By Edge Staff
September 25, 2008
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“The most daunting thing for people is the very first time. All these bits, this big empty area – what do I do?”
Advance warning: there’s a fair chance that Banjo Kazooie: Nuts & Bolts may live to be one of the most cruelly misinterpreted games in history. This is because, at first glance, it’s easy to dismiss this as a potentially desperate attempt to revive a flagging platform genre by turning it into a GTA clone for the stuffed-toy crowd. But what Nuts & Bolts is really about is putting things together. And why not? With the ideas behind LittleBigPlanet and Spore already firmly established in the gaming firmament it only seems appropriate that a major Microsoft Game Studios release might go that way as well.
It’s only when you step out of the missions themselves that you realise Nuts & Bolts is far from conventional. Banjo, it turns out, is a Trojan Bear. Beneath the recognisable characters, Nuts & Bolts is actually a physics toy and a construction set as much as a platformer. Vehicles are not a desperate addition, but the carefully crafted hinge on which the entire experience turns: this is a game that encourages you to make things. After that, it encourages you to try them out, share them, and fiddle around with things other players have made.
It’s the kind of creativity some players will find intoxicating, but it requires a reliable and intuitive editor, and Mumbo’s Motors, where all your construction will take place, is something the developers have spent a long time working on. “There’s no secret to making a good editor,” sighs Gregg Mayles, Rare’s head of design, and the lead on Nuts & Bolts. “It’s just iteration. When I started this job, I thought the editor would be six months, and that was being pessimistic. It turned out to be a whole project. An editor is just a barrier between what the player wants and the finished item. Our job is to try and make that barrier as small as possible, so the player can go from a thought to seeing it in the game as quickly as possible.”
“The most daunting thing for people is the very first time,” says Rich Cousins, the game’s producer. “All these bits, this big empty area – what do I do?” A selection of pre-built chassis are there for players who feel overwhelmed, but Rare has done its work well, and, sitting down with the level editor, even with a dizzying assortment of potential parts unlocked, it’s far more tempting to select a set of wheels and work from scratch.
All the vehicles truly require is a seat for Banjo, wheels, an engine and fuel – and even the last part’s negotiable, with balloon-based propulsion systems available. All items are located on menus, ready to be dragged into place, and the journey between build and test is a button press. Starting by spacing out four wheels, it’s a simple matter to bolt blocks together connecting them into a frame, add a seat, stick three or four engines on (each engine will give you more power, but will make you heavier) and then stick on incidentals – some pointless, like fluffy dice, some vehicle-definingly brilliant, like wings or flotation devices, which allow you to take to the skies or explore the game’s lakes and rivers.

And the variety that you can produce quickly becomes evident. Our first effort was an ugly, boomerang-framed quad bike with monster-truck wheels, and a cockpit that hung dangerously low under the chassis. For our second attempt we were more experimental, creating a long, straight frame and bunching balloons at one end of it. When they were inflated in the test arena, it rose into the air and dangled there uselessly, until we discovered we could coax it gently around the space by inflating and deflating the balloons quickly.
Once a vehicle’s built, it’s stored in the form of a blueprint, and can be brought out whenever an objective requires it. Blueprints are generated automatically, and can be exchanged online. You can even take pictures of other people’s vehicles and, providing they haven’t locked the blueprint to prevent theft, you’ll be able to recreate it at the push of a button, and then get to work tinkering with it yourself.
The complexity of the vehicles requires reliable physics, as the pleasure of making something is only equal to how believably it handles in the gameworld. “We got real physics in early,” says lead programmer Salvatore Fileccia. “But you needed a degree in engineering to build anything. So the most difficult part is getting that cartoon physics working. You want people to build failures and have fun, but you also want people who don’t understand the laws of physics to build something that doesn’t fall over.”
“It’s fun physics,” suggests Cousins. “There’s layers of fun, so people can quickly build a vehicle or strip it down for weight, add four-wheel drive, and add propellers that suck or blow.”
I'm really looking forward to this game!!!
I think your right saying that comparisons with LBP are inevitable, and in all honesty I do think LBP is better on the creation front, but then again BK will offer a fully structured story to start with ( LBP is more a case of 'getting out, what you put into it" which may not be to everyone's liking. )
Either way I hope they both sell alot better then the usual movie-tie-ins and fifa updates that plague the Christmas charts, and get the recognition they deserve!
I think LBP will sell more then BK because it is 'the big' PS3 game of the season, whereas I think BK will be in the shadow of GOW2.
I have to disagree with the comments about Rare, I think they're much better off with Microsoft, if they stayed with Nintendo they'd be making interactive bus guides + other casual fluff instead of actual games !
You're right about the Avatars copying Mii's, but the Mii's copied the Sims, which themselves are like casual versions of MMO/RPG characters which probably copied off stuff I'm not old enough to remember!
Neither Nintendo, Microsoft or Sony are quite as original as they'd like you to believe, it's just the way business is, they all want to provide the best service possible so you can't blame 'em.
Well as far as I can work out LBP is all about creating the game you play and not just the vehicles you play in the game... I'm far more interested in using the mechanisms in LBP to create unique worlds than creating whacky looking cars in BK. I did that with Lego when I was 7. It should be commended to see devs building this kind of functionality into games. It gives gamers amazing scope to interact in digital worlds. But if it comes down to a popularity contest then I think LBP will pip BK to the post. I think there will be bigger sales for the sack born people than the Bear and Bird. Lets hope LBP becomes the defining title of the PS3, it needs it! Not sure BK will do the same for the Xbox, Rare games haven't really found a foothold in the market since GoldenEye. Maybe that was a fluke.
I will welcome this game because of its ability to expose hypocricy... watch how the people that have derided and trivialized LBP go on to say great things about Nuts&Bolts
C'mon ShamanNY, don't be so cynical. I think LBP will be great, especially if marketed right. As far as Nuts&Bolts, I'm sure it'll be a good game, but I'm interested in neither. But you're right, I'm sure they'll be some people like that. I will have to say, I don't think either game will really push console sales for the respected systems. I do think however that LBP has the chance of having more of an impact on hardware sales for Sony than NB will have for MS. And the holiday season is too hard to tell due to the fact that the 3 systems will probably all sell out.
Let me say first that I am a longtime fan of both Rare and Banjo-Kazooie, having played both N64 installments to 100% completion back in the day. I plan to purchase this new game and fully expect to enjoy both the platforming and vehicle creation elements.
Having said that, my own prediction is that ultimately it will come up short compared to LittleBigPlanet in aggregate review scores, in sales and in the amount of activity in its "create and share" user community.
Like Viva Pinata is to Animal Crossing / Pokemon, Nuts & Bolts will be an okay enough game on its own merits but simultaneously a hollow "me too" imitation vis-a-vis Microsoft's ongoing corporate mission to blatantly and shamelessly copy every interesting thing that someone else does first.
How I wish for Rare to be freed from the MGS yoke, not that they seem to be complaining about it. It just sort of taints everything they do. A great example is that recent PR spin nonsense about them having invented avatars before Nintendo invented Miis. PUH-LEEZE.
Ah, well, I'm getting off topic. I genuinely wish them and this game the best, believe it or not, but it will inevitably be compared to LBP just as it has been in this article and I don't think that will do them much good. I COULD BE WRONG.