Banjo-Kazooie

*giggles*

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Gentlemen, how do we make the perfect Banjo Threeie?

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I've been saying this forever. Steve is just the strawman that most latched onto. The majority are bootyblasted Deefags, Waluigifags, and etc.. mad that they got made fun of when their characters didn't get in, and used Steve to shitpost against Banjo cause he was the most wanted character.

Now that they've been btfo a 2nd time, they should be bullied into submission so they learn their place.

>you're basically killing these things by boiling them into soup at wumba's teepee

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It's cool, they always run away after the first spell.

I only remember doing it in Hailfire Peaks 'cause their places were connected but I can't remember if she'd even let Mumbo enter her hut in other worlds.

Should I dump my autism again? I don't feel like it. Maybe I'll turn my notes into pictures so it's easier to post/understand.

But in short, worlds should be similar to Odyssey, about as large (which means larger than even Tooie), but also segmented into areas like Odyssey. Jiggy per level count should also go up. Maybe to 20.

And the duo's moveset should be remapped and polished, right off the bat, Talon Trot is mapped to the right bumper as the designated Dash button, similar to Mario's roll in Odyssey, and now happens instantly.

Fusion of Tooie and Mario Odyssey

Oh, right, shit I forgot. Damn I need to play the games again. Last time I played was in 2003.

make Gruntilda playable

>similar to Odyssey
careful, you're making it sound like there's no hub, which would be an island next to Isle o' Hags

Banjo and Grunty team up.

Basically odyssey

make Tootie the villain

>Banjo with Grunty's skull in his backpack

You can do it in Mayahem, iirc, Witchyworld, Terrydactyland, I think Grunty Industries, and Hailfire. I can't remember if it was possilbe in Cloud Cuckooland or not.

Do what the banjo team did with the first game. “Make Mario 64 but better” but do it with odyssey this time.

Oh no, definitely a hub, and with Metroidvania style progression, like Tooie. Larger that Isle O'Hags though. More like Grunty's Lair where you had many different unique areas.

actually I take it back, Banjo + Kazooie + Grunty's skull on the top of a staff, make the whole game them bantering and eventually becoming friends(?) to defeat a new villain

opens up a new moveset with magical abilities and makes projectile attacks not FPS involved

This

Grunty with skin and a body. Mumba and Wumba restore her after everyone's convinced they need her help. Make the villains Grunty's mom and dad, who wish to punish Grunty for being naughty by sinking the Isle o' Hags.

glowbo porn

You can't do it in Glitter Gulch (On a steep hill and Humba won't let you use the warp if you're Mumbo) Jolly Roger's Lagoon (Underwater). Possibly Cloud Cuckooland because it's on an island and I think the only entrance is underwater so Mumbo can't go there.

>Tootie
literally who?

I got a few ideas
>Take note from the wondrous 3D collectathon exploration and embrace it much like how the original N64 titles did. And mabey fuse it with what modern titles like Mario Odessey, and a Hat In Time are doing.
>Be somewhat story focused like Tooie. Make the characters feel more consiced, and perhaps even give Banjo and Kazooie a story arc of their own.
>Have funny jokes. Keep the writing consistent and engaging.
>Mabey make Gruntilda playable. That'd be cool.
>Design wise, just rip the models from Smash. Mabey do some basic tweets here and there to differentiate it from the Smash Bros design, but keep the basic design of Banjo and Kazooie we all know and love

you have to have a way for Grunty to come with them though, or it turns into another TooieMumbo slogfest

you mean "maybe"? do you really not know how to spell maybe?

>Should I dump my autism again
It's not autism, it's a level of passion that is admirable. Don't discount yourself so much.

Sure, I'd like to see what ideas you've got.

She hides in Banjo's pants.

I like this idea of sinking Isle O'Hags, but two things:

Grunty's Lair should 100% be one of the worlds to explore, like mid-late game. Completely redone, with tons of new areas, but some of the more iconic old rooms coming back.

Spiral Mountain should still be the tutorial level with tons of hidden secrets.

Also, searching for Tootie should be a primary side quests as well.

FUCK

And we should finally meet Kazooie's long lost twin sister Tooie.

Tootie being part of the quest and midway through being revealed as a villain would be nice. I'm seeing her with the purple cat from Nuts and Bolts Blofeld style

LOG and the cat are the only things from NAB allowed to be in Threeie in any form

Half the focus needs to be in the QoL details alone. Well-designed characters, humorous interactions, some down-time, sidequests, or even extra unnecessary-yet-appreciated additions down to the little things. Overall, and I mean this unironically, it has to be more soulful and less of an obligation or a bare copy like YL ended up being. Or just gross and missing the point like N&B either.

Otherwise just take a good look at Mario Odyssey's level design, make enemies that aren't bone-simple to beat, include new interesting moves and occasional gimmicks to mix it up, then add in lots of postgame content and I'd say you're pretty much set.

If the game really is Grunty-themed it could start with bringing her back to her Lair to fix it, making Spiral Mountain the opening and either the Lair as a procedurally opening area or the ruins as one of the first levels

>Gruntilda uses her status as one of the undead to become captain of a ghost pirate ship
>Literally just Gruntys skull wearing a pirate hat hopping around
>First thing she plunders is Banjo and Kazooie's moves in order to prevent them from stopping her, giving an excuse to change around and update the moveset as needed
>Grunty's plan can be whatever, probably plundering the world of it's lifeforce and beauty but as long as she's globetrotting it's ok
>Banjo and Kazooie go to the shores of Isle O' Hags determined to stop her, moves or no
>Mumbo shows up and says he's coming with them like last time
>Banjo says theres only spot for one person in the Kayak
>Mumbo best shaman in whole game, this is no problem. Hurr hurr
>Enchants Banjo's backpack to be bottomless and hops in with Kazooie
>Banjo, Kazooie, and Mumbo take the kayak to a nearby port town which serves as the hub world of the game, unlocking more and more as your stable of abilities increases
>You take transportation to each world from the port town, and need jiggies to charter rides on them
>Main gameplay mechanic of Banjo-Threeie is that you can play with either Kazooie coming out of the backpack or Mumbo, and your moveset is modified based on who you're using, some jiggies are character exclusive, most aren't so the player can stick to what they want (will go over gameplay specifics in a bit)
>Examples: Tapping jump twice with Kazooie results in the normal double jump from the previous games, with Mumbo it creates a platform underneath Banjo which he can then jump from, more vertical than Kazooie's but on the flipside Mumbo doesn't have the flap flip which is slower but has the most vertical lift (other than shock spring jumps)
>Bottles, Jamjars, and Bozzeye are all in the game and each one teaches moves for a specific character
>Bottles teaches Banjo his moves, Jamjars teaches Kazooie her moves, Bozzeye has become a craven wiseman and thus teaches mumbo more magic including transformations
1/?

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On the subject so being more story focused, one thing the newer Mario games have done really well, ESPECIALLY Sunshine, is have a running narrative through each world that Mario solves. Banjo should 100% do that, and do it better.

Playing through Tooie again, you see the beginnings of this, but with tons of missed opportunity. The one that sticks out to me the most being Lord WuFakFak who describes himself as "the Terror of the Sea" or something, but really, there was absolutely more build up to him at all. It would have been cool if more NPCs and even baddies all talked about him, and some more of the world had been designed to foreshadow him.

It's a similar story with Weldar in GI, despite the lengthy quest to get to him (which is how most late game bosses should have been structured), no one ever really mentions him.

So more of that. Sunshine again being a good point of reference. Even better if getting certain Jiggies triggers certain events in the world that alter some parts of it. Like, rememeber how in Pianta at the end of Sunshine, the orange goop shows up and catches everything on fire? Well, what if that sorta of thing happens, but instead of being as a new mission select, you see it happen real time, after X action you did to get Y Jiggy, triggered Z event? Sure, this means a handful of Jiggies might be a bit more linear, not quite available from the start, but with 20 per level it's not so bad, plus Tooie KINDA did this with Terry's eggs, just executed poorly.

I'll see if I can turn them into images with pictures, as I'm at work, and i hate this keyboard, and it was like 7+ posts of notes.

Why would Tooty be a villain? She's Banjo's little sister.

replacement for Grunty who has been demoted as a villain

Do we really need a banjo threeie when we have mario oddysey?

Yes, Banjo had siginificantly better quest design than Odyssey that just tossed Moons around Haphazzardly. Also, Banjo does exploration better than Mario which is platform focused.

Tooty is just a little bear girl though. It would be cool to see her again but wouldn't she be a lame villain and final boss? Either we should fight Grunty again or meet someone even more powerful.

Odyssey isn't nearly as good as either BK game outside of the movement system

It's over. Let it go. Or to put it in words you'd understand:
Bear and bird are twenty years old, a brand new game you'll never behold.

I don't care so long as Tooty just comes back but aged up to look like a Candy Kong tier goddess.

I like the idea of keeping Grunty as the villain. Esp since it's been so long.

She wouldn't be the final boss, what I meant was that Grunty got demoted in universe and because all the witches are girls she would have some reason to fill in

the final boss would be a guy this time that fills some classical evil niche like Grunty did originally. wizard would be too boring so likely a king or a general

Take nuts and bolts and remove all the shit microsoft forced them to add to it.

>people shouldn't have fun discussing videogames because I said so!!
No one is pretending it'll ever happen. And in fact, given modern gaming trends, I expect it to suck SHOULD it happen, which is why I'd much rather have HD remakes of K and T instead. We're just having fun talking about what we think would be cool.

Banjo, Kazooie and Grunty are way more iconic as a trio than Mumbo, it would be perfect to have them as three characters for Threeie. repeating playable Mumbo is too derivative

It needs to push the Switch hardware to its full potential like BK and BT did to the N64.

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literally just "go into fun worlds and learn cool abilities to reach collectibles"

Nuts & Bolts had people praising the hub world for having regular ass platforming and balancing across ropes. people wanted platforming even back then

the BK XBOX teaser had them with a fucking chainsaw Kazooie move and a lockpick Kazooie move. those would be amazing fun to play with.

err on the side of caution by making the levels closer to BK in scope (not every level has a transformation, most levels are completable in one visit) but keep elements of BT like SOME inter-level connectivity, moves like the Breegull Blaster and multiple egg types

How about Grunty's daddy

You don't.
let the series rest where it is, fairly solid titles. Don't try to release a new game because it'll get fucked. Did you miss yooka laylee's disastrous launch? That's what you'd get.

>Now that Banjo has an enchanted backpack he will actually have some moves of his own
Ideas include:
>Crouch always being the shack sack without having to split up (split up is going to be taken out) (Shack sack crouch also gives you an excuse to revamp the flap flip animation and make it a bit snappier and vertical)
>Sucking things up into his backpack and firing them out, if Banjo uses the attack to suck up enemies you can mash the attack button and Mumbo and Kazooie will beat the shit out of your enemy
>The save menu is inside of Banjo's backpack, and it's a comfy lil apartment with some of their furniture from the house and some new stuff, as well as a few of Mumbo's things


General moveset stuff:
>Wall jumps
>Faster getup animation from grip grab
>Any eggshooting defaults to a third person view behind Banjo, him holding Kazooie, can jump in this mode, toggleable
>Forward roll can be held to gain momentum down hills
>In game option to soften the sounds Kazooie makes during talon trot, normal option for purists
>New punch combo when Banjo is with Kazooie, instead of her pecking 3 times, Banjo slams down the backpack for the first two hits and then pulls Kazooie out and hits her on the ground for the last, a bigger, stronger hit, and also has some wind that will push things away
>Beak Barge has a lot more forward momentum
>Different eggs will be incorporated more organically into the game, Fire Eggs will be able to light foliage and wood platforms on fire, Ice eggs can be used to put out those or any other fires and make platforms on water, battery eggs can be used to power electronics, grenade eggs are grenade eggs, clockwork Kazooie's are basically like bombchus in that they're a fun novelty
>No more split up mechanic, useful moves from split up like shack pack, glide, are incorporated into the main moveset
>Transformation will be handled on the spot

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I think it should just be Banjo and Kazooie. Too many playable characters means one either gets underutilized, or the questing gets tedious.

I like the idea of the JuJu Jar I had a few threads back. Basically an item you fill up with Tokens (or insert magical collectible here) you collect in each world, and then take it to Mumbo or Wumba to use their magic. Mumbo gives you a spell. Wumba a transformation. Maxing it out, lets you transform to the transformation and back without going back to see Wumba, just use the Jar. This reduces the tedium in having to travel back and forth to their huts to use thier spells. Just see them once per level to activate the Jar, and boom.

Rest of the abillities should just go to the duo, and expanding the Split Up abilities. I'd say alot of the focus should go there. Hell, honestly, Split up should allow for 2P Co-Op.

i always shorten kazooie to kaz
but im thinkin of shortening banjo to just bam instead of jo
cause A, it's not really a fit for a bear imo
B, cause he aint no average joe
and C, if i did, people would make fun of the duo cause they'd be a buncha jo-kaz

Should I bother going for all the Stop n Swap items in both games on N64 just for the hell of it?
Never tried doing them outside of XBLA before.

I'd play it.

Wrinkly?

>it's been over a decade since Nuts & Bolts (or longer since Tooie if you want to memory hole shit)
>we see Tooty again for the first time in countless years with everyone aged up
>suddenly the reason for Grunty's autistic quest for her beauty makes sense at last
>Tooty is taller than Banjo as a fully grown adult bear woman
>huge hips, thighs and ass for immense curves for days
>quite the huge pair of tits as well, both to allow for typical british humor/puns and to show she grew a shitload
>long hairstyle
>even the gibberish she speaks for textboxes sounds a lot lewder than before
>Kazooie begins to get salty and jealous and goes full shitpost over it
>Banjo is harem protagonist-tier oblivious to the obvious with his sister and acts like she is still the same sister as always

Whatever they do, these need to be the designs used. No matter what.

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Japan alreay shortens them to Bankazu.

yet another reason

She would be more like Tiny Kong if anything.

>no more split up
Terrible idea. Make it so that it no longer requires the pad. Or, if it does, make it so that switching back and forth is seamless, as in, you no longer need a cloud to do it.

Reduce the tedium, that's all. Split up mechanic was great, as it gave each of the two a chance to shine,and highlighted their individual strengths and weaknesses.

Plus, a lot of the Split Up exclusive moves like Snooze Pack, and Glide, are game breaking if given to the duo.

That honestly sounds super rad, it'd be amazing if captain Blubber got a cameo as the captain for one of the ships you can ride. He could also have a second one where he rides a UFO to take you to a space themed world of sorts?

>For switching between Kazooie and Mumbo (as well as transformations) the snappiest way I can imagine is coping the Dpad+Stick input from BOTW. Allows you to instantly switch

Mumbo moveset stuff:
>Instead of a beak buster Mumbo will point his stick towards the ground and pogo stick you around, hitting enemies and allowing Banjo to bounce over shallow hazardous terrain
>Standing attack is the classic zap stick from Tooie
>Jumping attack is Mumbo and Banjo spinning
>Double jump has Mumbo summon a platform underneath Banjo
>Some of Mumbo's moves transform Banjo on the spot (not a traditional transformation) this costs big heap magic which Mumbo collects instead of feathers and eggs, when Mumbo is out, the worlds feathers and eggs become his collectible, which is a bunch of Mumbo Tokens and Glowbos in a basket
>Flight pads transform into Bee pads when Mumbo is out, like in Kazooie and Tooie, it's a beak bomb-less, slightly smoother controlling version of Kazooie flight
>Banjo automatically turns into an otter in the water, faster but unruly swimming controls, has the little jump in the air you could do with the talon torpedo
>Banjo's dash attack has him turn into a giant snowball and roll, heavily affected by hills, will take damage from fire enemies/auto damage on fire levels
>The beak barge input has Banjo turn into a crocodile, stay in place, and take a gigantic chomp for massive damage

Transformations
>Only some of the worlds are going to introduce transformations
>Goal is to have them relevant several times throughout the game
>Not really sure beyond that
>Dragon Kazooie will be back
>Mingy Jongo Mumbo in a similar vein, as well as maybe Polar Bear Banjo

Glide would be fine, it wasn't gamebreaking in Spyro the Dragon, that and walljumps just give you some options for the movement to feel satisfying and pull some shenanigans if you want
Movement options are fun.

And Snooze Pack wouldn't be making it back. It's dumb

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Split up is stupid. Playing as just Kazooie is novel until you notice she has fuck-all for attacks and nobody wants to play as Banjo without Kazooie. Just give them moves where one does more than the other if you want them both to shine, but don't split them up again.

Hell yeah nigga sounds great

Make a Switch port a priority. People will more likely buy a Banjo on a Nintendo console than an Xbox console.

Having Glide makes Flying redundant. If a character is able to fly, it should have a limit of sorts. Banjo limits this by having it require pads, or be exclusive to solo Kazooie.

The problem is that you're missing the point of what Banjo is, and turning it into any other platformer.

BanKazu together is about high mobility exploration.

soloBanjo is meant to be slow and deliberate. He's not able to travel very far or fast, and can tank pretty much anything, with combat being a nonissue for him, as damage is irrelevant. Moves like Snooze Pack and Taxi Pack emphasize how you're meant to plan ahead when you play soloBanjo

soloKaz is fast paced, and heavy on the platforming. She can reach pretty much anywhere in the level, and moves quickly, but requires more precision to control, and is relatively fragile.

Really, the main issue Split Up had in Tooie was the the best moves the two had individiually were all late game moves, thereby limiting the play of the two considerably.

Bring Split Up back, with all the late game moves showing up in the early game, adding more moves that emphasize the individual playstyles, and you'll have way more options to design levels around what makes each one fun when alone. They would already have the moves that make Split up fun in Threeie, and you have the room to add cool challeges all throughout now. Why would you get rid of it?

It wasn't stupid. It was the best part of Tooie, especially once you got all their moves.

The first thing I would want out of a sequel is MORE split up challenges, and more moves for each one individually than emphasized their unique playstyle.

>Having Glide makes Flying redundant
No it doesn't. Glide can't get any higher than your starting point.

>The problem is that you're missing the point of what Banjo is, and turning it into any other platformer.
There's literally nothing wrong with improving Banjo-Kazooie's controls. Talon trotting everywhere isn't why people like the series.

>New moves are fun to use and aren't just differently shaped keys to put in differently shaped holes
ie Banjo's Pack Whack giving him a 'double' jump is good. Hatch only being used for specific puzzles is not.

Improving their controls doesn't mean giving them moves from Spyro or Mario, lol.

Wall Jumping in Banjo would be weird, as he's a bear, not an agile plumber.

Banjo is not known for his jump, and in fact needs Kazooie for that. You could perhaps add wall Jumping to soloKazooie but you wanna get rid of Split Up.

You wanna polish their movement. For one consolidate Breegull Blaster and Egg Aim into one move.

Turn Talon Trot into a designated dash. with better acceleration, and easier to use.

Give them better mobility options, like a spin Jump with a helicopter glide, or a Long Jump you can only do in Talon Trot. You're suggesting changing everything about Banjo and Kazooie, and making it into Banjo, Kazooie, and Mumbo, and making them not play like B-K anymore. Yes, bring them forward by giving them move mobility options and refinining their moves for newer gens, but do so by polishing what's already there, not by totally redoing it and changing the character.

The only way to make it feel good is to make it a move you can pull off instantly, anywhere. Switching between them should snap over instantly without even a screen transition, much like Pikmin 2 or 3, unless they're in different loading zones. They start off with all their moves from Tooie. Kazooie can fly back to Banjo any time so you don't lose him and you don't have to backtrack back to him if you don't want to. And make it co-op.

>Agile
>Plumber

Now now, a wall-jump could work. Kazooie can grab the wall with her talons while Banjo grips the wall with his claws. Kazooie can flap away to get some distance and height off the wall when they jump off.

Cloud Cuckooland made really great use of both characters strengths. Like for example Banjo can Tyrannosaurus wrecks the central cavern but is completely fucked on the outside. Meanwhile Kazooie's glide makes navigating the outside easy but her status as a glass cannon leaves her at the mercy of the consantly respawning flatsos. The problem is that the game decided to add Flying pads presumably to compensate for the lack of warp pads but this removes much of the fun that could be had trying to work around Kazooie inability to simply climb or hold items like banjo. There's also a pretty clever splitup puzzle in Hailfire Peaks which requires several tandem presses of switches on the fire side buried under like 5 shitty fetch quests.

tldr: user goes fuill retard autist over a children's platformer

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>More moves bad

>a UFO
It'd be a cool callback, but I'd love a flying pirate ship thing like Treasure Planet.

Guy who dumped is potential threeie autism here

I need world ideas or suggestions on how to come up with them.

All I have so far is McJiggies, which would be a combination of a fast food playplace and a religious temple. And I only have that because of that one-off line from Tooie me and my friends used to think was a hint to a secret world in the game.

The Hub world is also obviously gonna be a piratey kinda thing since it's a port town but beyond that I really have no idea

Big city

Fuck it, I'm just gonna dump some of my notes:

Controls:
L Stick - Move
R Stick - Camera
L1 - Crouch
L2 - Breegull Blaster
>hold it for an over the shoulder zoom that allows for quick aiming a la Sunshine
R1 - Talon Trot
>works more like a "dash" can be done instantly, and gains speed if you hold direction
R2 - Fire Eggs
>do it while crouching to fart them out
B - Attack
A - Jump
X - Special Action
Y - Use Item
>more on this later
U/D Dpad - Cycle Eggs
L/R Dpad - Cycle Items

Old Moves remapped or redone:
B+B+B is now a tripple hit Jab (like his Smash Jab)
Crouch + X = Wonderwing
X+B = Breegull Bash
>you can now hold it to delay

Pack Whack - You can no do it as the Duo, Rotate Stick + B. Doing it as the duo has Kazooie fly out of the Pack and spin around him while doing the wing whack before returning. Basically for clearing mobs.

New Moves:
Kazooie Kopter (Rotate Stick + A) - Kazooie flies out of the pack spinning and Banjo holds her legs. They gain great height, and you can hold A to hover down slowly.

Long Jump *needs a better name* (Talon Trot only) (Crouch + A) - If Flip Flap when Banjo leads gets you height, then the same action when Kazooie leads (Talon Trot) gets you distance. Gets even more distance if you have good momentum.

Side Roll (Breegull Blaster Only) - R1 + L/R, You can now Crouch and Jump while in FPS mode, this new move lets you do a quick evasive roll.

Aerial Roll - "Barrel Roll" Tap R1 +L/R Consumes Red Feathers.

What if instead of a cutesy name like most levels it was just a real life city?

Like it was just called Boston or something

>Having Glide makes Flying redundant
I disagree. Glide isn't sustainable, had a pretty fast drop, and you have to hit your mark or start over or find another means of getting where you wanted. Flying is much more sustainable with the abundance of feathers and moves. Most jiggies were locked behind puzzles of some sort so either glide or flying were only used to access certain areas and few jiggies themselves. Both were utilities at most for access, map traversal, and exploration.
I do agree with most of what you said here though.

user who dumped autism in a previous thread. Here's what I got:

There should be 13 worlds more or less with 20 Jiggies each

-Grunty's Lair revisited (mid late world)
-Ant Battlefield, lots of FPS segments, can transform into a tank, has trenches, etc... (world 4ish)
-Fairy Tall Tales, Takes place inside a storybook, has parodies of Pinnochio, Jack and the Beanstalk,complete with a Giant's Lair, Sleeping Beauty, Peter Pan, etc... (penultimate world)
-Lunar Lunacy, final world before the boss world, you go to the moon, it's made of cheese, and the Rabbits from GI make a return, they're making cakes. This is the goto space level everyone has wanted. The saucer also come back.
-Wild West Canyon with a tall Peak. Lots of Cables to cross, mines, to visit, and a snowy top, with a tobogan you can slide down. Making the climb is difficult. Also, rapids.
-Prison Island like Alcatraz. This is your spooky level. It's also got sewers.
-McJiggies, like you said (which is an idea I've wanted forever).

I've got a bunch others, like Monkey Island with a DK cameo, and some Aztec stuff, but those are the most original/best ones.

Only if all the characters were voiced by someone from Boston.

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I just don't like the idea of removiing Split Up, at all. I like what this user suggested. this one too Streamline split up (add co-op), and expand their moves even further. But don't get rid of it.

Oh yeah, don't get rid of it at all. That was one of the infuriating things I remember seeing nuts and bolts without it. It seemed like an ever-growing moveset from Kazooie to Tooie, and removing stuff from it seemed like a poor man's decision.
Maybe have Kazooie tag alongside you like a follower of some sorts to pull of out of pack combo moves or give an excuse to include a coop function.

Bear Backwoods

Banjos home turf, just a bunch of redneck ass bears out in some woods inspired by the Ozarks. Banjos version of Breegull Beach

Oh, I like that! A sort of Everglades Marsh level.

>some woods inspired by the Ozarks
I can dig it.

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>we will never get a 10/10 Banjo-Threeie
it's not fuck fair Yea Forumsros why is this timeline cursed

It became less cursed when they got into smash.
Besides, I'd imagine making Banjo-Threeie would be up there with Duke Nukem Forever or Half-life 3 in expectation.

You let it die because nu-Rare will just fuck it up.

That's how I feel about it too. It's why I'd rather just get HD Remakes. I'd be more than satisfied with just that.

Threeie has a lot to live up to, and the devs not only do not have the heart for it, but they've been out of it for way too long. Even Y-L showed a lot of amateurish mistakes in game design. I literally only trust Nintendo or Retro to make a good B-K3, with the Playtonic guys handling the writing and music.

Yeah, modern day Rare won't be able to capture the same magic from the first two games

Rare would never be able to handle it though. they'd probably outsource it to one of their other studios

>Double Fine
>Banjonauts (Featuring Jack Black)

>modern day Rare won't be able to capture the same magic from the first two games
This one hurts the most. It's so simple and yet so true.
I will say, not to veer off into it, that my only fear is political anything getting put it since that seems all the rage these days. A joke here and there is fine like in the old games, but you can't walk 1 step these days without some cheap commentary for or against something thrown in media to garner outrage. It's annoying as shit and distracts so much discussion from the games or media it's in. I'd hate to have a third BK game be really good but people hounding after each-other all over communities because of some nonsense.

>Banjo Kazooie: Remastered Trilogy
>HD Remakes of Kazooie, Tooie, and Nuts and Bolts
How would Yea Forums react

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fucking yes
imagine instead of squarebear we got the smash model for all 3 games

and you're overestimating how much v dislikes N&B
yeah, its no banjo game, but its still fun

I don't like the new Banjo, not sure why.

It's probably the big googly eyes.

are the n64 renders better?

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I always wanted to mouth-rape a Glowbo. They're too cute and sound cute.

Grunty's Revenge has more right to be called part of a trilogy with Kazooie and Tooie than Nuts & Bolts does, and a full remake of that game could actually be really interesting.

Japan shortens everything, it reminds them of the average Japanese penis.

Honestly the only real noticeable thing that seems off with Smash Banjo is the head. Everything else is a straight up upgrade to the old renders, imo. The hands and feet especially.
Kazooie's drop-dead perfect. No complaints here.

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you don't. This IP's fame was due to all the disgusting and sex jokes they could get away with, you can't do that now in clown world

He got looser shorts.

>Banjo-Threeie
>Brought to you by Mr. Shitface
MONKEY PAW

Having mumbo in the backpack means you can do tranformations instantly and even have them carry over into other worlds that would add on castlevania progression where you use a form from world 3 to reach an area in world 1/2

Wut?

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not him
rare's got a penchant for sneaking stuff below the radar
i think it was kirkhope who said they wanted the humor to be styled after monty python

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someone from the other timeline made it back I see

select your character, Yea Forums

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Ok, I got it. If Grunty is gonna be "Allied" with Banjo this time around, you know who the Villain should be?

Captain Blackeye.

He's pissed Banjo stole his glory, and seeks revenge (kidnaps Tootie maybe?), and wrecks most of Isle O'Hags, making the majority of the Island (barring Jinjo Village and Spira Mountain) inaccessible. And makes his getaway on his new ship (Rusty Bucket II) toward the Island next door. The Island, which btw, is modelled after, and referencing many of the ideas from the Original Project Dream (idea being, that you're now travelling to that exact Island), and thus, rather than having the Witchy theme from B-K1, now we've got more of a Pirate theme all throughout. In fact, Blackeye's crewmates could even make appearances throughout the overworld (taking over Klungo's role as bosses perhaps). And your main objective being, having to get from the beach where you arrived at, to wherever Blackeye is on the Island (almost like the current Wano Arc in One Piece), perhaps his lair is a wrecked ship resting atop a mountain peak. Hell you could even add a treasure map gimmick to the overworld this time around, where to get around to new areas to gotta use treasuremaps or something. Jiggies still open new worlds. but to find the Puzzles for them, you gotta use treasuremaps.

cont...

2/2


As for Grunty, she reluctantly agrees to help Banjo this time around, and her and her sisters (ghosts) will be the one teaching the duo their new moves this time around. Grunty for B-K together, Blobbelda for Banjo solo, and Mingella for Kazooie solo. With the agreement that in exchange, B-K will help the 3 of them gt their bodies back.

To do this, B-K have the (optional) quest of collecting "magical item" for Grunty and Co, scattered around the worlds of Blackeye's Island, 1 per each world, for a total of 13 (13 being perfect too as it's an "unlucky" number), and very difficult to find.

If you do the side quest, then you help Grunty get her body back, and she'll backstab Banjo, reminding him that "she'd get him back in Banjo-Threeie," kidnap Tootie, and run away with her sisters to her lair. Creating not only a secret boss fight for the game, but ALSO a secret final level, which has you do Grunty's Lair one more time, remodelled, complete with 20 Jiggies, and idk how many notes, and once you get to the top, you do a WHOLE NEW TRIVIA GAME (like wheel of fortune this time around), before the final showdown against her. Hell, maybe even toss in a boss fight against her sisters even first, this one utilizing the Split Up mechanic in order to fight them. So it'd be more of a boss marathon before fighting Grunty. And this fight would LEGIT be very tough as it's the secret boss.

Lastly, Grunty is the one that helped Banjo teleport to Blackeye's Island by creating a portal on Isle O'Hags.

So, having the character that teaches you all your moves be the one that you have to fight as the final boss would be really cool overall. And it creates a lot of nice nostalgic nods to the first two games even.

As for how they teach the moves, maybe instead of Molehills or Silos, this time you have TVs scattered around. And the two of them talk to you through there.

Yeah but saying that’s the only thing that made the games work.

I love this so much it makes me upset it’ll never happen. It’s literally perfect.

Why would Microsoft release a special Switch version of Rare Replay with a bunch of a games they don't own stapled into it? With the DK games they would be splitting licensing with Nintendo, which would be both more effort on their part and result in less profit. Also, why would they release Rare Replay on Switch when they literally haven't even released in on PC yet.

As far as I see it, the biggest problem relates to the proprietary emulation they use on the Xbox One. It's designed to allow for Xbox and Xbox 360 titles to be played just as it did on the original device/boosted for Xbox One X. But MS/the publisher still publish each re-release, which almost makes them in effect a port to the system. Spencer recently noted that they would have difficulty transporting the same Emu service to PC because it was designed specifically for the one piece of dedicated hardware, (Xbox One/X). But it's probably more about the simple fact that tons of the games available for the service weren't ever published for PC, which could make the prospect of reaching out to each publisher/holding company a nightmare were they not willing to allow for it.

The Switch, owing to it's far less capable hardware and inchoate integration of Microsoft's Xbox Live services would have perhaps an even greater hurdle to overcome before MS could feasibly begin developing the same Emu capabilities for it. This would mean a port of Rare Replay, which as I mentioned, heavily relies on the Emu Service to work, would be pretty much close to impossible as of today. A far simpler port of the individual games would be more conceivable, but then again, MS hasn't even done that for PC yet, and that's their far greater priority.

We heard many rumours before E3 of Microsoft games coming to the Switch, but none of it's really come to fruition. Only Cuphead and Minecraft Dungeons, the latter of which is available on basically every platform, have yet emerged as solid evidence Microsoft are taking this route.

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I personally don’t want Rare Replay. I want HD Remakes of B-K, B-T and GR for Xbone, Windows10, and Switch.

hold on
are you saying that the subtle dirty humor was the only thing that made the games worth playing?

I think he's saying the opposite of that.

i need to get to bed

>Same general idea as Odyssey, 20-30 jiggies per world.
>Give Banjo more movement options and make him faster.
>Include nods to things from the first two games but don't make it a nostalgia wankfest, focus on new places and characters.
>Gruntilda is the villain (obviously)

More good platforming and exploration, less bloat (Mumbo, transformations, weak minigames).

they made him much bulkier, and I don't hate it

I want symbiotic transformations. Kazooie should transform alongside Banjo.

That """flower""" in Yooka Laylee still gives me the jeebies.

>Fuck Grunty, needs a new big bad (maybe somewhat dark and edgy but still in a self referential way and Grunty's skull just hangs out with B&K)
>Still linear, level based gameplay but with bigger, more open levels (even bigger than Yooka Laylee)
>A different Mumbo Jumbo transformation in each level with unique mechanics that actually matter (I loved that little pumpkin in Mad Monster Mansion but he was admittedly meh)
>Final level requires using B&K as themselves but also every transformation from each level
>Splatoon style multiplayer shooter (couch and online)
>Post game gives you a cut scene where skull Grunty manages to become beautiful and Tootie becomes fat and ugly, Grunty says she finally won by going back in time. Bottles gives you a "time machine" to go back and stop skull Grunty (in other words you get a remastered 'Banjo Kazooie' but with added enemies/missions/events/cutscenes/dialogue based on Grunty and her cronies going back in time)
>Upon arriving at tutorial level Spiral Mountain, you even have to hamstring and push aside a very dated, 90s looking Banjo and Kazooie from the original adventure (your younger selves) to get them out of the way so you can take over and complete the game again

Not quite what I mean by symbiotic transformations. Something more like Toaster Banjo, where Kazooie is a slice of toast. Or Baseball Bat Banjo, where Kazooie is a baseball.

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Also;
>Cameo by Yooka and Laylee

>Fuck Grunty, needs a new big bad
Grunty deserves at least one last shot as the main villain before they move on to new ones.

Hence my post game idea. She helps you through the whole game but maybe steals time travel tech right at the end to go back and succeed in the first game. So then you have to go back and finish the original game again against a more powerful Gruntilda and her minions.

>Gruntilda helping B&K
>Kidnapped Banjo's sister with the expess purpose of turning her into a hag,
>left to die under a rock by B&K for 2 years,
>kills Banjo's friend bottles as soon as she gets out
>Her decapitated head is used for kick-ups by Banjo and Kazooie.
Can't see it happening.

I would rather they partner with Microsoft for an N64 mini. It comes with the standard N64 games (Super Mario 64, Mario Kart 64, Mario Tennis, Mario Party, Super Smash Bros, Ocarina of Time, Majora's Mask, Kirby 64, Yoshi Story, Star Fox 64, Pilotwings 64, Pokemon Snap, Waverace 64, etc) as well as Rare's catalog of N64 games. Killer Instinct Gold, GoldenEye 007, Diddy Kong Racing, Banjo-Kazooie, Jet Force Gemini, Donkey Kong 64, Perfect Dark, Banjo-Tooie, and Conker's Bad Fur Day.

I like this idea Grunty teaching Banjo moves, Captain Blackeye being the villain, and Grunty being the secret boss if you get all the special collectibles is the exact thing 90s Rare would do.

Also, if Grunty teaches moves, you can bring back the rhyming.