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  • 08/21/12 - Poll ended; /cod/ split off as a new board from /pco/.

File 137002259872.jpg - (30.63KB , 640x480 , conker-rare.jpg )
175045 No. 175045
With Rare working on a "historic IP" for the Xbox One and the director's commentary of Conker's Bad Fur Day now uploaded on Youtube, I thought it would be a good time to have a Rare appreciation thread.

Talk about any Rare game you like--even Grabbed by the Ghoulies.
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>> No. 175051
Banjo Kazooie was my goddamn childhood and it's sad to see that IP get squandered on such a mediocre game like Nuts and Bolts. I hope the rumors of Nintendo buying back the rights to Banjo Kazooie are true, as unlikely as it might be. Retro Studios did a smashing job with the DK game after all.
>> No. 175060
Nut and Bolts was the greatest Banjo Kazooie. Who could have imagined that a series that started off as yet another M64 ripoff would spawn a game so creative and fun? Sadly nobody bought it. Rare basically crapped out all its internal organs and is now a shell of itself.
>> No. 175062
>>175060
>yet another M64 ripoff
Probably trolling from the tone of your post, but that's not a bad thing, considering for all its innovation Super Mario 64 hasn't really aged very well. Banjo Kazooie fixed most of the things that were wrong with Super Mario 64 (THAT. GODDAMN. CAMERA.) and improved on many of the things that were already good about it.

And collectathon-style gameplay isn't inherently bad as long as you don't go overboard with it like DK64 did; in moderation it provides a good incentive for exploration and creates a distinct set of goals and key points around which a level can be built.
>> No. 175065
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175065
If they're bringing Killer Instinct back, they had better bring Riptor back with it.
>> No. 175066
>>175065
And you can enjoy it on your ZbOne since Microsoft owns the property now.
... oh god that's what Rare's secret project is at this years E3 isn't it?
>> No. 175072
>>175062
No, really, Nuts and Bolts is an incredible step up over the other games. It's fantastic.

>Get mission to defend an object
>Build flying cage to cover object with turret on top, create invincible guard tower
Best game.
>> No. 175075
File 137005751138.jpg - (44.17KB , 256x256 , we thought this was BK3.jpg )
175075
>>175062
>>175051
People always get miffed whenever Nuts and Bolts is mentioned but NOBODY even remembers this. To the point there doesn't seem to be any popular opinion on whether it's even playable.
>> No. 175080
>>175075
I did.
Short as fuck and not at all memorable.
>> No. 175081
>>175080
That would just about sum it up yeah.
>> No. 175113
>>175075
Is it still worth giving a spin, even if it's not great?
>> No. 175115
Watching the commentary for Conker it strikes me their opinion that so many games have a bloated staff because they are kinda shit now. Also they are right about the cart being technologically superior to the CD. Think a feature Console might go back to Carts now that Solid State large storage is now viable?
>> No. 175116
>>175115
No there's no point to it for the exact reason you just drought up.
If anything we'll go to USBs or something which I guess is sort of like a cartridge in spirit.
>> No. 175119
>>175116
yea the modern dongle is about the same as a Cart on the inside layout wise. Still think another generation should be able to enjoy the *Ka-thunk* of cartridge insertion though. Maybe work them along the same dimensions of a PSone memory cart. That would be a neat inclusion on the generation after this one.
>> No. 175120
>>175062
>And collectathon-style gameplay isn't inherently bad as long as you don't go overboard with it like DK64 did; in moderation it provides a good incentive for exploration and creates a distinct set of goals and key points around which a level can be built.

The problem was that Rare didn't know when to stop. They made their worlds bigger and added more things to collect than needed and it made collecting everything feel like a chore. DK64 is the definitive example of Rare's "bigger is better" mentality, but Banjo-Tooie also suffered from this well, despite improving on the formula.

This is why CBFD sticks out the most for me, because it showed Rare were learning from their past mistakes. CBFD's world's weren't as big as DK64 of BT, but they were more focused and varied. And the only thing you needed to collect was money, which acted as a secondary reward to the hilarious cutscene afterwards.

Even though Rare mocked their collect-a-thon past in Nuts & Bolts, the game still displayed their flawed approach from that era (vehicles were added because the worlds were too large to travel by foot).
>> No. 175130
I tried to play Banjo Tooie.....its such an unfun tedious piece of shit with environments that are too big to traverse. It takes too long to get jiggies as well since many of the ones in Tooie require multi-steps to even get one.

Speaking of Banjo Kazooie, anyone else think that the natural next step in that series would have been Banjo Threeie making Banjo and Kazooie separate from the beginning to maximize their new individual skillset?
>> No. 175131
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175131
>>175130
>its such an unfun tedious piece of shit

>>175066
Not even the return of Killer Instinct would be enough to warrant a purchase.
>> No. 175132
>>175072
I'm pretty sure I read somewhere that you couldn't use your own vehicles for many challenges, just a selection of pre-made ones, which is why I didn't get it. Well that and I think when it came out I either rented it or tried playing some other game, only to run into the problem of with blurry text on standard definition TVs that was only fixed later, and consequently didn't even play it long enough to remember for sure what game it was! Furthermore, it would've made more sense to use some other character that wasn't already established as the protagonist of a platformer than to go with what ended up being perceived as a bait-and-switch. Really, it was more the combination of all those things that drove me away from ever getting it rather than any one of them. And responding to that game's flop by refusing to make anything other than sports games with the Xbox Live avatars afterwards didn't help either. If anything, I didn't get a Kinect at all specifically because I didn't want to support Microsoft for having/letting Rare make nothing but Xbox Live avatar games. The ability to make interesting characters and environments is a big strength of theirs, and I think it would make a lot of sense for them to use it, not that I plan to get an Xbox One for any game. In conclusion, Snake Rattle & Roll is great.
>> No. 175133
>>175132
>it would've made more sense to use some other character that wasn't already established as the protagonist of a platformer than to go with what ended up being perceived as a bait-and-switch.

This is the heart of the matter. Nuts & Bolts could've been a great new IP on its own.
>> No. 175134
>>175133
It's a great game anyway. It's funny, it plays great, and it's far more interesting than the other Banjo games.

So it's the same relationship that Skylanders has to Spyro basically.
>> No. 175135
>>175134
Those are certainly...opinions.
>> No. 175136
>>175135
Untainted by the poison of nostalgia, they're the only opinions that make logical sense (besides the one where you dismiss Skylanders as a cashgrab, which is fair because it is one).
>> No. 175137
>>175136
That too is an...opinion.
>> No. 175138
>>175130
I actually agree completely. I really can't have fun with BT.
>> No. 175141
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175141
This game is trapped in the space between "Rare games that are Nintendo IPs" and "Rare IPs that will appeal to the current generation of gamers".
>> No. 175144
>>175134
>>175136
From I can tell, the arguments against it seem to be less about logic, and more the opinions of people who for the most part weren't really all that into 3D platformers to begin with. It's fine to not like them, but to say someone's favored genre is outdated won't change what anyone thinks. First Person Shooters and Sports games are if anything even more overdone, but I don't see a "Nuts & Bolts" variant of any of them.

On the other hand, I am going to agree that many parts of Tooie felt like more of a grind, mostly in that several levels seemed to suffer from being so fairly long and narrow, which isn't really good for exploration, and the Isle 'O Hags seemed like it'd be better off entirely replaced by direct connections between the various worlds. The pacing also seemed off in places, partly because a lot of things can easily feel early/out of order if you actually go exploring instead of following the most obvious path. I'd say my favorite areas would be Witchy World, Hailfire Peaks, and Grunty Industries, though the latter is likely at least in part due to my general fondness for machine-worlds. The other two I remember letting you do some alright stunts once you got the hang of them. One of the odder issues I had with it and I think the first game is the world entrance themes being as fully fleshed out as the actual world themes, but only being used in such tiny areas that you need to have Banjo just stand still to actually listen to more than a few seconds of them. Overall I think its weaknesses are present, but not a sign of the genre as a whole being inherently unfun.

And since I was reminded of it while thinking of Hailfire Peaks, I should note that I had a great deal of interest in the GBA version of Sabre Wulf, but since it was released in June, my birthday is in December, and I generally didn't even ask for games outside of that and Christmas, I either forgot about it by then or it was already pulled from store shelves by the end of the year. Or I didn't have a GBA the year it was released, though since the DS also came out that year I'm pretty sure I did.
>> No. 175146
>>175144
>mostly in that several levels seemed to suffer from being so fairly long and narrow, which isn't really good for exploration
Why is that?
And being able to get things early by exploring sounds like a good thing.

Not trying to be contrarian, but I'm interested in your specific thoughts.
>> No. 175167
>>175146
I'd say a good example is Terrydactyland felt smaller to me than it is. The walls constantly noticeable on both sides made things seem more constricting than they were probably meant to in that area, and it's easy to just follow the big loop around and not really know where to get off of it to actually do anything. Mayhem Temple also has a simple layout, but having a cliff on one side instead of a wall opnes things up a bit, and I think the choice to cross the bride or not before diving off the summit makes the loop back to the start a bit less obvious.

As for getting items early, it's just that around when I got grenade eggs I got the feeling that I was just getting too much stuff at once, when I figured with so many of them they'd be spaced out in more of a gradual progression. I guess it was less satisfying to just buy moves in the overworld since I didn't get them for beating some specific challenge/going to what seemed like a special location? I think saving an egg type for when you reached the Quagmire would have helped some, though I could have also rushed through things a bit for various reasons.

I think there also might have been some confusion as to who used what save, which while most noticeably a problem in Super Mario Sunshine, I think was always a problem in games that use a simple letter or number for saves instead of being a name them or customisable icon. It's always annoying to not know what I have or haven't done yet, or to go into what I'm sure is my save only to see some challenge I was frustrated with for a while but sure I'd get this time is already done.

And I should note that I have a sometimes-horrible memory and hardly remember several of the worlds from the either game, other than the ones I had the most difficulty with. It'd probably be good for me to go back and take another look at a lot of them. I know there are some areas I remember more readily than others, and it doesn't seem to be entirely related to how much I enjoyed them.
>> No. 175189
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175189
>> No. 175192
>>175189
Think you missed the XbOne thread.
>> No. 175198
>>175189
>Halo (most likely Urban) Assault
>HEY! HEY! WE CAN BE CALL OF DUTYISH TOO! LOOK LOOK!
WE'LL LIKE HAVE REGULAR MARINES AND STUFF! AND WE'LL MAKE EVERYTHING BROWN TOO! AND LEVEL UPS AND AND UNLOCKABLES! LOOK LOOK!
If it turns out to be anything other than that, I'mm be surprised.
>> No. 175203
>>175198
http://spong.com/article/29695/Microsoft-Secretly-Registers-Halo-Spartan-Assault-Domains

Jumping the gun a bit, aren't you?
>> No. 175275
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175275
>> No. 175285
>>175275
And the FGC will get hype for 2 minutes before realizing they'd have to buy and XbOne
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