Banjo and Kazooie have been through a lot since they first appeared on the Nintendo
64 all those years ago.
They were bought by Microsoft, appeared in a racing game, starred in not Banjo-Threeie,
cameoed in a Sonic game, and perhaps most importantly, somehow made the cut in Super
Smash Bros. Ultimate as one of a handful of guest characters.
Not bad for a humble bear and obnoxious bird.
And now, nearly 25 years later since their journey began, it’s finally come full circle
as the original game returns to Nintendo platforms for the first time ever, with Banjo-Kazooie
being added to the Nintendo Switch Online Expansion Pack as a free perk.
But does this aging 3D platformer hold up after all this time?
And is it worth revisiting for fans who grew up with it, or even those who playing it for
the first time?
Well, I recently revisited the game on both the original N64 hardware, as well as the
modestly upgraded Xbox versions to find out.
And I’m not going to waste your time.
The answer is probably “yes” to all of those questions--at least if you're a fan
of collectathons...err, 3D platformers.
And it’s all thanks to a game that’s endlessly charming and bursting at the seams with creative
challenges, fun characters, and a brilliant presentation that still brings joy to this
day--even if the game obviously can’t impress graphically like it once did.
From the moment that the game opens with a musical number befitting its instrument-based
origins, it’s clear that you’re in for something special.
And it’s that exact level of personality that permeates the entire experience, from
start to finish, including an eclectic cast of wacky characters, goofy sense of humor,
and the fact that nearly every single person, or thing, in this game talks--though not with
words mind you, but through a unique series of repeating sounds, like a snappy piranha
or an awfully squishy-sounding orange.
I may not have ever wondered what a bucket might sound like, and yet, I can’t imagine
it as being anything other than this now.
In fact, the sound design across the entire game is simply perfect.
Not only does every one of the game’s have a completely unique music track, but it even
dynamically changes to match different areas within.
Mumbo’s Mountain alone has 5 different versions, including
that of termites singing along when near their hive, or the fitting addition of drums when
near Conga the ape.
It helps keep you engaged and immersed, while also preventing the music from ever sounding
repetitive.
Which helps because you’ll likely be spending a fair amount of time in these levels--generally
30 minutes or more for returning players, and likely several hours for those new to
the game.
The levels are just large enough that exploration feels remarkably satisfying, without feeling
overwhelming--which is a problem that later Rare games especially suffered from, including
Banjo’s very own sequel.
Every corner of this world feels built with a purpose, and you’ll never find a shortage
of things to do.
In just Freezeezy Peak alone, you’ll climb a gigantic snowman, play whack-a-mole against
christmas-light eating goblins, recover presents for 3 orphans, and race against a deadbeat
polar dad...as a Walrus?
Oh right, did I mention you can even shapeshift thanks to a local shaman?
And it completely changes your movement and abilities, whether it’s climbing steep slopes
as a Termite, crossing dangerous waters as a crocodile, or spelunking...pumpkin?
Don’t ask.
These forms are an enjoyable change of pace, though they’re rarely used for long.
Which is perhaps a good thing given how limited most of their abilities are.
The walrus, for example, mostly exists to act as a key that triggers a couple of special
events.
One feature I love though is the out-of-the-box puzzle-solving you may stumble upon leaving
a level...while still in creature form, allowing you to explore the castle with your temporary
shaman-given abilities.
Beyond the transformations, Banjo-Kazooie even incorporates some light Metroidvania
elements, as you’ll discover new permanent abilities throughout the adventure, such as
the power of flight or invincibility, allowing you to access new areas or perform tasks you
couldn’t before.
It provides a nice, but somewhat optional gameplay loop of seeking them out and being
rewarded with more gameplay.
Despite this, the game rarely requires much in the way of backtracking--especially if
you play efficiently.
Because outside of a handful of instances, you can find most powers in the very same
level that you’ll first need them.
Although in hindsight, it was a little odd to learn the Spring-Jump move in the same
level as the flying ability, given that it felt immediately eclipsed.
Eh, whatever.
But for as elegantly and tightly designed as these levels are, there are still moments
that can agitate.
Like having to trek through an annoying maze in Bubblegloop Swamp any time you want to
transform, or trying to keep track of which of the nearly identical tunnels you’ve explored
in Clanker’s Cavern.
And then, of course, there’s the infamous Rusty Bucket Bay, which is home to some of
the game’s rage-inducing moments, including navigating precarious platforms in the bowels
of a ship...
Of course, 3D platforms often go by another, more disparaging title: collectathon, which
describes a game bogged down by collectibles objects.
And even though Banjo-Kazooie could possibly be considered one of the originators of that
trend, with its 3 different types of collectibles, 4 if you count the moves you can learn, I
feel it strikes a delicate balance that adds more than it takes away, with each one feeling
rewarding to find, without becoming tedious...for the most part.
It probably helps that only two of those--puzzle pieces and notes, are actually required, with
Mumbo tokens only being necessary for the transformations.
Though there is one possible exception to note...being the notes!
And that’s because the Notes were originally treated as more of a high score, with you
keeping only the ones you collected for that level in a single-run.
So if you left a stage, the notes would reset and you’d have to recollect them all again
if you wanted to beat your previous score.
The Xbox version thankfully addressed this issue by treating them as a permanent collectible,
so that any notes you collect, you’ll keep forever.
And it’s a note-able advantage over the Nintendo 64 and Switch versions which both
use the original system.
Despite being several console generations old, Banjo-Kazooie has aged remarkably gracefully.
The character models, though obviously low-poly, have an endearing look to them that’s aided
by some impressively fluid animation.
And the texturework is simply among the best of any game of its generation, featuring large
texture maps that pop with color and detail, avoiding the ugly repeated-textured of other
3D platformers.
One of my favorite graphical touches is how the edge of each level seamlessly vanishes
into the background, making the world’s feel endless.
Another part of Banjo-Kazooie that stands out is the omnipresence of the game’s villain,
Gruntilida.
Not only is her entire castle hub a monument to her narcissism, with constant visual reminders
of who’s castle it really is, but she’s constantly chiming it with ridiculous riddles
and rhymes, which always make me giggle and shine.
Hey, I tried.
But I truly can’t stress how satisfying it is that literally everything she says rhymes--even
Shakespear would be proud.
It apparently took so much effort, that this character trait was sadly dropped in the sequel.
Her constant presence truly add an extra layer of depth that brings the adventure to life
in a way no 3D platformer had before--and possibly since too--especially when approaching
the end-game, as Banjo-Kazooie has one of my favorite final challenges in any game,
ever--though I won’t ruin the surprise for those who haven’t played it.
And, of course, it all adds up to make for a final battle that feels more earned than
most.
It’s tough, but so satisfying when you finally knock that witch out.
Despite coming just two years after Mario 64, Banjo-Kazooie darn near perfected the
formula, offering denser worlds, a better actual story, and more cohesive world-building--which
is a feat that might be even more impressive in hindsight.
Especially considering it took nearly two decades for Mario to catch-up with Mario Odyssey,
which borrowed several elements form Banjo-Kazooie.
The only area where Banjo noticeably falters by comparison is the handling.
Which isn’t to say it’s bad--because it isn’t by any stretch--in fact, the game
feels great to play!
But unlike, say, any of the 3D Mario games, where it’s a joy simply to move and bounce
around, Banjo & Kazooie feel oddly pediestaion by comparison, with a more limited move set
that doesn’t feel inherently fun to play, especially as it prevents the death-defying
improv that Mario is famous for.
But when everything else is as good as it is in Banjo-Kazooie, that one shortcoming
is pretty easy to overlook.
In short, Banjo-Kazooie absolutely stands the test of time, feeling nearly as inventive
today as it did a quarter-century ago...
The charm, and cute sense of humor, though inarguably juvenile at times, will likely
win you over in short order--and then you’ll likely be hooked on seeing what crazy challenge
awaits you next.
And I absolutely loved it--even on my thousandth playthrough.
Regardless of whether you’re playing it on Switch, Xbox, or even an original Nintendo
64, you absolutely owe it to yourself to check out Banjo-Kazooie if you’re at all a fan
of 3D platformers--and especially if you enjoyed Super Mario Odyssey.
Because outside of Mario, they don’t get much better than this.