By Edge Staff
December 5, 2008
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“The game is beautifully rendered, suffused with the kind of joyous colour we had almost forgotten Xbox 360 could produce.
Nuts & Bolts is little about the platforming of previous Banjo games. Under the instruction of the mysterious and aloof Lord Of Games, or LOG, the franchise has evolved into something like a Wacky Races construction kit; an intuitive and powerful vehicle builder that allows you to cobble together wild contraptions that fly and float and everything in between.
When it’s at its best, the game gives you an obscure challenge and a handful of wheels, panels, spring-loaded boots, egg cannons, wings and propellers, and lets you experiment. Thanks to a robust but delightfully cartoony physics engine, this process invites players to really think about aerodynamics, balance and thrust to create the vehicle which will be optimum for the task.
We built a chopper featuring a giant scoop to lift bowling balls on to plinths, spent hours constructing roll-cages in the hope of topping our last score on the ski-jump, and settled on mad swastika-shaped propulsion systems to send a giant armature spinning into a stack of giant dominoes.
The problem is that it takes a long time to unwrap this kernel, buried as it is in a couple of hours of kid-glove challenges, featuring a good deal of dubiously rubber-banded racing and a fussy means of progression necessitating endless trips to a largely superfluous hub-world.
Showdown Town, as it is known, is a pleasant enough place and, like much of the game, is beautifully rendered (even if there is something kleptomaniacal about the jumble of styles and textures that Rare throws down), suffused with the kind of joyous colour we had almost forgotten Xbox 360 could produce. Rare is borrowing from the best – there’s much to compare in terms of structure between Showdown Town and Super Mario Galaxy’s hub, although the former is substantially bigger.
But Rare seems to have missed the point a little – Galaxy’s hub was a prettified means to an end, and rarely an obstruction. Nor did it take a full minute to load. Pretty though it is, Showdown Town is hugely unwieldy by contrast. As with Galaxy, a successful sortie to one of the worlds will garner you a number of shining goodies, in this case jigsaw pieces, which are used to unlock further levels. Though this unlocking was automatic in Galaxy, allowing you to drop straight back into the action, Showdown Town asks you to collect these items from dispensers, load them into your vehicle and trundle them off to a central bank. Equally laborious is the collection or purchase of extra parts for your vehicle.
When all you want to do is to get on with the pleasure of creation, Nuts & Bolts has you chug through loading screens to make deliveries. Want to play more than three challenges in a row? Then you’ll have to load back into Showdown Town, walk five paces to the door that takes you to the next tier of challenges in the place you just came from, and sit through another loading screen. Even accessing the creation tools while in a level requires a short loading screen; given that you want to dart back to the workshop to tweak things after nearly every attempt at an event, this is almost unforgivable.
Nuts & Bolts fills you with the thrill of experimentation, but then raps you on the knuckles with every iteration. But for all its cumbersome ways, Nuts & Bolts has much else that goes in its favour. Surprisingly, perhaps, one of these things is Banjo, a character who has never captured public imagination in the same way that Nintendo’s icons have.
And yet here the franchise is at its most charming and witty by being wholly self-deprecating, playing upon its second-rate status next to Mario while making sly digs at Rare’s other properties and even Xbox 360 itself. One of the levels you visit, LOGBox 720, sees Banjo travel around the entrails of a videogame console, building innovative contraptions to put out fires on malfunctioning components.
For one heart-stopping moment, the screen flickers with those ominous magenta artefacts that usually precede the funereal process of sending a console back to Microsoft – but we’ve been pranked by those wags at Rare. Nuts & Bolts is a clever, colourful and witty game – one which deserves better than to be hidden behind stodgy tutorials, flabby interfaces and a host of loading screens.
Early on, during one of the many cutscenes that stand between you and being allowed to actually play, the Lord of Games returns the tubby, retired Banjo to fighting-fit form. You rather wish he might do the same to the game itself – trimming off the fat and giving the player immediate and unlimited access to the parts of it that most appeal.
7/10
I can't get past trying to make my first vehicle, it's far too much like a hard school lesson and tbh i just can't be arsed these days.
Did you guys play the same game. Your reviews are starting to suck, L4D, dead space, GOW 2 are all good games but the old edge would never throw 9s at such unimaginative, derivative, passive, linear gaming experiences. Conversely the old EDGE would have never dismissed one of the best xbox exclusives with a 7. You guys are letting your standards drop, have the reviewers changed in the last year, have you stopped moderating your reviews? Have you stopped promoting originality and creativity. Have you joined the mass zombification of commercial media consumers only interested in halo and gow. Have you forgotten about real game players?
And what about this review
stodgy tutorials?: 2 minutes at the start to introduce the new gaming concept for those expecting banjo 3 platformer. Then you are on your own with not a cut scene in sight for the rest of the game.
Loading times : where do you get 1 minute for showdown town. At the most it is 8 seconds from hd. And the “almost unforgivable” back to workshop load time is at the most 4 seconds. From hd. You guys must have been playing a beta promo version.
flabby interfaces? Where? The vehicle creation is intuitive and fast as are all the interactions in the game
Showdown town laborious? Yes for you guys because you were trying to rush through the game for a Christmas review. For casual gamer this is a magical place to spend time in and explore looking for new parts.
“trim off the fat and give the player immediate and unlimited access to the parts of it that most appeal” very silly idea, part of the fun is finding new parts and the anticipation about what is in the boxes as you trundle them back to the workshop. And then how those new parts change the way you approach new and previous challenges.
EDGE should stop doing reviews. This is only one of many bad reviews this year, they would be an embarrassment to the EDGE of old.
I agree, Banjo is easily one of my favorite games of the year.
I thought the tutorials were good, they tell you all you need to know - so I never felt the need to look stuff up in the manual during play.
Loading times on mine are 5 - 15 seconds max, I've never been bothered by them as I rarely see them.
Showdown town is great - there are so many secrets - jinjo bingo , jailbreaks + minjo's, Klungo's arcade (stuck on Lvl 4), police chases, and tampered jiggy machines ( free jiggys) + more!!!
And I never get tired of running over Grunty - ha ha!
The vehicle creation is great - I've already made a batmobile, a warthog (from Halo) with working gun turret, the A-team van, a spherical chasis covered in springs ( mad!) , and a rocket powered toilet with wings....!
I'm currently trying to make a pirate ship - with sails and cannons - but also with a rocket engine and folding wings so I can take off!!!
Egde's review isn't as bad as some - there are some people out there who keep trying to put Rare down just because they're no longer with Nintendo, trolls like that annoy me.
I like Edge better then other magazines.
The reviewer just gives me the impression he didn't play that far into it. Like carting your jiggy's back to the bank - whilst avoiding the police and overcoming environmental obstacles are all part of the challenge - but that's only something you'd know if you've played the game for a while , as there are no police around in the first few hours.
I for one think Rare are a great developer, and I'm really glad I bought Banjo!
ha, i gave up on klungos level 4 the one time i got within milimetres of the finish line the game "hung" and had to be "reset". cracked me up but put me off going back, havent got the nerves for those hardcore platformers anymore... banjo n and b is the best anyone who hasnt tried it, get it, esp if you liked lego and mechano and creative stuff like that, its for you, dont listn to edge, they are just obsessed with mp shooters cos thats all they do in the office all day is linked up xboxes and gears halo and l4d cod4 etc....they forgot about engrosing single player experiences...this is one.
They needed to integrate the vehicles within a traditional platforming world. This game is not an evolution of the platformer genre but simply robot wars arena.
The gameplay mechanic of having vehicles with jumping or flying abilities is not analogous to traditional platforming. For example in Mario 64, mario has a greater skillset than any of the user created vehicles in BK. In Mario 64 the portly plumber can backflip, wall jump, long jump, side flip, fly, stomp, slide attack.
To say the vehicle gameplay of BK is an evolution of the platform genre is wrong - because the vehicles are not as agile as Mario in the N64 classic
Rare should have used the vehicles as a hook in was should have been 80% traditional platforming.
Character agility doesn't define how 'evolved' a game is. Lara has a bigger skillset then Mario...... so?
Mario64 gave you the freedom to have fun/ explore a 3d world, completeing tasks was a matter of figuring out how?
Banjo does all that, but now there is no right/wrong way to achieve a goal - you have the freedom to approach any task however you please. That's why it's an evolution.
Your vehicle's are only as agile as you make them.
The game plays like a cross between Mario/ Mario Kart/ Pilot Wings and LBP .......... and people are complaining ?!?!?!?
I wouldn't have minded if the vehicles has been one feature in a Mario 64 style playground platformer. But to take the vehicle physics and rely on them exclusively in arena levels.... It seemed a lazy option. Theres a reason they didn't call the game Banjo Threeie......because it's NOT a true sequel but some sort of experimental halfway house towards the final goal of integrating vehicles within a true platformer.
Imagine if Mario galaxy had been made the lazy way. The game would have been built entirely of mini moons to run around...... but Miyamoto realised the new mini moon gameplay needed to be anchored to traditional larger worlds like say Honey Bee Galaxy. Rare showed off their marvelous new vehicle physics but forgot to build a platform game around it.
btw Mario64 has a greater skillset than Lara in Underworld. You just didn't get all 125 stars did you.