead of having it be so linear. They were fun to explore and the music is easy on the ears too. So it didn't really feel like a bore to me. When we finally got to Grunty, it was so satisfying because we had to grind forever to get there. Back when we had no cares in the world.
    Oh to be young again...

  • @papaG6423
    @papaG6423 2 ปีที่แล้ว +15

    I love Tooie even more than Kazooie because of its adventurous feel and memorable plot. Plus, the music is top tier. Also, backtracking is technically not required in Tooie since you only need 70 jiggies to beat the game. Even if you do want to get all the jiggies, traveling between worlds and within them have become streamlined thanks to train stations/warp pads/silos/interconnected worlds. Just doing a complete sweep after going through everything once proved to be much less troublesome than backtracking multiple times throughout the game

  • @franciscoterron9324
    @franciscoterron9324 2 ปีที่แล้ว +13

    I used to agree with these arguments until I 100% finished both games and wanted to do it again after some time. Then, I found Banjo-Kazooie to be way too easy and short, while Banjo-Tooie, for the same 3 reasons you point out in the video, way more challenging and fun. Many years after 100% finishing both games a great deal of times, I honestly feel Banjo-Tooie is far superior.

    • @pressaTD
      @pressaTD  2 ปีที่แล้ว +6

      It’s funny I had the exact same experience, I remember going back to Mumbo’s Mountain and I was like there’s just jiggys laying out in the opening wtf?

    • @franciscoterron9324
      @franciscoterron9324 2 ปีที่แล้ว +4

      @@pressaTD Mumbo's Mountain is such a shame. I get it's the first world but not even Bob Omb Battlefield is THAT simple. Great video, by the way. Thanks for helping keep these amazing games alive.

    • @pressaTD
      @pressaTD  2 ปีที่แล้ว +1

      I know it’s so true and I’m glad you enjoyed the video, I’m just happy there’s people out there who still care about these old games lol

    • @swampert564
      @swampert564 ปีที่แล้ว

      Its an excellent tutorial world, it doesn't need to be complicated.

  • @crazitaco
    @crazitaco 8 หลายเดือนก่อน

    I was never able to beat either of the games as a kid, but I still loved them both.
    I remember when I was playing Banjo Tooie, my thoughts were always "Wow, it's got everything Banjo Kazooie has, plus more!" Which counted as a win in my book.

  • @masonlepisto4582
    @masonlepisto4582 ปีที่แล้ว

    Great vid! What is the song at the conclusion section? Gotta be a DKC tune.

  • @markbless419
    @markbless419 2 ปีที่แล้ว +7

    Okay sure, but all three of those metrics are objective. As a Super Metroid speedrunner, there’s no such thing as too much backtracking. The large worlds are honestly just good, I like them. And, in Kazooie, many of the jiggies were just lying around in the open. I liked how they made you earn it in Tooie

    • @Leopoldshark
      @Leopoldshark 2 ปีที่แล้ว

      It is a difference in genres. People who like collectathons may not be a fan of Metroidvania elements.

    • @markbless419
      @markbless419 2 ปีที่แล้ว +1

      @@Leopoldshark Granted, but I stand by my original statement. All three metrics are objective. Some like those things, others don't. I didn't mean to compare Banjo-Tooie to Super Metroid, I was simply giving a personal example proving that some people will like the backtracking.

    • @toddb7947
      @toddb7947 ปีที่แล้ว

      Do you mean subjective?

  • @eddybobea6709
    @eddybobea6709 2 ปีที่แล้ว +5

    Very nice, personally, I don't mind backtracking or minigames. Loved to hear Mario RPG themes!

  • @cartervoltfire4933
    @cartervoltfire4933 2 หลายเดือนก่อน +2

    Imagine Tiptup's Sons' spinoff where he needs Atreus' protection from an undead plumber that likes to stomp turtles

  • @tomapple64
    @tomapple64 2 ปีที่แล้ว +4

    Tooie is actually my favorite of the 2 games. funny thing is, the reasons you said you didnt like the game are the reasons i like it

  • @Sookaretto
    @Sookaretto 2 ปีที่แล้ว +5

    Tooie has always been my fave

  • @cartervoltfire4933
    @cartervoltfire4933 2 หลายเดือนก่อน +1

    I think 'more' being bad is a modernized issue. Imagine a game being so good, it warranted a sequel with a more expansive world, 4player compatibility and all new methods of attack. This is what it was like to see "Tooie" under the glass at the retail store you got your copy from.
    Nowadays its about how fast you can get to full power, grapple hooks and cross play. I miss figuring stuff out. The "Aha!" when you remember that Spiral Mountain had a boulder you can drill smash BECAUSE you spent time there. Not because the 100% guide said so.

  • @andrewmurphy5532
    @andrewmurphy5532 7 หลายเดือนก่อน

    Jontron said it best YEARS ago "if you played it first you would like it more, but kozooie is the more pure experiance"

    • @Cousinbiddy1
      @Cousinbiddy1 7 หลายเดือนก่อน

      Banjo tooie is not hated ?

  • @EmmureMARIO64
    @EmmureMARIO64 2 ปีที่แล้ว +3

    I love both Banjo Kazooie and Tooie. However, with Tooie, there’s just a lot of backtracking that I hate. That’s only bad side of the game but other than that, I love the game!

  • @agentepolaris4914
    @agentepolaris4914 2 ปีที่แล้ว +35

    To me this is simply unbelievable, every single person my age I've met that have played both games always agree that Tooie is objectively the best one.
    If anything, this is a list that proves why Tooie is the best, it's has way more content and challenges that actually make you stop and use your brain.
    I can understand that backtracking is not everyone's cup of tea (personally, I love it), but my God... do people actually think that have more minigames and larger worlds is really a bad thing?

    • @dogecoin9562
      @dogecoin9562 2 ปีที่แล้ว +7

      I love both but Kazooie is better imo

    • @cam_lago
      @cam_lago 2 ปีที่แล้ว +4

      I love both games the same, but for starters who play tooie, it's very frustrating not knowing how to move in certain levels, because you can get lost easily

    • @agentepolaris4914
      @agentepolaris4914 2 ปีที่แล้ว

      @@cam_lago I understand that feeling, I too remember being lost for days and even MONTHS in the case of a particular jiggy, until I gave up and kept going but that feeling when you're on a level and learn something that you think could help you to get a jiggy from an earlier level is so satisfying IMO. The challenge is what made this game so fun.
      Fun fact, it's because of this game I learned how to speak English, I did it in order to read the singposts and the dialogues to see if that could help to progress any further lol.

    • @agentepolaris4914
      @agentepolaris4914 2 ปีที่แล้ว +1

      @@dogecoin9562 I too love both but after playing Tooie, Kazooi felt kind of empty or lacking IMO

    • @dogecoin9562
      @dogecoin9562 2 ปีที่แล้ว +2

      @@agentepolaris4914 really? I think it's almost perfectly sized, there's always something to see or do in a level and none of them overstay their welcome

  • @solidmaninbox
    @solidmaninbox 2 หลายเดือนก่อน

    One quick side note, you don't need to split up for the one in the mines with the lights - you can pretty easily get through that with the lights off, you can use your fire eggs for light and if you run out use the regular ones to tell you where the path is since the collusions still work

  • @LaLixyRose
    @LaLixyRose 2 ปีที่แล้ว +1

    i dont feel like getting drippy water should fully count as backtracking because its an instance where you get the jiggy instantly without needing to return to TDL

  • @DADA-yt1pt
    @DADA-yt1pt 2 ปีที่แล้ว +4

    I really like Banjo-Tooie, but I don't bother going for 100% unlike with Banjo-Kazooie.

    • @dougxvale
      @dougxvale 2 ปีที่แล้ว

      its because of the Canary Mary cloud race right? 89/90 jiggies is like an A+ if you ask me

    • @orangeslash1667
      @orangeslash1667 2 ปีที่แล้ว +1

      @@dougxvale Rare said they wanted to make Cauldron Keep an actual world with 10 jiggles🧩, but it had to be cut due to time constraints.⏲

    • @dougxvale
      @dougxvale ปีที่แล้ว

      @@orangeslash1667 that would have been awesome!

  • @rmsgrey
    @rmsgrey 2 ปีที่แล้ว +3

    Two points:
    A) Mr Vile encourages backtracking to face him with shoes
    B) It's poor phrasing to say that Tooie's shown to be too big/too much in any particular category. You could use exactly the same statistics to "prove" that Kazooie is too small/too few/too little in the same categories. What the statistics actually show is that Tooie has a lot more backtracking, significantly more minigames, and levels that take longer to complete.

    • @DeafeningCha
      @DeafeningCha 2 ปีที่แล้ว

      Encouraging isn't requiring, which this video was covering. I already mentioned in another comment how the Power Hut basement and Smuggler's Cavern jiggies shouldn't be considered backtracking as you don't actually have to visit future levels to obtain them (but they are suggested similar to Mr Vile), so it's good it wasn't included here.
      What exactly is "poor" phrasing, is there some objective measurement one could point to? I prefer Tooie over Kazooie and disagree with the complaints, but hard to say that people giving their honest opinion is poor phrasing.

    • @rmsgrey
      @rmsgrey 2 ปีที่แล้ว +1

      @@DeafeningCha The statistics show that Tooie has more of these things and Kazooie has less. Saying that Tooie has "too much" or that Kazooie has "too little" is a subjective interpretation, not an objective fact.
      As for encouraged/required, the question there is how you interpret developer intent, and whether a possible-but-not-intended solution counts to make it not required.

    • @DeafeningCha
      @DeafeningCha 2 ปีที่แล้ว

      @@rmsgrey Wouldn't that make all opinions poor phrasing then? Should people never voice their opinions about a game, or anything for that matter? Statistics don't mean anything to people unless they can make a comparison to something. People can't make decisions without opinions, so if deciding between BK or BT, it comes down to which of the statistics they prefer. If they have a preference at all, how else would they describe that preference without mentioning one of the stats as being "too" much/little/boring/old/lame/weird/etc for their liking?

    • @rmsgrey
      @rmsgrey 2 ปีที่แล้ว +1

      @@DeafeningCha The video wasn't presented as a subjective "this is why I don't like Tooie", but as an objective measure of the game. And, yes, saying "it's too much X _for me_ " would be fine, but saying that the statistics show it's too much X is not. It's the difference between "I don't like this game" (factual statement about an opinion) and "This game is bad" (factual statement about an objective fact).

    • @DeafeningCha
      @DeafeningCha 2 ปีที่แล้ว

      @@rmsgrey No, the video's main premise is to address why many people are saying the levels are too large for them, as _individuals_. The title of the video is "Why People Hate Banjo Tooie". Is "hate" an objective word? Seems like the video is primarily addressing subjective matter.
      Also, saying "the game is bad" is not a factual statement.

  • @JakobeOG
    @JakobeOG ปีที่แล้ว +1

    "Powershed" Jiggy could be done with fire eggs to see the platforms. And the Jolly Roger Bay one you even showed can be done without glide. Also the stomping grounds one is technically not backtracking because HailFire Peaks is after Terrydactyland so really its 13, multiple of which can be done simultaneously. Just 100%d Tooie for the first time and was really shocked at how little you actually do need to backtrack. Most of the backtracking I did was as a kid just to get the lay of the land and figure it all out.

  • @MrDeltaMaster
    @MrDeltaMaster ปีที่แล้ว +2

    Personally As far as mini mini games go. Just being more doesn't necessarily make "too many" valid.

  • @funnyclown2514
    @funnyclown2514 2 ปีที่แล้ว +4

    It’s better than Nuts and Bolts need I remind you of JonTron’s experience with the game?

    • @derekrequiem4359
      @derekrequiem4359 2 ปีที่แล้ว +1

      Banjo Kazooie Nuts and Bolts- oh, no
      *_OOOOOOOOOOOOOOHHHH, NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO_*

    • @orangeslash1667
      @orangeslash1667 2 ปีที่แล้ว

      @@derekrequiem4359 The reason why Nuts and Bolts exists is because Rare completely run out of ideas for Banjo, and wanted to make a game based on Lego's.

  • @Sakurahime42
    @Sakurahime42 ปีที่แล้ว +4

    This was a good video, it wasn’t a hate video and it considered all the factors in why it could be hated and validated them. Very open minded.

  • @vexten6425
    @vexten6425 ปีที่แล้ว +1

    To be fair, for about half of those instances of backtracking, there are direct paths between those areas to make it less painful. They interlaced the areas very well for a game of its time

  • @chrisose4585
    @chrisose4585 8 หลายเดือนก่อน

    Would love a remastered Banjo Kazooie, something at least

  • @yourstruly200
    @yourstruly200 2 ปีที่แล้ว +25

    This was well put together. Personally I find Tooie to be too complicated, especially if you’re going back after years of not playing. The backtracking and world size makes it hard to know where you started off, and it’s a pain to start over. I have always preferred Kazooie.

    • @Tahanok2
      @Tahanok2 ปีที่แล้ว +6

      If you're coming back to it literal years after not playing, you're probably better off just starting over. That's true of most games.

  • @mAcroFaze
    @mAcroFaze ปีที่แล้ว +17

    For me personally, I just felt as though BT's massive scale came at the cost of the original's charm. BK just felt way more tailored, thought out and never overstayed its welcome (except for Click Clock Wood, maybe, which is subjective, but personally I think that only bolsters the point being made, since that world is spread out over 4 different stages, and climbing the tree again and again was just a nightmare). The rest of the game and its levels always felt like a small, recognisable world, and you always knew where to head if wanting to revisit parts of it, whereas BT's approach just felt so much more watered down and tedious.

    • @TheGoldenDunsparce
      @TheGoldenDunsparce ปีที่แล้ว

      I think the themes for most of the levels in Tooie were pretty crummy imo.
      Temple, eh.
      Mine, ew.
      Creepy carnival place, super ew.
      Lagoon water level, nice.
      Dino land, YES!
      Factory, EW!!!
      Fire-Ice mountain, YES!
      Crazy sky world, meh.
      Banjo-Kazooie's worlds were a lot more fun to me:
      Mountain, eh.
      Beach, nice.
      Cavern with giant shark robot, YESSSSSS!
      Swamp with crocs and frogs, YESSSSS!
      Ice level, nice.
      Desert level, nice.
      Monster mansion, YES!!
      Nasty boat, no.
      Seasonal giant tree (and you get to be a bee and actually fly around), ok!
      I'm also sad that we got a dino form in Tooie, and it stunk! Even the baby croc from Kazooie ended up being better...

    • @drahsid2
      @drahsid2 ปีที่แล้ว

      The complaint of Tooie being too massive, or indistinct always seemed to me like it came from people who never actually played the sequel. Tooie has a much greater attention to detail to making particular areas of levels more distinct and traversable.
      For being distinct, the developers were so pedantic that they would use even lighting or even the colors of the fade in a loading zone to make an area more identifiable. More things, such as repeated textures instead being recolored, or entirely unique geometry and overall themes. One of the levels is literally a theme park, which each theme being entirely different in appearance and concept. Every method of fast travel even uses language-free, easily understandable icons before the name of the area it leads to.
      On the note of fast travel, the game makes its' overworld and levels incredibly traversable. There are 3 separate, and entirely unique forms of fast travel; in multiple cases you can even fast travel to other fast travel points as a way to route your fast travel. On top of this, while scenes are sizable, the play areas are generally tinier in comparison. Once you've visited one of these areas, returning to them and starting or accomplishing your defacto task-at-hand takes seconds.
      These criticisms of the game are issues that the developers went to great lengths to solve. While they didn't do a perfect job, it is overwhelmingly better than a lot of people make it out to be.

    • @mAcroFaze
      @mAcroFaze ปีที่แล้ว

      @@drahsid2 What..? Reviewers who played the game in full had that complaint to make. I spent hours on the game, and whilst I never completed it, I wouldn't have to even have spent half the amount of time playing it to tell you the worlds felt far too big. Of course it's entirely subjective, some people think bigger is automatically better, and whilst I agree that the developers went to lengths to make the traversal more approachable, the scope and size still didn't make for as tight-knit as the levels and overworld could've been, so much as it just consisted of... More distance to cover.

    • @brittasnow64
      @brittasnow64 ปีที่แล้ว +1

      how is the Click Clock Wood theme one of the more ok ones?
      its probably one of the most creative video game themes i've ever seen

  • @brittasnow64
    @brittasnow64 ปีที่แล้ว +1

    I think the main thing people get wrong when discussing the game is labelling it a "collectathon" and criticising it as if it is the same kind of game as the original one was, when in my opinion they couldn't be further apart despite having the same engine.
    Banjo-Tooie is an adventure game where collecting happens, the fact there's less to collect in the game despite being bigger than Kazooie should be the biggest indicator of this, much more emphasis is put on the tasks you do themselves than the reward you get from them, its all about the journey, and the worlds, whereas Banjo-Kazooie was much more concerned about the items you was getting.
    I don't understand the criticism that the worlds are empty or whatever because I actually think the worlds are much more lived in than Kazooie, these worlds feel like they could be actual places they're that fleshed out, and I find myself playing the game for longer sessions due to how immersive everything feels, the game just lets you breathe and take in the environments while you go at your own pace, it may take longer to complete than Kazooie but in my opinion you get way more out of it.
    The minigames are the weakest aspect for me though, stuff like the Saucer of Peril are irritating to me, but the worst is easily Ordnance Storage in Glitter Gulch Mine, that one just sucks in my opinion. I actually don't mind Canary Mary but thats cuz i know the trick, which is by the way to abuse the rubberbanding and stay behind her until halfway through the race.
    And the backtracking to me never really felt like backtracking cuz it all feels like one big world, and plus the game often gives you shortcuts back to prior worlds anyway, i'd argue that one instance of backtracking in the first game is far more egregious bc its such an outlier and feels so awkward.
    Anyway I love Tooie, more than the first game which I still love, I wish it didnt get so much hate.

  • @liampfleger644
    @liampfleger644 3 หลายเดือนก่อน +1

    broooo the backtracking in tooie was amazing. It was so fun. It felt like everything was connected. it was like a puzzle when I was a kid. And also saying this game is too big is crazy. At the time this was sooooooo cool. The maps were HUGE and I loved that as a kid.

  • @Xcizior
    @Xcizior 2 ปีที่แล้ว +3

    The difference between kazooie and tooie remind me of mario 64 and sunshine. The worlds in tooie feel like they make a cohesive world similar to isle delfino, while the worlds in kazooie feel like a random puzzle box detached from the rest of the space.

  • @BananaMana69
    @BananaMana69 2 ปีที่แล้ว +10

    The levels just have too much open space. I feel like when I'm playing Banjo Tooie 90% of my time is spent just walking around. Witchyworld is my favourite level because its relatively small with lots of extra areas you visit then leave. Glitter gulch mine is the worst because eveything is so spread out and okay have to walk over the same places over and over again.

    • @DragonstarFighter
      @DragonstarFighter ปีที่แล้ว +1

      No they don’t, because it makes it feel like an organic world, and it makes it feel more explorable, even if its not actually… a billion chambers crammed into a level has its own drawbacks if the whole game is that, the final world of Banjo Kazooie Nuts and Bolts, suffered this greatly where the only intended way to get into the different biomes was through the tubes, and it took a game that had been fantastically open world, some times genuinely too open, lacking enough enemies, and suddenly made it feel full of enemies and claustrophobic as hell

    • @fgfhjfhjfbhfghf5771
      @fgfhjfhjfbhfghf5771 4 หลายเดือนก่อน

      ​@@DragonstarFighterbuddy people don't play 3d platformers for immersion

  • @javiakiragm8079
    @javiakiragm8079 ปีที่แล้ว +1

    More than "too many minigames", I reckon Tooie uses mechanics that differ too much from the core gameplay. Such as First person shooting, football top down, etc.
    Players may find themselves playing a different game way too often, conflicting with the experience they came to expect.

  • @lilorangefella
    @lilorangefella 2 ปีที่แล้ว +2

    Find it hilarious how when you start to define backtracking, TTYD music begins playing.

    • @pressaTD
      @pressaTD  2 ปีที่แล้ว

      This man knows backtracking

  • @gabrielraposo1466
    @gabrielraposo1466 ปีที่แล้ว +5

    I've never played these games as a kid, so I recently got to play them on the xbox s.
    Absolutely loved Kazooie, couldn't handle not even the first hour of Tooei

    • @find_me8830
      @find_me8830 ปีที่แล้ว +3

      Imo you're missing out on tooie. It has some of the most unique level designs of any game and there's a lot of new moves, transformations and mechanics that make it so fun. Maybe you felt burnt out after playing kazooie recently, give it a second try someday

    • @victords2410
      @victords2410 ปีที่แล้ว

      Don't give up, BT is a fantastic game!

  • @Rigarazi
    @Rigarazi ปีที่แล้ว +3

    Very methodical analysis! Great review!

  • @rulercamelot3687
    @rulercamelot3687 ปีที่แล้ว +1

    People say backtracking like they have never played a metroidvania before, since that's the sorta style it went for, getting new moves to do things in older levels. I played Banjo-Tooie first, and when I tried Banjo-Kazooie, it bored the heck outta me, there isn't anything to do in it. I respect it as a starting point, but Tooie feels like the better experience imo

  • @ovaiggy
    @ovaiggy ปีที่แล้ว

    If you play Banjo Tooie for the first time it just takes a lot of time to get started and find your first Jiggy in a world. You find a lot of places where you could potentially find a Jiggy, but actually obtaining it is another story. You can never be sure if you get a required ability in the same world, in a future world, if you have to do a task in this world, in another one or if you are already able to do the task somehow. I remember that in quite a few worlds my first Jiggy was from the boss of the stage. Not sure if that was intended, but compared to how other games are structured it felt off. Sometimes getting 1 Jiggy can also be a lot of work. In Grunty Industries you need to wash the cloth of all the rabbits. In order to do that you need to remember where all of the rabbits are because once you become a washing machine your ability to explore is limited.
    While people criticise backtracking in games like this, it actually shouldn't be. Even Super Mario 64 had backtracking. Not knowing how to progress in a level and having the freedom to come back later is one of the great things about these games.
    Minigames are always annoying. They really sucked most of the time.
    Level size was not an issue because of playtime. Many of the levels in Kazooie had a few sites which could be spotted right from the beginning, like Mumbos Mountain or Gobi's Valley. Most other levels had a large main area in the middle where everything else was placed around it. For example Freezeezy Peak with the snowman in the middle, Rusty Bucket Bay with the ship, Grunty's Mansion

  • @inuyasha42297
    @inuyasha42297 2 ปีที่แล้ว +4

    I wouldn't mind the bigger worlds in Tooie if they actually had more things like music notes to fill out the space and guide the player (like if there are notes there you know you haven't explored it yet so you don't get lost as easily). I just feel like the problem isn't that the levels are too big, it's that they're big for no reason since there's nothing between points A and B in the worlds.

    • @carlospandette8001
      @carlospandette8001 9 หลายเดือนก่อน

      Well it's not like the first game was any better with collectable placement, I call BS that some areas only have like 3 notes to grab and I'm like srsly??!! Didn't bother me that much in Tooie, cuz yeah worlds were big but at east the notes were more in numbers in some areas, the first game is more empty than the second game.

  • @fullshark09
    @fullshark09 ปีที่แล้ว +3

    Banjo Tooie was amazing

  • @kavenewell72
    @kavenewell72 2 ปีที่แล้ว +1

    Mario RPG music on Banjo-Tooie/Kazooie topics? I'm in! Loved the video!

  • @sparrowgunther5664
    @sparrowgunther5664 วันที่ผ่านมา

    Love how you used thousand year door ost for the back tracking section. Also, almost everything in this video is why I love Tooie

  • @KaguyaH
    @KaguyaH 2 ปีที่แล้ว +5

    Damn, this video really ruffled Tooie fans' feathers huh?
    By the way, a better method of comparing world sizes would have been ripping level models from both games comparing physical space.

    • @pressaTD
      @pressaTD  2 ปีที่แล้ว +2

      I guess the category should have been called levels are too long. I was more measuring how long a level took to complete over how physically big it is. For example Grunty Industries physically isn’t a huge level, but its the longest in the game because of all the backing tracking you have to do in it.

  • @ashb2483
    @ashb2483 2 ปีที่แล้ว +6

    banjo tooie is amazing

  • @watercrystals9744
    @watercrystals9744 9 หลายเดือนก่อน

    Other I think very reasonable criticisms that weren't included are, the moves in BT just kinda suck for the most part, and that most of the minigames just aren't very fun because they're long and/or repetitive.
    Half of the BT moves don't seem to have any purpose for existing beyond just being an arbitrary gate for getting a jiggy/going to a different room. Hatch, Springy Step Shoes, Taxi Pack, Claw Climber Shoes, Shack Pack, Sack Pack, Talon Torpedo, and Bill Drill. I'd include Snooze Pack too since it absolutely fits under that umbrella and you learn it so far into the game, where there's barely any danger playing as solo Banjo remaining that it'd even be helpful for, but for the sake of at least acknowledging it has a genuine use outside of just being a jiggy button, I'll keep it omitted.
    Then you have Split Up which is not only annoying because you have to find the Split Up Pad every time you want to use it, but Banjo and Kazooie have to relearn basic options like their Attack and a Backflip? Like what fulfillment does that even add to the game? Kazooie can already perform a backflip in conjunction with Banjo, why is it necessary to make that something she has to re-learn how to do by herself?
    Then you have all the incredible combat moves such as aiming to use eggs in first person! Aiming to use eggs in first person, except while swimming! Aiming to use eggs in first person, except while flying! FPS Kazooie that fires eggs! FPS Kazooie that can poke enemies like a bayonet which is a completely separate move instead of just being built-into the FPS! Breegull Bash, a move you have to go very far out of your way to get, and where you're immobilized for several seconds and deal less damage than Rat-a-Tap-Rap! Dragon Kazooie which has a similar issue but hey, you get unlimited Fire Eggs I guess, even though you'll probably just use the endless amounts of Grenade and/or Ice Eggs you'll have!
    Playable Mumbo! Except he's just a get jiggy button, and has nothing at all for gameplay besides a single attack!
    The transformations even themselves out since there's plenty of fairly irrelevant ones in BK as well, like the Termite, Walrus or the Pumpkin, which don't add anything other than just being jiggy gates.
    As for the minigames, they could be cool if you didn't have to play some of themmultiple times for the final prize. Having to play kickball three times is bad enough in one world, but then you have to repeat it again in an entirely separate world. Why? Dodgems is also pointlessly repetitive. Is it really necessary to need to win it three different times?
    Targitzan's temple is a cool idea, but then it just becomes a chore with Ordinance Storage and Clinker's. Not to mention that Ordinance Storage is in the literal next world, like really? At least kickball had the decency of being spaced between the first world and like the seventh.
    Then you just have same-y ones like Chompa's Belly and Pot o' Gold, Packing Room and the Witchyworld Hoop game, Zubba's nest and the Witchyworld Balloon game. Even the Submarine challenge isn't all that different from that last example.

  • @Baddaby
    @Baddaby ปีที่แล้ว +1

    I'm amazed that people can actually complain that a game has MORE content than another. Perplexing really.

  • @CometSpaceWolf
    @CometSpaceWolf 2 ปีที่แล้ว +16

    Banjo Tooie is definitely an acquired taste, but I do love the game for what it is. It’s not better than the first but I still find a lot of enjoyment in it

  • @donaldthescotishtwin
    @donaldthescotishtwin 2 ปีที่แล้ว +8

    I hated the game when I first played it. I replayed it recently and ended up loving it. Go as far to say most of it is better than the first,definitely a very good job of expanding on what the first game did.

  • @blasovics
    @blasovics ปีที่แล้ว

    As a person with no previous experience with any of these games and english as my second language, I find this video extremely entertaining. Even more so when listening only to the audio.
    Thank You!

  • @peterlacasciamusic1175
    @peterlacasciamusic1175 ปีที่แล้ว +1

    1. I don’t mind the backtracking. I find it adds to the challenge of the game. Even as an 11-year-old, I was able to figure out when I couldn’t complete a level in its entirety because I didn’t learn a certain move yet.
    2. Personally, I liked all the mini-games, however, I can understand why people feel differently, given that many of them are repetitive.
    3. Honestly, in my opinion, the only levels in BT I find “too big” are Terrydactyland and Grunty Industries. But again, I didn’t mind it. It made you explore and added to the game’s challenge.
    That’s my two cents. 🤷🏻‍♂️

  • @joshdavis8381
    @joshdavis8381 2 ปีที่แล้ว +4

    My main issue with Tooie was how repetitive it all felt. I could have dealt with the backtracking and mini games, if most of said mini games didn't all feel similar to each other, and if there was more reward for said backtracking. In most cases, you're getting like, one jiggy for backtracking all the way to a small portion of a level, and almost every mini game is either an fps, or some variation of "score points", usually by shooting things....

  • @jaytahoe
    @jaytahoe 2 ปีที่แล้ว +4

    My thoughts on BT are that no, it wasn’t as good as BK. And the backtracking could be tedious at times; but it was also cool how the worlds were interconnected and it added a new element of puzzle solving. So I appreciated the change up to the normal collect-a-thon.
    Also, great choice of music for this video, appreciate the paper Mario and SMRPG background music :)

  • @BrutalSalamander1
    @BrutalSalamander1 2 ปีที่แล้ว +1

    After playing through Tooie, Kazooie just felt too simple and compact to me. It borderline felt like going in a convenient straight line of collectibles that were in plain sight and very obvious and I would pretty much sweep through worlds effortlessly. After most I'd be left thinking "Wait, that's it already?". It felt as though there was so much untapped potential and things to discover but it got cut short. I'd sweep a world and just leave it behind, never to return. The worlds didn't feel like "worlds" to me. They felt more like obstacle courses. The back tracking in Tooie helped to make sure that you don't just leave every world with a 100% completion checklist in hand and "be done" with it to leave it behind forever. Tooie was supposed to be about exploring and finding new things, not about how convenient of a speedrun challenge one can make out of it. I can assure that going through Tooie with a "go fast, be done and just go next" mindset would indeed kill the enjoyment of the game. Tooie is simply not about driving down the fast lane. It has twists and turns that force you to slow down and reevaluate how you wanna proceed and where to go next. And I can understand how that difference can be a cultureshock to people that got used to the feeling of the first game.
    The only world on Kazooie where I did think it actually dragged on for a tad too long was Click Clock Wood. Partially because the concept of just a regular boring old forest was not very climatic to me as a final world and also because it kept repeating the same level structure over and over rather than truly giving something new to make use of the increased scope. You're essentially going through mostly copy-pasted reskins of the same level over and over. Was not a big fan of it being implemented that way. The only world in Tooie that felt too big for its own good was Terrydactyland to me. Probably because it was supposed to be used by the big T-rex transformation but that one didn't feel very rewarding there either. Some empty space is actually good in game design to reward exploration so things don't become a cluttered mess of just picking stuff up all the time but too much empty space can make a world seem lifeless and empty and that's what Terrydactyland felt like to me. It was like having a park with no playgrounds or interesting infrastructures to provide enrichment or excitement.
    I do not think minigames are a con. Especially mini games that primarily make use of the game's core mechanics. If I have to go through hoops with Kazooie I'm ultimately being tested on how well I can control Kazooie. I can however understand the frustration if it is something completely different like the bumper cars because that is not only unfamiliar with the janky controls but also none of the muscle memory and things you've experienced in the game carry over to it in any way. You have to pretty much learn an entirely new game within the game which can be distracting if implemented that way. Imagine playing chess and in the middle of it you're suddenly required to play basketball. If you just had to play a different variation of chess under more specific conditions you'd at least feel as though you're still playing something familiar that you already got a grasp on to better get into it. I think execution of mini games should be taken into consideration there rather than the concept of mini games. If a mini game feels like a chore it most likely was just not a well designed mini game or one that was to your liking. If it was fun you'd probably be glad to play it over and over for more rewards. And I would agree that the mini games in Tooie could be a bit hit-or-miss at times though that's not necessarily the fault of them being minigames inherently.

    • @BrutalSalamander1
      @BrutalSalamander1 ปีที่แล้ว

      @Carlos Matos I also liked the progression concept of Click Clock Wood but not that many jiggies were using it well. I liked the bird jiggy because it was one big mission spanning across multiple seasons. Aside from that one we only had the plant and beaver jiggies which were both very mundane tasks where you merely had your reward delayed onto another season to collect for free. All the others did not make any good use of the seasonal progression system whatsoever sadly. It even made the jinjo jiggy more tedious due to the forced level size alone. You could be searching for one all over and then realize you may be in a wrong season. Because of that it often felt more like a reset than progression.

  • @blondieanon
    @blondieanon 9 หลายเดือนก่อน

    I can see the arguments because when you clear a world, it should be... cleared. Which means you'll never need to go back to it again. Like in Mario 64.
    But. And it's a big, hairy bear but.
    There is a lot to gain by layering a world in so many ways to the point that you actively want to go revisit the near beginning of the game, just to see that puzzle solution play out. Without the meme of "just like in Metroid", it really does allow you to explore something and come back in chunks. A world isn't really "clear" until you know where everything is, everywhere. Otherwise it's not, and you're probably just lacking the right skillset.
    Is that an issue? Maybe. You can argue it's too much game to play. But I don't see anyone hating on Hollow Knight or any other game that has the Metroidvania feel. This is just way before it became the norm, and managed to pull it off in 3d environments.

  • @Yarharsuperpirate
    @Yarharsuperpirate 2 ปีที่แล้ว +3

    My big issue with tooie is exactly as you said. The worlds felt way to big with a bunch of filler thrown in. Its the same reason why Yooka Laylee was underwhelming in my eyes. Bigger doesn't always mean better. I'd much rather take smaller compact levels that are interesting the whole way through, then really big levels with alot of filler and empty space