
Alright fanboys, time to get the difficult news out of the way first. Banjo Kazooie: Nuts and Bolts is not much like its predecessors at all. The main gameplay focus is still on platforming, only it's now platforming with vehicles too. Like most platformers, the specific objectives you have to complete are slightly varied, but are mostly different takes on collecting items.
To do so, you'll have a massive tool kit at your fingertips. The vehicles seen in the gallery can all be broken down into various pieces, and a large portion of the gameplay stems from mixing and matching vehicle parts to suit the task at hand. Or y'know, to just suit messing around with infinitely customizable vehicles in a physics playground. That playground can be taken online as well, and the game's multiplayer is very physics-focused and custom-content heavy.
Hit the break for more on Banjo.
To do so, you'll have a massive tool kit at your fingertips. The vehicles seen in the gallery can all be broken down into various pieces, and a large portion of the gameplay stems from mixing and matching vehicle parts to suit the task at hand. Or y'know, to just suit messing around with infinitely customizable vehicles in a physics playground. That playground can be taken online as well, and the game's multiplayer is very physics-focused and custom-content heavy.
Hit the break for more on Banjo.

The more traditional platforming elements of the series' history come to the surface in the game's overworld, Showdown town, and there the player will use more jumping and on-foot platforming than in the other levels. The half dozen levels are really big, incredibly colorful and creative, and seem to be designed to offer as much variety as the theme allows.
To traverse the levels you'll use custom created vehicles assembled in the game's garage or reconfigured "in the field." The vehicle creation mechanic utilizes a 3D area of invisible cubic spaces, and a standard building block is the size of a single cube. This single cube then becomes the standard unit of measurement and movement for the assembly of the vehicle. While there are many pieces that do not conform to the shape of the unit cube, when they move their "attachment axis" does so along the invisible grid.
The system definitely doesn't over-complicate things, and with a few mandatory pieces (power, propulsion, seat, etc) that don't even need to be in contact, you'll be on your way. The garage has a limit on the specific amount of each type of part that can be used, which serves to provide a modicum of balance. From what we saw, the types of pieces, freedom to combine them, and ability for the changes to be visible immediately in both a gameplay and graphical sense could lead to endless emergent gameplay.
While many will decry the change, we could see ourselves spending many hours creating vehicles and experimenting with how they effect the world and vice versa. In a memorable moment, we walked up behind a fellow attendee who appeared to be piloting some sort of submarine (as the vehicle was underwater) when suddenly he pulled up and the thing pointed to the clouds and took off into the sky. It was really impressive until he ran out of fuel and hit the ground where the vehicle exploded into all of its component pieces.
The beauty of the game is that if one was dedicated enough they could retrieve all the pieces and rebuild the vehicle without ever entering the garage. The garage of course facilitates all the new additions to the vehicle, so any in-world editing is limited to the pieces already in-world. But there will be items to be found only in-world as well, and the in-world items can end up playing a crucial role in the multiplayer.
The Rare folks were only showcasing a single multiplayer gametype that they were calling Sumo, which is essentially a variant of King of the Hill. Using custom vehicles, four players play bumper cars within a specific area, trying to force everyone else out. Oh, and did we mention that the building pieces include weapons of all sorts, creating even more gameplay options? While an objective-based mode was what was shown, it will likely be the simple physics based interactions of free-form play that will be the most appealing to people.
Unfortunately, much of the game is still under wraps or unfinished, and the full extent of the feature set is still to be determined. After creating a particularly fun plane, we inquired about the possibility of sharing our creation with others online and a wry smile crossed the PR woman's face and she said, "We can't talk about that." So take that for what you will.
All in all there is a good reason that Rare did not decide to title the game Banjo Threeie. It's something new. Sure you could argue that Banjo and Kazooie are both superfluous now, but their design and history flavor the world and story. Besides there still is traditional platforming in the game. But in a similar fashion to the platforming genre at large, the more traditional stuff is hidden inside the larger gameplay genres that have since been born. Whether Rare should have made Banjo Threeie isn't important. They made Banjo Kazooie: Nuts and Bolts, and its going new places and trying new things.
Reader Comments (Page 1 of 1)
5-14-2008 @ 1:46PM
Dom said...
*crickets wav.file
Man I was hoping atleast 50/50 platforming and vehicles but in this hands on it preview it seems like 80/20 :( I'm still probably going to get this and Gears2 in Nov.
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5-14-2008 @ 1:51PM
NukeAssault said...
Even if i dont wind up liking the game. I know im gonna have alot of fun making vehicles.
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5-14-2008 @ 2:02PM
Geoff Gibson said...
Interesting take on the Banjo-Kazooie universe. Something I definitely wasn't expecting. While I am a bit hesitant about the execution of the vehicles in the gameplay I remain confident that Rare knows what it's doing and that they'll deliver us a fine game.
Worst case scenario I have a $59.99 custom vehicle builder. :)
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5-14-2008 @ 2:11PM
mike said...
wow. They turned this game from a must buy for me into a 10% chance ill get it and hating what I see so far.
I hope to god after this travesty is released and fails horribly (oh trust me it will), that rare will not abandone the BK franchise and use the engine they built to make a proper banjo thriee (which was promised to us back in banjo 2)
The problem here is rare is bring back an old loved franchise. They should of left it the same. If they wanted to make a vehicle editing puzzle solving game they should of done just that, with new characters in its own universe. Now they screwed BK.
Lets hope if they ever do make a jet force gemini 2 (best rare game aside form goldeneye), they actually make a JFJ2, and not a JFJ: New gameplay style unleashd.
Of all the new ms news lately, BK is the most dissapointing. Im very excited about the rest tho, like GOW2, fable 2, VP2, too human, etc etc.
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5-14-2008 @ 3:11PM
legendtaker117 said...
While I do agree that I would have loved a Banjo 3, this looks just as fun. Im definitly looking forward to this game, and hope to see a sequel to Banjo 2 in the near future.
5-14-2008 @ 2:42PM
Ejab said...
So what im seeing from you mike is that you want to play the same shit over and over again with no innovation, if thats the case go to nintendos side they will have you playing the same shit over and over again for years to come. Just look at the wii lineup
mario galaxy = Mario 64 Zelda TP = Zelda OT
Metroid Corruption = Metroid Prime Super Smash Brawl = Super Smash 1 Etc...
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5-14-2008 @ 4:47PM
gundamxzero said...
My sentiments exactly, people scream fail before they have even seen any videos or anything that resembles concrete gameplay.
5-14-2008 @ 5:26PM
mshimer5 said...
Not to start a flame war, but no need to sound like an utter fanboy here. Yes, it is true Nintendo puts out a lot of games from familiar franchises, but to say they don't innovate? You say this on a message dealing with a 3D platformer game. Are you serious?? However, I do agree with your original sentiment, kudos to Rare for trying something new. If I wanted a 3D platformer, let's face it, Mario is still king.
5-15-2008 @ 4:31AM
mike said...
actually yes I do love the same thing. new levels, new graphics, new comedy and im sold. Innovation? No I dont want that. Thats why i didnt by a wii and their waggle junk.
if you want to innovate with a new style, create a new franchise, dont ruin an already established one by changing it dramatically. How would you feel if the next halo game took 8 years for a sequel to finally come and when it does its a new innovative card battling game based on the halo universe
5-14-2008 @ 3:18PM
James said...
XBLM Demo plz.
kthxbye
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5-14-2008 @ 4:35PM
Digital Limit said...
UGH THE GAME IS DIFFERENT I WILL NOT BUY OUT OF ANGER GRRR
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5-14-2008 @ 6:50PM
PerfectStrategy said...
^ spot-on
Even as a big fan of Banjo Kazooie, I have to say that I am a lot more excited about this game now hearing all about these customizable vehicles than I would be if hearing that it is a faithful continuation.
Who really wants straight-up mario platforming when you can have Banjo Kazooie platforming mixed with Pilotwings mixed with Mario Kart; and then throw on top of that a big layer of next-gen customization, multiplayer, and sandbox gameplay.
Then bake for 1 hour, let cool, and serve delicious helpings of Banjo Kazooie: Nuts and Bolts.
5-14-2008 @ 8:30PM
Mrblonde said...
Same here bro. Hugh fan of the first two back in the N64 glory days and can't wait for this one. Sometimes, change is good and bad. This change is good and expands onto what Banjo Kazooie fun and adds more to it.
5-15-2008 @ 6:49AM
Boff said...
I think this game should satisfy my inner Lego cravings which I've tried to keep buried all these years.
Yes please.
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5-17-2008 @ 3:39PM
stedaman said...
They have ruined it
The game is a platformer.
The first two games were perfect. Been waiting so long for another quality Banjo and they have messed it up bigtime.
The game may end up being good but it's not the true platformer it should be and that is a big mistake by Rare.
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