Why People Hate Banjo Tooie

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  • čas přidán 13. 06. 2024
  • Looking at why people hate the sequel to one of the most popular games on the n64, Banjo Tooie. I break down in depth the 3 main reasons why people hate this game, Too Much Back Tracking, Too Many Mini Games, and the Worlds Are Too Big. I compare Banjo Tooie to Banjo Kazooie in each of these 3 categories and see if the haters complaints are valid. If you've ever wonder why people hate Banjo Tooie this is the video for you.
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Komentáře • 1,5K

  • @aseldesu
    @aseldesu Před 2 lety +1158

    Usually I don't like backtracking but I love how the backtracking in tooie makes the world feel more alive and connected

    • @fatbastard7896
      @fatbastard7896 Před 2 lety +24

      SAME

    • @chrislecount4801
      @chrislecount4801 Před 2 lety +70

      Yeah, if you pardon a metaphor, the levels in Banjo-Kazooie feel much like disconnected island whereas Banjo-Tooie’s world feels like a fully-connected world.

    • @knellycornnan5132
      @knellycornnan5132 Před 2 lety +22

      Yes. This is how I feel too. It doesn't really bother me that much. I think it was a good design decision.

    • @fullshark09
      @fullshark09 Před rokem +4

      me too

    • @jessyavila5317
      @jessyavila5317 Před rokem +1

      Didn't you comment this in his dk 64 vid ?

  • @AaronStorey
    @AaronStorey Před 2 lety +291

    My love for Tooie is a bit different - as a kid, I only had Banjo Kazooie, we had a tough time financially so we only had a couple of games. A family friend however did have Tooie, and to me (someone who had beaten Kazooie probably 100 times), it was this magical expansion with extra moves and new worlds that I got to play once in a blue moon.
    I'll always love Banjo Kazooie, but Tooie for me was this elusive extra part of the game that only when I was a young adult I got to revisit for myself, and loved it.

    • @pjboland254
      @pjboland254 Před rokem

      Fr

    • @NotreJourAujourdhui
      @NotreJourAujourdhui Před rokem +9

      This is exactly me - I played BK countless times as a kid and loved it. But I never got to play BT as a kid. The first time I played it was in my 30s and it was so much fun - it was big and difficult that it was challenging enough for me as an adult. I really loved it and was a pleasant suprise. BT is better than BK in the challenging aspect but BK is still the nostalgic #1.

    • @psychoapplesauceeater8562
      @psychoapplesauceeater8562 Před rokem +4

      I had the same story

    • @jayster900able
      @jayster900able Před rokem

      Same boat as you sir

    • @HOTD108_
      @HOTD108_ Před 11 měsíci +2

      Sounds like you actually love your memories of the game, and not the game itself.

  • @ACertainGoldEevee
    @ACertainGoldEevee Před 2 lety +73

    I actually really enjoyed the backtracking in Banjo Tooie. I always thought it was cool how all the different worlds were connected, and i would have to figure out if each new move could help me get something i couldn't before.

    • @jasonbenefield7892
      @jasonbenefield7892 Před 2 lety +1

      I absolutely hate the backtracking. I played it on Xbox last year and thought with walk-through guides and CZcams videos I'd be able to finally beat it. I was wrong.
      There is just too much backtracking and the levels are so big. I got stuck on the grunty industries level and the walk-through guide and CZcams videos don't really help with a lot of what needs to be done.
      I might try again one day, but the backtracking just makes it un-fun for me. Banjo kazooie is far more fun to play.

    • @Ghorda9
      @Ghorda9 Před rokem +4

      @@jasonbenefield7892 you should only backtrack using the shortcuts and only after you have all the abilities, also you can get most things in grunties industries without backtracking, the level is just cryptic.

  • @sirskylight7901
    @sirskylight7901 Před 2 lety +215

    My thoughts on the three points why some people don't like Banjo-Tooie:
    1.) I don't mind the backtracking. I actually like having a reason to go back to a previous world.
    2.) I didn't have any issues with the mini-games. I liked most (if not all) of them.
    3.) I liked that the worlds were bigger. It felt like there was a lot more to explore, and it didn't really feel empty either.
    I can sort of understand the criticism, but it really just comes down to personal preference by the end of the day. I'm a fan of both games. Both really fun to play, and just overall a good time.

    • @pressaTD
      @pressaTD  Před 2 lety +27

      Thank you for the completely reasonable and thought out comment. I completely agree with you. I love Tooie, I was just exploring the reasons why some people find it annoying.

    • @benmidnightflame
      @benmidnightflame Před rokem +4

      I sentence you to playing the Canary Rematch again and again until you change your mind!

    • @Ghorda9
      @Ghorda9 Před rokem +9

      @@benmidnightflame but that's completely optional, i can also say the same thing to you about collecting all the notes in rusty bucket bay.

    • @Saltyoven
      @Saltyoven Před rokem

      Jokes on you, never had an issue with that, even with rubber band ai.

    • @Arasarcan
      @Arasarcan Před 6 měsíci

      Thank you!
      To me, the gameplay of Banjo Tooie was a pleasant experience
      I was more disappointed about the pacing of the story
      The start was very enjoyable to me; then, a vast middle part of nothingness took place and suddenly: the end 😀

  • @Hilipinapixili
    @Hilipinapixili Před 2 lety +411

    As someone who loves both games, Tooie always felt more adventurey to me, while Kazooie felt simpler and more compact. Both premises have their up and downs, and while it's true that Kazooie is more replayable because Tooie is more exhausting, I don't think this is necessarily a strike against Tooie, as it's the same situation bigger, more involved games find themselves in when you compare them to simpler less time-demanding ones. Like, I'm currently playing The Witcher 3 and while I'm enjoying it I can already tell you it's gonna be a long while until I decide to replay it again. On one hand, I find completing Mayahem Temple more satisfying, but on the other I know Mumbo's Mountain is a simpler endeavor that takes less time and probably will get more runs from me because of this. This extrapolates to the rest of both games as a whole.
    Overall I think the levels in Kazooie are more memorable, but that doesn't mean Tooie doesn't have it's gems. Witchyworld is fun, Jolly Roger's Lagoon is one of the rare cases where the water level is my favorite stage in the series, Grunty Industries is kind of a Zelda dungeon in disguise that I happen to find extremely clever. Having said that, I really dislike Cloud Cuckooland. Way too much flying makes the level feel disjointed.
    Now if you allow me to go on a tangent here, I've also seen Tooie being compared to DK64. Unlike Tooie, I DO find myself in the camp that considers DK64 to be weak (not necessarily BAD, but definitely worse than both Banjo games IMO), but my reasons have more to do with thematic integration. As I said, Tooie feels more adventurey, with levels that interact with each other giving the feeling of a cohesive world. DK64 would be in the same camp, but it's levels always felt fake to me, like a ton of the stuff you find has nothing to do with the level itself. It's full of generic barrel minigames that don't fit the theme of the levels, bullet switches, instrument switches that do different stuff just because, and while the Banjo games also have switches and pads that are only there so Banjo can use them (Grunty switches, fly/jump pads, the pads that allow you to separate both characters in Tooie), I always felt DK64 was much more egregious and immersion-breaking about it because it's CONSTANTLY throwing them at you. Not to mention the fact that the whole game revolves around collectables being arbitrarily able to be collected by only one Kong, which adds both to the backtracking AND to breaking the believability of the world. All of these things made DK64 feel more like a checklist. Tooie, while also having a checklist-like concept, manages to avoid this feeling IMO because of it's more cohesively designed levels, and feels more like an actual adventure. At least, that's how I personally feel.
    I'm not going to talk about Yooka-Laylee because I haven't actually played it yet.

    • @loonybin7835
      @loonybin7835 Před 2 lety +12

      Perfect explanation. I usually give roughly the same explanation when I explain how I appreciated the vast, interconnected nature of Tooie when I was younger, and that it might not be everyone's cup of tea but it had a lot of wonderful moments, and I loved that Tooie's moveset was a perfect superset on Kazooie's, and how the bosses and minigames and more robust transformations always felt like welcome additions to the formula to me. Not for everyone if people really don't like backtracking or really want to speedrun their games, but it's by no means objectively bad, or not a worthwhile sequel.

    • @DevilBlackDeath
      @DevilBlackDeath Před 2 lety +8

      I've actually never been able to go past World 2 of DK64 because I'm bored in anticipation of the backtracking to collect colored coins and bananas. It's just a brick wall I can't get past. I think one day I'll finish but I likely never will 100% it (maybe with the "Switch Kong Anytime" mod thingie ?).
      Meanwhile, Tooie has a lot of stuff but it's meaningful. With its backtracking it tries making the world more cohesive and connected, and its bigger worlds actually try to do the same and make the levels make more sense and feel more lived in while also having more visually pleasing sight (at the price of less landmarks, more spaced between each other). Overall it makes the game feel, as you said, adventurey, which was really cool to me at the time. And I'm playing through it regularly to this day! :)

    • @noname-jt6kl
      @noname-jt6kl Před 2 lety +5

      I'm in the category of those that prefer DK64, but simply because I love the swath of collectibles which BT lacks. This is a similar reason why BK is stronger than BT: The notes are individual instead of grouped.

    • @loonybin7835
      @loonybin7835 Před 2 lety +5

      @@noname-jt6kl You like games for the literal collectible count? Pretty sure BT has more *types* of things to collect than DK64 and BK. They probably grouped the notes in Tooie so that they could track which ones you collected, whereas in BK they had to do that bullshit "best note score" thing, which I assume was due to hardware limitations. But there's still tons of garbage to collect in every level if that's all you're playing for. The color-coded items in DK64 that you had to swap characters 5 times per area to collect just felt like tedious filler to me and I'm so glad they didn't do anything like that in either BK game.

    • @noname-jt6kl
      @noname-jt6kl Před 2 lety +3

      @@loonybin7835 true, true. But BK has a higher number. Plus the hardware note thing is absolute bull since DK64 has more collectibles yet can save them all.

  • @nappa1381
    @nappa1381 Před 2 lety +241

    Always preferred Tooie, myself. I loved all the new abilities, how the worlds were interconnected, the awesome boss fights, the minigames, etc. It just felt like a much bigger game in every respect, and I never saw that as a bad thing.

    • @Mortablunt
      @Mortablunt Před 2 lety +20

      Agreed. As much as you can say take advantage of the N64 vs being limited by it, Tooie felt like the kind of scale of game that really took advantage of the N64's power. It really delivered a huge mostly seamless adventure unlike almost anything seen on home consoles before, and I'd argue wouldn't really be emulated except by the Metroid Prime games or perhaps Dark Souls 1. When I played it as a kid, it was everything I wanted in a game. It was huge, it was adventurous, it had every kind of setting, it had tons to do. It was the first game I ever played that actually had a play experience that matched up with my young imagination in terms of what I wanted from a game; it was as big and bold as kid me could imagine. When compared with Kazooie, it looks like Tooie was the game they really wanted to make, especially if you look at some of the latter Kazooie stages like Freezeezy Peak, Mad Monster Mansion, and Click Clock Wood, which are huge levels with also numerous sub areas. Click Clock Wood in particular is an absolutely massive level with complex puzzles.

    • @nappa1381
      @nappa1381 Před 2 lety +15

      ​@@Mortablunt In hindsight, Click Clock Wood seems like a beta test for what they wanted to do with worlds in Banjo-Tooie, with having events in one world affecting another, i.e. fixing the toxic water problem in Jolly Roger's Lagoon or pushing George Ice Cube off a ledge so he cools water in Half-Fire Peaks. In that regard, I think the developers absolutely succeeded in making the game they dreamed of with Tooie.

    • @dravenation8428
      @dravenation8428 Před rokem +6

      I love the train system. Probably one of the earliest examples of fast travel.
      I could never figure out how to get into Grunty Industries as a kid, until I found the train switch and tried to ride into the Grunty Industries train station
      Imagine my surprise when little kid me figured out that's how you're supposed to do it!

    • @Kspice9000
      @Kspice9000 Před rokem +4

      @@dravenation8428 same dude.
      I thought found the secret tunnel early but came to realize that's why you learned all the worlds are connected. That realization along with remembering that Grunty flat out says you ain't going in the regular way are the only hints. Which makes it sooo good as kid to see the cause and effect relationships from everything in this game.

    • @dravenation8428
      @dravenation8428 Před rokem +4

      @@Kspice9000 why oh why did we get a banjo racing game instead of banjo threeie

  • @JortsKitchen
    @JortsKitchen Před rokem +70

    As a kid, it was amazing. The trial and error of figuring things out was so rewarding. No internet or youtube walkthroughs. Just hours upon hours spent with my sister exploring and figuring things out. One of my favorite games of all time.

    • @kirbytooie64
      @kirbytooie64 Před 5 měsíci +2

      Even using walk-throughs and cheato codes, I enjoyed the game so much 😃

  • @marceloalarcon6058
    @marceloalarcon6058 Před 2 lety +136

    The amount of mini games isn't really the problem in Tooie for me, it's the uniqueness of the mini games. Most of them seem like the same games just recolored for different (like the soccer or the shooting games), whereas in Kazooie the mini games feel more unique throughout the levels.

    • @CrazyGamerDragon64
      @CrazyGamerDragon64 Před rokem +7

      I agree, most of Tooie's mini games were basically target practice against red, green & blue targets most of the time, also some of the mini games (such as the soccer ones) were played in three rounds which made them feel to repetitive

    • @benmidnightflame
      @benmidnightflame Před rokem +6

      Kinda goes even further than that. Repetition was pretty clear, however repetition is made worse by a bad quality product. One particular mini game, the race against canary man, was just plain aids, and you have to do that one twice since it has a rematch. Which is extremely difficult the second time as it drags on waaaay too long for a game about mashing your buttons. When you fail, and you likely will. Just keep in mind sorta stacks ontop to playing even more when it isn't fun to begin with.
      The first person minigames were all great though in spite of recycling them so often so repetition is more so an issue when repeating bad things.

    • @Ghorda9
      @Ghorda9 Před rokem

      @@benmidnightflame canary mary only shows up twice and you don't need the rewards to progress.

    • @benmidnightflame
      @benmidnightflame Před rokem +1

      @@Ghorda9 I would wager most banjo fans like myself like to 100% games, and Canary Mary is a nightmare to the thought of me replaying this game. After all these games are dubbed collectathons~ And even those who aren't completionists, they don't necessarily know what they need to progress and there's no guarantee they won't have missed enough in other worlds that they do indeed need that jiggy.

    • @akadros310
      @akadros310 Před rokem

      @@benmidnightflame the second Canary Mary race is the only thing that has kept me from 100% on both games

  • @FirstLast-mn4re
    @FirstLast-mn4re Před 2 lety +108

    The scale of Tooie isn't inherently a problem, the problem is they stuck to having only 10 Jiggies per level making a lot of the extra space in the levels feel unnecessary. Most of the Jiggies in Tooie are much more complicated and require more steps to obtain try and make use of the level size, but most of the time it just makes each Jiggy feel more tedious to get. If they had 15-20 Jiggies per level, but cut down on how complex they were to obtain people would probably not be complaining about the size of the worlds as much. Just look at Mario Odyssey, there are a lot of gigantic levels in that game, but nobody complains about the size of the levels because there's plenty of things to collect in them.

    • @lugbzurg8987
      @lugbzurg8987 Před 2 lety +27

      Yeah, really. The size of Banjo-Tooie's levels isn't necessarily the problem. It's how barren they are. There isn't enough stuff in them to justify their size. This is made even worse with things like how music notes, feathers, and eggs, come in nests, making there to be fewer items to collect by any measure (not to mention only 90 jiggies exist in the game).

    • @stopit6229
      @stopit6229 Před 2 lety +11

      @@lugbzurg8987 i feel like the grouped music notes and eggs were more of a hardware issue, as that many entities in maps that are already too big for the console would've pushed the hardware over the edge. No matter what you think about the game, i think everyone can agree it was too big for the N64 and should've either been moved to the GC or required the expansion pack.

    • @jaretco6423
      @jaretco6423 Před 2 lety +3

      That's exactly why I didn't wonna ay it because it creates an tedious chore and not make it fun to play. Games like the Sypro the Dragon Trilogy on the PS1 & Mario Odyssey does it well because they keep it well balanced while being too short nor overbloated with worlds & collectables, the pacing is much faster and most importantly, there alot of fun. If Tooie would've had that, I would've loved to play for as much as I wanted.

    • @lugbzurg8987
      @lugbzurg8987 Před 2 lety +3

      @@stopit6229 Now that you mention it, I wonder if that has anything to do with why the enemies in Banjo-Tooie are so basic and why they respawn, therefor not having to keep track of what enemies are present and which are gone. It all makes it so the console's RAM has fewer things to keep track of to compensate for the giant levels.

    • @noname-jt6kl
      @noname-jt6kl Před rokem

      @@lugbzurg8987 perfect explanation. I wish they kept all the items spread out, as it's one of the reasons I l,ike BK and DK64 more, while still loving this one. It's so much preparation and running around for a small number of items, it really would've been better with more stuff. Apparently they didn't use the expansion pak in this game, so if they did they may have been able to expand it.

  • @blindreddragon
    @blindreddragon Před 2 lety +26

    I personally loved the backtracking, it made the worlds feel more connected, made the new abilities seem more valuable, and best of all got rid of musical notes resetting each time you returned to the world
    Being able to complete a world in a single run was kinda boring and made the game feel too linear for my liking

  • @BanjoPikzooie
    @BanjoPikzooie Před 2 lety +35

    Banjo Tooie's my favorite game (and my CZcams namesake), and while there are flaws, I still think it's a masterpiece. I feel like the interconnectivity of the worlds really helps keep parts of the thing relevant, but that's just me

    • @benmidnightflame
      @benmidnightflame Před rokem

      I'm more so in the camp that it was just a standard sequel. There's flaws, lotta issues and valid criticism. But definitely enjoyable for those who loved the first(like me, my favourite 64 game). The Canary rematch minigame tho did lower my enjoyment quite a bit tho lol.

    • @BanjoPikzooie
      @BanjoPikzooie Před rokem

      @@benmidnightflame Oh yeah fuck Canary Mary lmao

  • @1up20x6
    @1up20x6 Před 2 lety +45

    Honestly a questionable choice to count the oil drill Jiggy in hailfire peaks as backtracking - you're going through a room in the current world to a separate room in the previous world that's completely isolated from the rest of Grunty Industries and has nothing in it but a Jiggy. It doesn't really involve actually going 'back' anywhere you've been before, or traveling more than a dozen or so steps.

    • @Kspice9000
      @Kspice9000 Před rokem +5

      For real. Your not having to do full back track for it.
      Just literally going into a window in a future level and then "what the fuck? That's how you in this room? Man this games a trip!"

    • @tsvtsvtsv
      @tsvtsvtsv Před rokem +1

      also what about the beak buster attack you learn in freezeezy peak that you need to get a jiggy in gobi's valley?

    • @Ghorda9
      @Ghorda9 Před rokem +2

      @@tsvtsvtsv freezeasy peak actually comes first, the backtrack is using the running shoes for boggy's rematch.

    • @Saltyoven
      @Saltyoven Před rokem +1

      And to make Mr. Vile not bullshit.

    • @Ghorda9
      @Ghorda9 Před rokem

      @@Saltyoven mr vile is fine, you don't even need the speed shoes for him, just get in his way and steal from him.

  • @spriles
    @spriles Před 2 lety +107

    I can take or leave the minigames, but exploring the large, interconnected worlds are why I LOVE Tooie!

    • @vicegamer6944
      @vicegamer6944 Před 18 dny

      You ought to see how it looks in VR. Omg it’s amazing!

  • @MelancholyJoker19
    @MelancholyJoker19 Před 2 lety +65

    I honestly can't give the "more mini-games" as valid criticism because even with about twice as many per level, its still just a handful more than BK, which actually is just normal progression when you want to make your sequel bigger and better. I get the backtracking issues even if its something that makes sense for the worlds being interconnected. The worlds being too big is also something that depends on what you consider too big. I think some people mistake doing more for the worlds being too big. Like the only levels I think truly fall into "too big" are Jolly Roger's Lagoon and Grunty's Industries because of how they're structured

    • @noname-jt6kl
      @noname-jt6kl Před rokem

      Actually, there are barely any in BK. Most of the ones he mentioned I wouldn't count, and even if I did the ones in Tooie are much longer with multiple rounds, making them even more tiring.

    • @TheGoldenDunsparce
      @TheGoldenDunsparce Před rokem +1

      Tooie's minigames felt like they dragged on forever for some reason, and so many were shooters despite being an adventure platformer. Reminds me of how Conker suddenly turned into a FPS in the last 2.5 levels for no reason...

  • @Zadamanim
    @Zadamanim Před rokem +9

    As a kid I always wished the two games would be merged into one somehow, like if you could enter the rest of gruntilda's lair in tooie.

    • @billable1861
      @billable1861 Před 6 měsíci

      Funny you say that because I think they had the same idea with the mystery eggs and ice key. Never happened though

  • @oOignignoktOo1
    @oOignignoktOo1 Před 8 měsíci +3

    I went into playing this game blind without looking at reviews or people's opinions after playing kazooie about 10 years ago and having tooie in my backlog from rare replay.
    The biggest gripe I have with the game is the backtracking to the point it becomes tedious and a nauseating chore for progression. Kazooie doesn't has some and doesn't do it to that degree.

  • @BlueBird02760
    @BlueBird02760 Před 2 lety +127

    While those points are valid, it still shows how much Rare would try their best improving a sequel. While I do agree that Grunty's Industries is the most tedious... It's the exploration, discovery and problem solving that what makes a great sequel. And as for the Minigames, I would have only counted the ones that reappear in multiplayer. While I do agree that there's a bit too much... consider this... Would Tooie look more like a Kazooie clone if they haven't expanded? The first game was nearly straightforward. The bosses, advanced moves and linking worlds were great mechanics.

    • @pressaTD
      @pressaTD  Před 2 lety +21

      I’m on your side I actually prefer Tooie over Kazooie, the point of the video was just to see if the complaints of people who disliked Tooie were legit or not. However even though they were legit, it doesn’t make Tooie a bad game.

    • @BlueBird02760
      @BlueBird02760 Před 2 lety +1

      @@pressaTD Yeah. And I for one am especially looking forward to when/if it comes to NSOEP as it's multiplayer will have more value than XBLA.

    • @Robert-nl3fd
      @Robert-nl3fd Před 2 lety +2

      It's also perfect for speedrunning...that's why Kazooie hasn't been criticized for its relatively short length.

    • @Robert-nl3fd
      @Robert-nl3fd Před 2 lety +4

      @@pressaTD Those arguments are not very sound when you think about it...because they're all occupational hazards of games when the developer is cramped for space in the storage medium. Speedrunners, are quite often the most critical of a platformers length in general. But irregardless, both of those games are awesome.

    • @SunshineSuperstar
      @SunshineSuperstar Před 2 lety

      No way...Terrydactyl land was the most tedious. Definitely!

  • @shmak952
    @shmak952 Před 2 lety +19

    Another thing about the mini games in BT is the fact that in order to get 100% you have to beat many of them multiple times, often with progressing difficulty, for a Cheato Page or other item. So while there are more mini games than in BK, you also spend way more time in each one as well.

    • @pressaTD
      @pressaTD  Před 2 lety +3

      Yes that’s a good point, I actually forgot to mention that. Doing the Saucer Challenge twice is a real pain.

    • @shmak952
      @shmak952 Před 2 lety +5

      @@pressaTD And Canary Mary. OH MAN WHYYYYY?!!

    • @orangeslash1667
      @orangeslash1667 Před 2 lety +2

      @@shmak952 You only need 70 jiggies to fight the Final boss. It's like Rare knew that had a hard time with consistency😜.

    • @MattAkiyama1
      @MattAkiyama1 Před rokem +1

      You never have to do a mini game twice for two different prizes unless it's the Canary Mary races. Usually mini games would have two prizes for two different high scores. If you get both high scores in one go, you get both prizes like in the saucer challenge. And not all of the challenges have two prizes.

  • @the.bloodless.one1312
    @the.bloodless.one1312 Před 2 lety +8

    I love Grunty Industries. It’s my favourite world specifically because of how intricate and complex the level design is. I’d say the same for all of Tooie. Ya there’s backtracking but I think it’s a necessary evil for the payoff of such cool complex interconnected levels and objectives. I feel like people who prefer Kazooie or Tooie just comes down to preference of simple vs complex level design, I love them both to death, but it is true, Kazooie’s design is nice and simple clean straightforward, and Tooie’s is messy and complex all tangled and intricate and that’s exactly what I marvel in awe at when I play through it.

    • @find_me8830
      @find_me8830 Před rokem +3

      I'm with you on this, the more complex the better but without making it a hassle. That's why i like progressive music more than pop, in pop you know what to expect after hearing the first minute of a song but in prog there's always an element of surprise.
      Banjoo tooie blew my mind many, many times. God, i love this game, it's my favorite game of all time

    • @bamboochaLPP
      @bamboochaLPP Před rokem +1

      As a kid, I always felt super uncomfortable when heading towards grunty industries because I knew I wouldn't understand anything; how to get in there (super annoying and worst introduction of a level for kid me), where to go, what to do or how the levels within the building are linked to each other, felt super overstrained. I remember I only had fun in this level climbing the elevator rope and jump down from the top most point which seems to be the higest in the game haha. I didn't like this cold, industrial atmosphere and I didn't even find the way to the boss, didn't know there even was one. I really wanted to avoid this level. I replayed BT some years ago and still had this feeling and didn't really got into it, neither found the boss and didn't even look things up on the internet because I wasn't interested in it at all. My mindset changed a lot during the last years and this year I replayed the game again and now grunty industries and its boss is one of my favorite in the entire game because it's so complex and requires a lot of attention to understand how everything is linked, it really requires you to dive into the game if you want to finish it. The music of inside the building also became my favorite. It just matches perfectly, it has this subliminal dangerous industrial touch while at the same time sounding calm as if a clock is ticking, it makes you know from it that this level is smart, tricky and needs you to think and pay attention. Kind of like an interactive quiz show soundtrack that wants to make you brood over the tasks/ questions. Love it. It makes me really happy thinking about how they created this area, I think it's the most creative in the game :)

  • @vincentdebons8280
    @vincentdebons8280 Před 8 měsíci +3

    Totally agree with your conclusion. Back in the days, we only had a few games to play again again and again. We wanted bigger worlds to explore, more minigames variations and backtracking.
    I remember the mysteries backtracking did and the conversations it made in the schoolyard sharing our discoveries.

  • @raydaypinball
    @raydaypinball Před 2 lety +51

    This probably also applies to Yooka-Laylee… a game I love but seems like I’m in the minority. This video helped me see why people may not like it, as Yooka-Laylee checks off these three boxes as well

    • @agentepolaris4914
      @agentepolaris4914 Před 2 lety +12

      Y-L's problem goes beyond this

    • @BlueBird02760
      @BlueBird02760 Před 2 lety +4

      Yooka Laylee had potential. But blew it on the last 3 worlds. Was really enjoying the first 2 worlds but beyond that lost the motion.

    • @dougxvale
      @dougxvale Před 2 lety +2

      The problems I had with Yooka Laylee were 5 worlds only including the big expansions, tons of notes to collect in randomized areas, and once you enter a new area, the camera angle is formulaic.

    • @BlueBird02760
      @BlueBird02760 Před 2 lety

      @@dougxvale ah true. But out of all of it the first one was done well. Wasn't keen on the frozen castle.

    • @drifter402
      @drifter402 Před 2 lety

      I guarantee yooka Kaylee would be more well liked if it didn't use that hideous lighting engine. Is it a unity thing? I've seen so many unity games, decent ones too, with similar disgusting lighting

  • @metaltornado3457
    @metaltornado3457 Před 2 lety +98

    I like Banjo Tooie's bigger levels and really didn't mind the backtracking. It was neat how they found ways to interconnect the game's worlds to one another like a 3D Metroidvania and it made the game's setting feel more cohesive. Characters in Tooie actually move around the worlds and feel alive, while most of the ones in Kazooie, aside from Gobi returning in Click Clock Wood, felt like they existed in a bubble and were never mentioned again after their individual worlds. I will say Banjo Kazooie's shorter levels makes it more fun to speedrun, but I still believe Banjo Tooie is an all-around better game.

    • @iantaakalla8180
      @iantaakalla8180 Před 2 lety +6

      It is strange how disjoint the levels of Kazooie are. They are enjoyable, but it is baffling how one place connects the rest.

    • @BradsGonnaPlay
      @BradsGonnaPlay Před rokem +1

      @@iantaakalla8180 well to be fair, you're accessing them through themed portals in a giant witch's lair shaped like her face.

  • @sonicdoesfrontflips
    @sonicdoesfrontflips Před rokem +11

    I've heard of the DK64 hate, but this is ridiculous. People hate this game for being too much, they hate Yooka Laylee for not being enough, and they hate Nuts and Bolts for being too different. So what do you want them to do? Keep remaking the same exact game every generation for eternity? Honestly, people need to grow up.

    • @Oscwal
      @Oscwal Před 22 dny +1

      I agree
      Personally, I love tooie, and I think it just does everything kazooie does, but better

    • @skeeplebop
      @skeeplebop Před 21 dnem

      ​@@Oscwal💯

  • @benjaminwoodham6682
    @benjaminwoodham6682 Před rokem +3

    Tooie is one of my favorite games ever.
    To me, I think backtracking is a good thing. You see something you can't get, you progress, get a power, now you can go back and get that thing. It's a key part of a lot of video games - even in different genres.
    To me, this is in the running for greatest of all time still. It still holds up to this day imo.

    • @EcneBanjo
      @EcneBanjo Před 3 měsíci

      It’s one of the best adventure games of all time.

  • @XxDruidmancerxX
    @XxDruidmancerxX Před 2 lety +18

    I always felt that Tooie was indeed more of an adventure, and as I grew older and played more stuff, it now looks to me like a mix of a 3d collectathon and a Metroidvania (because levels are also connected in a few ways, not just because of backtracking).

    • @francoisgoudreaultjr.7308
      @francoisgoudreaultjr.7308 Před rokem +1

      Well said. if you look at the game as a Metroidvania, it totally makes sense. Now that you say that, I would LOVE a 2D side-scrolling Banjo Kazooie metroidvania action platformer game, lol.

  • @turtleboy7701
    @turtleboy7701 Před 2 lety +59

    Both are great games but Banjo Kazooie is far more replayable.

    • @darkie1111
      @darkie1111 Před 2 lety +18

      I 100% disagree. Tooie is so much more replayable with the amount of content that's in the game. No two runs will be the same. Kazooie has nothing new to experience if you go to play it again. I love Kazooie as it was my very first video game, but Tooie is such an improvement over the original and really got me to fall in love with gaming.

    • @turtleboy7701
      @turtleboy7701 Před 2 lety +8

      @@darkie1111 if you’re talking extra content then yes Tooie takes the win, but if you’re talking finishing the game 100% for me personally playing them both as a kid ive finished tooie maybe 3 times, whilst Kazooie ive lost count? Maybe 30 times ive completed 100%. it never gets old.

    • @dougxvale
      @dougxvale Před 2 lety

      I would have liked in Tooie to be crystal jiggies just like the stars from Mario 64. You may have collected the golden jiggy already but you can go back and do the mission, jus sayin

    • @NL-X
      @NL-X Před 2 lety +1

      for you maybe. I have finished Tooie far more times than Kazooie.

    • @natedawg9006
      @natedawg9006 Před 2 lety

      👎🏾

  • @funkyshade
    @funkyshade Před 17 dny +1

    The backtracking isn’t an issue in Banjo Tooie, because it’s a different kind of game. Banjo Kazooie is more of a platformer, but the devs went for more of an adventure type game in Banjo Tooie.
    Also, I think it’s cool to find something in a level that you can’t solve yet until later. It feels all the more rewarding when you finally can solve it, and they did it in such a creative way!

  • @cartervoltfire4933
    @cartervoltfire4933 Před 4 měsíci +2

    Imagine Tiptup's Sons' spinoff where he needs Atreus' protection from an undead plumber that likes to stomp turtles

  • @AdADglgmutShevanel
    @AdADglgmutShevanel Před 2 lety +12

    I loved Banjo-Tooie as a kid. I played it when I was 10, and again when I was 17. Both times I had the same problem. I could never easily find the same cave/door again. Especially in the later levels. A lot of the time playing was going in and out of doors hoping I picked the correct one. Banjo-Kazooie was much more compact, and it was always easy to remember where everything was. I even played it just a couple months ago for the first time in like 8 years. I'm hoping they release Tooie on NSO so I can replay it and see how I do this time around.

  • @alexrod9271
    @alexrod9271 Před 2 lety +17

    it's true that backtracking, mini games and big worlds are a bother for me in Tooie but I still loved it when I was a kid (and still do as an adult)

  • @brandikins11
    @brandikins11 Před rokem +2

    Tooie is one of my all-time favorite games. My best friend and I have such fond memories of playing through it at sleepovers. We loved the larger, interconnected worlds and how NPCs would traverse them as well. It made the entire game feel more open and connected instead of each world being in its own little bubble like Kazooie. Being only six at the time in the year 2000, the game felt massive to us. I loved the challenge of having to brainstorm and backtrack to get jiggies from previous worlds. With the one exception in Kazooie, you can go in a world once and take it to the cleaners if you were good, and then go onto the next. Repeat, then the game's over. It just felt more like a journey having to explore all over Isle O' Hags in circles instead of having it be so linear. They were fun to explore and the music is easy on the ears too. So it didn't really feel like a bore to me. When we finally got to Grunty, it was so satisfying because we had to grind forever to get there. Back when we had no cares in the world.
    Oh to be young again...

  • @slimypickle19
    @slimypickle19 Před 2 lety +64

    I've always thought tooie was the better game. Just a classic case of "the original will always be better" bias.
    Tooie was a far more dynamic & more interactive game. I'd almost venture to say that a super Mario 64 2 would've been better than the original because of how well they could've built upon the engine.

    • @Medachod
      @Medachod Před 2 lety +3

      In 2D cases however, stylistic biases can play a role in liking the original game better, especially since it's much more controversial to redo an art style or not remaster it properly.
      In a non-sequel example, Super Mario All-Stars technically has the best versions of SMB1, 2 and 3 due to refining the engine, fixing notable bugs from the originals, etc. However, lots of people prefer the charm of the original games better. The SFX chip feeling punchier, the 2D feeling more alive, the music in its original form sounding nicer, etc. Lots of reasons to want to prefer the original.
      In regard to Kazooie and Tooie, the sequel is very much more well put together in a lot of ways and you would prefer the first entry for more simpler reasons that are more geared toward mechanics, level design, etc. But even if it's simpler reasoning, someone can still like Kazooie better without it being a case of bias. It does things differently and maybe someone thinks simpler is better. That is completely fine.
      Nowadays, sequels are usually better than their predecessors, but the case felt different back then.

    • @amongdrip8073
      @amongdrip8073 Před 2 lety +7

      Not really, Kazooie overall had the more cohesive game design, believe me i think what Tooie tried to do was neat I actually really liked the sections with Mumbo and the solo mechanic. But the game certainly picked up quite a few problems from its supposed innovations.

  • @Leopoldshark
    @Leopoldshark Před 2 lety +12

    Many of the Tooie minigame use the same point-based red/blue/green layout that make them feel same-y. Witchyworld alone had like 5, and that would be fine as it is thematic to the amusement park theme. But most of the other levels have at least one which make it feel like Rare ran out of ideas and added a minigame as filler.

  • @shadowdeku6926
    @shadowdeku6926 Před 2 lety +4

    While they're 2 of my favorite games ever and I can't pick which one I like more, I feel like Tooie is a more unique, innovative game, and I've always been disappointed that the formula has never been expanded on.
    It's like a 3D platformer/adventure/metroidvania yet also its own thing entirely. While the levels are all clearly their own unique, separate entities with distinct identities, they all interconnect in ways that blew my mind, and make its world feel that much more expansive and fully realized.
    I understand the criticisms people have of Tooie, but I can't understand how you could love the first game and not love Tooie, even if you prefer the original.

  • @Landmasters
    @Landmasters Před 2 lety +3

    Secondly, a few things on the backtracking are incorrect (sorta)
    Mayhem Temple's pillars can be cheesed with some careful jumps. Basically double jump towards the pillar, then use the extra height of the ground pound to climb the pillars and nab it, no backtracking there necessary
    Glitter Gulch's power shed can be ignored with fire eggs (or if the brightness is good enough, you can see the outlines of the planks)
    Grunty Industries' toxic waste hop can be done without the pack. Simply jump into the toxic waste softly, then jump back out quickly, and repeat until you make it across (The game has a timer to where it damages you and chucks you back, if you beat the timer you can just hop and swim to the jiggy)
    Sure the first one's difficult to do and the other two don't stop you from having to backtrack at least once in the respective world, it's just nice to get a bit more done before the inevitable backtracking

    • @Dandelion-dawg8
      @Dandelion-dawg8 Před rokem

      About the powershed thats that dark roon with the fire generator and the jiggy on an upper platform with the ladder i wanna say a backflip will work for getting up the ladder to that jiggy i think one time i accidently did that and managed to snag the jiggy pn the n64 version

  • @franciscoterron9324
    @franciscoterron9324 Před 2 lety +13

    I used to agree with these arguments until I 100% finished both games and wanted to do it again after some time. Then, I found Banjo-Kazooie to be way too easy and short, while Banjo-Tooie, for the same 3 reasons you point out in the video, way more challenging and fun. Many years after 100% finishing both games a great deal of times, I honestly feel Banjo-Tooie is far superior.

    • @pressaTD
      @pressaTD  Před 2 lety +6

      It’s funny I had the exact same experience, I remember going back to Mumbo’s Mountain and I was like there’s just jiggys laying out in the opening wtf?

    • @franciscoterron9324
      @franciscoterron9324 Před 2 lety +4

      @@pressaTD Mumbo's Mountain is such a shame. I get it's the first world but not even Bob Omb Battlefield is THAT simple. Great video, by the way. Thanks for helping keep these amazing games alive.

    • @pressaTD
      @pressaTD  Před 2 lety +1

      I know it’s so true and I’m glad you enjoyed the video, I’m just happy there’s people out there who still care about these old games lol

    • @swampert564
      @swampert564 Před 2 lety

      Its an excellent tutorial world, it doesn't need to be complicated.

  • @RyukenAtrineas
    @RyukenAtrineas Před 2 lety +4

    My personal analysis would say that there's a second one for B-K in backtracking. But it's not REQUIRED. The Turbo Trainers are a huge help in Bubblegloop Swamp to beat Mr. Vile's mini-game. If you're good at the mini-game or are just super lucky, you may not need them. But I know I always did. Still, that's 2 vs 16. For me, personally, backtracking wasn't an issue for enjoying the game less. If anything, it made certain moves feel more necessary because they're needed outside of the worlds they'd expect you to have it and made the challenges feel a little more equal and it gave you more to do. I know they call that "padding the game out", but if it's done well (as I thought it was in Tooie), it's not necessarily a bad thing.
    Mini-Games, eh, I can see the situation. But I give Witchyworld a pass because it is LITERALLY a theme park. Games are to be expected. Cloud Cuckooland also gets a pass from me because the place is supposed to be weird and those certainly count.
    Third one, I do agree the worlds can be a bit too big, but the game sort of justified itself by what was in the levels. Some of them have to be though, like Terrydactyland being to spacious to allow for the Daddy T-Rex transformation. But it does beg the question, was that one really necessary? You use it to scare a caveman and... I think that's about it? (Been years since I played it). Jolly Roger Lagoon's Atlantis area doesn't feel too bad, after all you're basically in the ocean. And the Submarine form is pretty fast. Cloud Cuckooland needs a lot of space for all the various floating isles and such, so that can be understandable. Grunty Industries did a good job in feeling like a factory and multi-purpose depot. Sure, those things certainly feel less like B-K, but B-T was trying to make a point about being bigger. The purpose for their designs do lend themselves to being bigger scaled. This does mean more time needed to complete them, but that isn't in itself a bad thing. However, the average time in each world could be a bit more even, like you mentioned about Grunty Industries. Too much time in that place.
    In the end, I think it just FEELS different when you play each of these games. Banjo-Kazooie feels very campy, bouncy, and had more vibrant colors. The worlds were simple and compact, almost like exhibits. Tooie took itself more seriously, the textures themselves seem more complex, there's a lot of running around and an underlying serious tone that really takes out the cartoony campiness of B-K. B-K also had added charm like having every item talk when you first collect them, lots of googly eyes everywhere, and the music certainly got you into the feel of the level. B-T is more muted in tones, complexity in puzzles went up, things are explained by Jam Jars pretty much solely and even things like the Get Jiggy animation were taken out (which makes getting them seem a little less celebratory to me). Even the concept of getting Jiggies in Tooie felt more like a gimmick just to play on nostalgia, as there wasn't any real point to making them Jiggies, except to remind you of B-K. Whereas in B-K, it made sense they were Jiggies because you were actively completing pictures by putting pieces (pieces you earned) into the picture frames. B-T made you complete pictures, but the Jiggies you collected weren't used to make the pictures, they just got you access to the jigsaw mini-game. So in B-K, the Jiggies just felt more purposeful by how the mechanic was executed. In B-T, you could replace the Jiggies with literally anything else and it'd still function the same.
    TL;DR: Banjo-Kazooie is a game with simplicity in its design, making it an easy game to pick up and put down. It's also very happy. Banjo-Tooie is a game you really need to have time invested in it to get anywhere. Ergo, sometimes you can't make the commitment in the business of life for Tooie, which makes it tiring and possibly decrease replay value, on top of the aforementioned critiques.

  • @UltimateCerberus
    @UltimateCerberus Před 2 lety +4

    Backtracking in Tooie was fine since each area felt like it was part of a huge world instead of levels linked by a hub world.

    • @bamboochaLPP
      @bamboochaLPP Před rokem +1

      that's it. it the different areas didn't seem like levels or a checklist you run down to me, but like a huge world that wants and needs to be explored. I prefer this non-linear type, feels more realistic to me

  • @cartervoltfire4933
    @cartervoltfire4933 Před 4 měsíci +1

    I think 'more' being bad is a modernized issue. Imagine a game being so good, it warranted a sequel with a more expansive world, 4player compatibility and all new methods of attack. This is what it was like to see "Tooie" under the glass at the retail store you got your copy from.
    Nowadays its about how fast you can get to full power, grapple hooks and cross play. I miss figuring stuff out. The "Aha!" when you remember that Spiral Mountain had a boulder you can drill smash BECAUSE you spent time there. Not because the 100% guide said so.

  • @lanceplaxton6967
    @lanceplaxton6967 Před 2 lety +5

    This is a fun game, better than that disgrace of a game called Nuts and Bolts.

  • @Robert-nl3fd
    @Robert-nl3fd Před 2 lety +7

    Banjo Tooie is basically an open worlded game, so there's backtracking involved because it forces exploration. You know, like all openworlded games... GTA, newer FF games, Fable, Morrowind, Demon Souls. That's a staple of most open worlded games...you can't speed run them. Banjo Kazooie is a speed runners paradise. 🏃‍♂️. Mini games in platformer games, are almost like side quests in rpgs. Ff13 was NOTORIOUS with them..but yet it's a speedrunners paradise. Newer gamers want every game to be speedrunner friendly = casual game

    • @Robert-nl3fd
      @Robert-nl3fd Před 2 lety

      @@Buglin_Burger7878 Fast travel is just a design excuse, and a giant red flag of an open worls bring too big. You could possibly miss things if you don't take the time to walk back now and again.

    • @Robert-nl3fd
      @Robert-nl3fd Před 2 lety

      @@Buglin_Burger7878 Backtracking is in linear games as well....

  • @paulmaloney4387
    @paulmaloney4387 Před 29 dny +1

    If Tooie had a World Map and a Quest Log itd be an absolute 10 out of 10 masterpiece.

  • @solidmaninbox
    @solidmaninbox Před 3 měsíci

    One quick side note, you don't need to split up for the one in the mines with the lights - you can pretty easily get through that with the lights off, you can use your fire eggs for light and if you run out use the regular ones to tell you where the path is since the collusions still work

  • @brendanwilson8977
    @brendanwilson8977 Před 2 lety +3

    Your video editing skills are top notch bro.
    Remember me when your channel is at 100k subs or more.
    I was here haha
    Keep them coming man 👍👍

    • @pressaTD
      @pressaTD  Před 2 lety

      I appreciate the hell out of this comment thank you!

  • @mxtt9263
    @mxtt9263 Před 2 lety +3

    the jump from kazooie to tooie is similar to ocarina to majora. the games are both amazing but very different in how they're played.

  • @LaLixyRose
    @LaLixyRose Před 2 lety +1

    i dont feel like getting drippy water should fully count as backtracking because its an instance where you get the jiggy instantly without needing to return to TDL

  • @Pfilibuster
    @Pfilibuster Před 4 měsíci +1

    broooo the backtracking in tooie was amazing. It was so fun. It felt like everything was connected. it was like a puzzle when I was a kid. And also saying this game is too big is crazy. At the time this was sooooooo cool. The maps were HUGE and I loved that as a kid.

  • @adamvancleave9200
    @adamvancleave9200 Před 2 lety +9

    "Too big" means wasted space. They didn't waste space. I agree about the minigames though.

  • @agentepolaris4914
    @agentepolaris4914 Před 2 lety +35

    To me this is simply unbelievable, every single person my age I've met that have played both games always agree that Tooie is objectively the best one.
    If anything, this is a list that proves why Tooie is the best, it's has way more content and challenges that actually make you stop and use your brain.
    I can understand that backtracking is not everyone's cup of tea (personally, I love it), but my God... do people actually think that have more minigames and larger worlds is really a bad thing?

    • @dogecoin9562
      @dogecoin9562 Před 2 lety +7

      I love both but Kazooie is better imo

    • @cam_lago
      @cam_lago Před 2 lety +4

      I love both games the same, but for starters who play tooie, it's very frustrating not knowing how to move in certain levels, because you can get lost easily

    • @agentepolaris4914
      @agentepolaris4914 Před 2 lety

      @@cam_lago I understand that feeling, I too remember being lost for days and even MONTHS in the case of a particular jiggy, until I gave up and kept going but that feeling when you're on a level and learn something that you think could help you to get a jiggy from an earlier level is so satisfying IMO. The challenge is what made this game so fun.
      Fun fact, it's because of this game I learned how to speak English, I did it in order to read the singposts and the dialogues to see if that could help to progress any further lol.

    • @agentepolaris4914
      @agentepolaris4914 Před 2 lety +1

      @@dogecoin9562 I too love both but after playing Tooie, Kazooi felt kind of empty or lacking IMO

    • @dogecoin9562
      @dogecoin9562 Před 2 lety +2

      @@agentepolaris4914 really? I think it's almost perfectly sized, there's always something to see or do in a level and none of them overstay their welcome

  • @MrDeltaMaster
    @MrDeltaMaster Před rokem +2

    Personally As far as mini mini games go. Just being more doesn't necessarily make "too many" valid.

  • @masonlepisto4582
    @masonlepisto4582 Před rokem

    Great vid! What is the song at the conclusion section? Gotta be a DKC tune.

  • @1Natural20
    @1Natural20 Před 2 lety +4

    I love Tooie more for its new worlds and mini games and boss battles. It feels so much better to me than Kazooie and I love Kazooie. The backtracking can get tiresome but it’s kinda cool to go back into these worlds after it’s been so long

    • @dougxvale
      @dougxvale Před 2 lety

      crazy to think when all of us first played this game when it came out in 2000 for N64 or 2009 on the XBOX version, once you are in Mayahem Temple there's secret access to the fifth world Terrydactyland. Talk about genius.

    • @MattAkiyama1
      @MattAkiyama1 Před rokem

      The backtracking is much simpler if you save all of it until you learn all the abilities after world 8 then go back and swoop up all the jiggies in previous worlds that required a specific move. Which is like 1-3 jiggies of backtracking per world.

  • @ashb2483
    @ashb2483 Před 2 lety +8

    So banjo tooie has more reasons to go back to previous levels, more minigames, and longer playtime. Sounds good.

    • @dougxvale
      @dougxvale Před 2 lety +7

      and bosses. Kazooie's bosses were big ol meh. Super easy.

  • @brittasnow64
    @brittasnow64 Před rokem +1

    I think the main thing people get wrong when discussing the game is labelling it a "collectathon" and criticising it as if it is the same kind of game as the original one was, when in my opinion they couldn't be further apart despite having the same engine.
    Banjo-Tooie is an adventure game where collecting happens, the fact there's less to collect in the game despite being bigger than Kazooie should be the biggest indicator of this, much more emphasis is put on the tasks you do themselves than the reward you get from them, its all about the journey, and the worlds, whereas Banjo-Kazooie was much more concerned about the items you was getting.
    I don't understand the criticism that the worlds are empty or whatever because I actually think the worlds are much more lived in than Kazooie, these worlds feel like they could be actual places they're that fleshed out, and I find myself playing the game for longer sessions due to how immersive everything feels, the game just lets you breathe and take in the environments while you go at your own pace, it may take longer to complete than Kazooie but in my opinion you get way more out of it.
    The minigames are the weakest aspect for me though, stuff like the Saucer of Peril are irritating to me, but the worst is easily Ordnance Storage in Glitter Gulch Mine, that one just sucks in my opinion. I actually don't mind Canary Mary but thats cuz i know the trick, which is by the way to abuse the rubberbanding and stay behind her until halfway through the race.
    And the backtracking to me never really felt like backtracking cuz it all feels like one big world, and plus the game often gives you shortcuts back to prior worlds anyway, i'd argue that one instance of backtracking in the first game is far more egregious bc its such an outlier and feels so awkward.
    Anyway I love Tooie, more than the first game which I still love, I wish it didnt get so much hate.

  • @tarasdiary
    @tarasdiary Před měsícem

    I do agree the game has a lot of backtracking but at the same time it was also fun. It's pretty cool how they connected the worlds in Banjo Tooie and how big they all are. Honestly what bothered me was the final boss fight in the game with Gruntilda, it was a really hard fight that I cannot express the amount of effort & stress it took to finally complete it to the point I had to backtrack all levels to make room for more honeycomb health. Kazooie is definitely more suited for beginners while Tooie is for the more advanced players.

  • @eddybobea6709
    @eddybobea6709 Před 2 lety +5

    Very nice, personally, I don't mind backtracking or minigames. Loved to hear Mario RPG themes!

  • @papaG6423
    @papaG6423 Před 2 lety +15

    I love Tooie even more than Kazooie because of its adventurous feel and memorable plot. Plus, the music is top tier. Also, backtracking is technically not required in Tooie since you only need 70 jiggies to beat the game. Even if you do want to get all the jiggies, traveling between worlds and within them have become streamlined thanks to train stations/warp pads/silos/interconnected worlds. Just doing a complete sweep after going through everything once proved to be much less troublesome than backtracking multiple times throughout the game

  • @sparrowgunther5664
    @sparrowgunther5664 Před měsícem

    Love how you used thousand year door ost for the back tracking section. Also, almost everything in this video is why I love Tooie

  • @JM-us3fr
    @JM-us3fr Před rokem +1

    Personally I liked BT more than BK. As young kids, it took me a while to finally beat BT, but the thing that made BK extremely tedious was the notes. The fact that you had to recollect all previously collected notes to increase your total by just 1 every time you exited the level was just absurd to me. Not having to recollect notes made BT so much more fun; every time I saw some notes, I got excited to collect them.
    While there was an annoying amount of backtracking, it was nowhere near as much as DK 64.

  • @andrewmccaskill2845
    @andrewmccaskill2845 Před 3 měsíci +4

    Honestly this was so hard to watch because all the weird names make it sound like you're speaking another language at one point.

  • @Sakurahime42
    @Sakurahime42 Před rokem +4

    This was a good video, it wasn’t a hate video and it considered all the factors in why it could be hated and validated them. Very open minded.

  • @vexten6425
    @vexten6425 Před 2 lety +1

    To be fair, for about half of those instances of backtracking, there are direct paths between those areas to make it less painful. They interlaced the areas very well for a game of its time

  • @Baddaby
    @Baddaby Před rokem +1

    I'm amazed that people can actually complain that a game has MORE content than another. Perplexing really.

  • @Sookaretto
    @Sookaretto Před 2 lety +5

    Tooie has always been my fave

  • @EmmureMARIO64
    @EmmureMARIO64 Před 2 lety +3

    I love both Banjo Kazooie and Tooie. However, with Tooie, there’s just a lot of backtracking that I hate. That’s only bad side of the game but other than that, I love the game!

  • @lilorangefella
    @lilorangefella Před 2 lety +2

    Find it hilarious how when you start to define backtracking, TTYD music begins playing.

    • @pressaTD
      @pressaTD  Před 2 lety

      This man knows backtracking

  • @rulercamelot3687
    @rulercamelot3687 Před rokem +1

    People say backtracking like they have never played a metroidvania before, since that's the sorta style it went for, getting new moves to do things in older levels. I played Banjo-Tooie first, and when I tried Banjo-Kazooie, it bored the heck outta me, there isn't anything to do in it. I respect it as a starting point, but Tooie feels like the better experience imo

  • @tomapple64
    @tomapple64 Před 2 lety +4

    Tooie is actually my favorite of the 2 games. funny thing is, the reasons you said you didnt like the game are the reasons i like it

  • @DADA-yt1pt
    @DADA-yt1pt Před 2 lety +4

    I really like Banjo-Tooie, but I don't bother going for 100% unlike with Banjo-Kazooie.

    • @dougxvale
      @dougxvale Před 2 lety

      its because of the Canary Mary cloud race right? 89/90 jiggies is like an A+ if you ask me

    • @orangeslash1667
      @orangeslash1667 Před 2 lety +1

      @@dougxvale Rare said they wanted to make Cauldron Keep an actual world with 10 jiggles🧩, but it had to be cut due to time constraints.⏲

    • @dougxvale
      @dougxvale Před 2 lety

      @@orangeslash1667 that would have been awesome!

  • @paulmann8570
    @paulmann8570 Před 2 měsíci

    Normally what you could do is knock out multiple backtracking cases in one go. Feeding the tribe and gathering Boggy’s kids can be down in one swoop, the one in Mayhem can be combined with the prison rescue and even act as a quick way back to the mines, and I wouldn’t count saving the dinosaur kid in Witchyworld a full backtrack since you can get it lined up to where she(?) returns home when you unlock *that* station, though the Isle O’ Hags one is legit a backtrack.
    The one to activate the lights in Glitter Gulch Mine can also be done without turning the lights on and having a bright enough TV. Was what I did what I was a kid. I will count Smuggler’s Cavern because I consider that trick much harder to pull off (felt good, tho), though this can be grouped with the swimming hole mission since you have to go back to Hailfire Peaks to activate the drain, can take the drain back to Jolly Roger, and get that Jiggy without the trick. I’m also one to argue that draining the lake shouldn’t count as a backtrack; strictly speaking, you’re not going back to get the Jiggy after clearing a certain condition, you’re telepathically give the thing. Finally, the oil drill maybe strictly counts, but…man, only barely.
    If my math was correct, that brings the backtrack count from 16 instances to 11, almost 10 pending your definition, with a few of them having shortcuts back to make things go by quicker, shortcuts that imo make the world fell more connected and alive.
    I still prefer the first game, but I can easily go to this one and have a blast playing it over again.

  • @peterlacasciamusic1175
    @peterlacasciamusic1175 Před rokem +1

    1. I don’t mind the backtracking. I find it adds to the challenge of the game. Even as an 11-year-old, I was able to figure out when I couldn’t complete a level in its entirety because I didn’t learn a certain move yet.
    2. Personally, I liked all the mini-games, however, I can understand why people feel differently, given that many of them are repetitive.
    3. Honestly, in my opinion, the only levels in BT I find “too big” are Terrydactyland and Grunty Industries. But again, I didn’t mind it. It made you explore and added to the game’s challenge.
    That’s my two cents. 🤷🏻‍♂️

  • @MelodicDragon97
    @MelodicDragon97 Před 2 lety +4

    I wouldn't mind the bigger worlds in Tooie if they actually had more things like music notes to fill out the space and guide the player (like if there are notes there you know you haven't explored it yet so you don't get lost as easily). I just feel like the problem isn't that the levels are too big, it's that they're big for no reason since there's nothing between points A and B in the worlds.

    • @carlospandette8001
      @carlospandette8001 Před 10 měsíci

      Well it's not like the first game was any better with collectable placement, I call BS that some areas only have like 3 notes to grab and I'm like srsly??!! Didn't bother me that much in Tooie, cuz yeah worlds were big but at east the notes were more in numbers in some areas, the first game is more empty than the second game.

  • @gabrielraposo1466
    @gabrielraposo1466 Před 2 lety +5

    I've never played these games as a kid, so I recently got to play them on the xbox s.
    Absolutely loved Kazooie, couldn't handle not even the first hour of Tooei

    • @find_me8830
      @find_me8830 Před rokem +3

      Imo you're missing out on tooie. It has some of the most unique level designs of any game and there's a lot of new moves, transformations and mechanics that make it so fun. Maybe you felt burnt out after playing kazooie recently, give it a second try someday

    • @victords2410
      @victords2410 Před rokem

      Don't give up, BT is a fantastic game!

  • @JakobeOG
    @JakobeOG Před rokem +1

    "Powershed" Jiggy could be done with fire eggs to see the platforms. And the Jolly Roger Bay one you even showed can be done without glide. Also the stomping grounds one is technically not backtracking because HailFire Peaks is after Terrydactyland so really its 13, multiple of which can be done simultaneously. Just 100%d Tooie for the first time and was really shocked at how little you actually do need to backtrack. Most of the backtracking I did was as a kid just to get the lay of the land and figure it all out.

  • @ovaiggy
    @ovaiggy Před rokem

    If you play Banjo Tooie for the first time it just takes a lot of time to get started and find your first Jiggy in a world. You find a lot of places where you could potentially find a Jiggy, but actually obtaining it is another story. You can never be sure if you get a required ability in the same world, in a future world, if you have to do a task in this world, in another one or if you are already able to do the task somehow. I remember that in quite a few worlds my first Jiggy was from the boss of the stage. Not sure if that was intended, but compared to how other games are structured it felt off. Sometimes getting 1 Jiggy can also be a lot of work. In Grunty Industries you need to wash the cloth of all the rabbits. In order to do that you need to remember where all of the rabbits are because once you become a washing machine your ability to explore is limited.
    While people criticise backtracking in games like this, it actually shouldn't be. Even Super Mario 64 had backtracking. Not knowing how to progress in a level and having the freedom to come back later is one of the great things about these games.
    Minigames are always annoying. They really sucked most of the time.
    Level size was not an issue because of playtime. Many of the levels in Kazooie had a few sites which could be spotted right from the beginning, like Mumbos Mountain or Gobi's Valley. Most other levels had a large main area in the middle where everything else was placed around it. For example Freezeezy Peak with the snowman in the middle, Rusty Bucket Bay with the ship, Grunty's Mansion

  • @funnyclown2514
    @funnyclown2514 Před 2 lety +4

    It’s better than Nuts and Bolts need I remind you of JonTron’s experience with the game?

    • @derekrequiem4359
      @derekrequiem4359 Před 2 lety +1

      Banjo Kazooie Nuts and Bolts- oh, no
      *_OOOOOOOOOOOOOOHHHH, NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO_*

    • @orangeslash1667
      @orangeslash1667 Před 2 lety

      @@derekrequiem4359 The reason why Nuts and Bolts exists is because Rare completely run out of ideas for Banjo, and wanted to make a game based on Lego's.

  • @mAcroFaze
    @mAcroFaze Před 2 lety +17

    For me personally, I just felt as though BT's massive scale came at the cost of the original's charm. BK just felt way more tailored, thought out and never overstayed its welcome (except for Click Clock Wood, maybe, which is subjective, but personally I think that only bolsters the point being made, since that world is spread out over 4 different stages, and climbing the tree again and again was just a nightmare). The rest of the game and its levels always felt like a small, recognisable world, and you always knew where to head if wanting to revisit parts of it, whereas BT's approach just felt so much more watered down and tedious.

    • @TheGoldenDunsparce
      @TheGoldenDunsparce Před rokem

      I think the themes for most of the levels in Tooie were pretty crummy imo.
      Temple, eh.
      Mine, ew.
      Creepy carnival place, super ew.
      Lagoon water level, nice.
      Dino land, YES!
      Factory, EW!!!
      Fire-Ice mountain, YES!
      Crazy sky world, meh.
      Banjo-Kazooie's worlds were a lot more fun to me:
      Mountain, eh.
      Beach, nice.
      Cavern with giant shark robot, YESSSSSS!
      Swamp with crocs and frogs, YESSSSS!
      Ice level, nice.
      Desert level, nice.
      Monster mansion, YES!!
      Nasty boat, no.
      Seasonal giant tree (and you get to be a bee and actually fly around), ok!
      I'm also sad that we got a dino form in Tooie, and it stunk! Even the baby croc from Kazooie ended up being better...

    • @drahsid2
      @drahsid2 Před rokem

      The complaint of Tooie being too massive, or indistinct always seemed to me like it came from people who never actually played the sequel. Tooie has a much greater attention to detail to making particular areas of levels more distinct and traversable.
      For being distinct, the developers were so pedantic that they would use even lighting or even the colors of the fade in a loading zone to make an area more identifiable. More things, such as repeated textures instead being recolored, or entirely unique geometry and overall themes. One of the levels is literally a theme park, which each theme being entirely different in appearance and concept. Every method of fast travel even uses language-free, easily understandable icons before the name of the area it leads to.
      On the note of fast travel, the game makes its' overworld and levels incredibly traversable. There are 3 separate, and entirely unique forms of fast travel; in multiple cases you can even fast travel to other fast travel points as a way to route your fast travel. On top of this, while scenes are sizable, the play areas are generally tinier in comparison. Once you've visited one of these areas, returning to them and starting or accomplishing your defacto task-at-hand takes seconds.
      These criticisms of the game are issues that the developers went to great lengths to solve. While they didn't do a perfect job, it is overwhelmingly better than a lot of people make it out to be.

    • @mAcroFaze
      @mAcroFaze Před rokem

      @@drahsid2 What..? Reviewers who played the game in full had that complaint to make. I spent hours on the game, and whilst I never completed it, I wouldn't have to even have spent half the amount of time playing it to tell you the worlds felt far too big. Of course it's entirely subjective, some people think bigger is automatically better, and whilst I agree that the developers went to lengths to make the traversal more approachable, the scope and size still didn't make for as tight-knit as the levels and overworld could've been, so much as it just consisted of... More distance to cover.

    • @brittasnow64
      @brittasnow64 Před rokem +1

      how is the Click Clock Wood theme one of the more ok ones?
      its probably one of the most creative video game themes i've ever seen

  • @Kururuko
    @Kururuko Před rokem

    2:17 uhhhh, i didn't use the split-up move. i just found my way with the fire eggs 😬

  • @lexluther319
    @lexluther319 Před rokem +1

    I personally always loved Tooie for implementing different ammo types, I never had any issues with how big the worlds were, it always made me excited when I found or figured out something new.

  • @yourstruly200
    @yourstruly200 Před 2 lety +25

    This was well put together. Personally I find Tooie to be too complicated, especially if you’re going back after years of not playing. The backtracking and world size makes it hard to know where you started off, and it’s a pain to start over. I have always preferred Kazooie.

    • @Tahanok2
      @Tahanok2 Před 2 lety +6

      If you're coming back to it literal years after not playing, you're probably better off just starting over. That's true of most games.

  • @rmsgrey
    @rmsgrey Před 2 lety +3

    Two points:
    A) Mr Vile encourages backtracking to face him with shoes
    B) It's poor phrasing to say that Tooie's shown to be too big/too much in any particular category. You could use exactly the same statistics to "prove" that Kazooie is too small/too few/too little in the same categories. What the statistics actually show is that Tooie has a lot more backtracking, significantly more minigames, and levels that take longer to complete.

    • @DeafeningCha
      @DeafeningCha Před 2 lety

      Encouraging isn't requiring, which this video was covering. I already mentioned in another comment how the Power Hut basement and Smuggler's Cavern jiggies shouldn't be considered backtracking as you don't actually have to visit future levels to obtain them (but they are suggested similar to Mr Vile), so it's good it wasn't included here.
      What exactly is "poor" phrasing, is there some objective measurement one could point to? I prefer Tooie over Kazooie and disagree with the complaints, but hard to say that people giving their honest opinion is poor phrasing.

    • @rmsgrey
      @rmsgrey Před 2 lety +1

      @@DeafeningCha The statistics show that Tooie has more of these things and Kazooie has less. Saying that Tooie has "too much" or that Kazooie has "too little" is a subjective interpretation, not an objective fact.
      As for encouraged/required, the question there is how you interpret developer intent, and whether a possible-but-not-intended solution counts to make it not required.

    • @DeafeningCha
      @DeafeningCha Před 2 lety

      @@rmsgrey Wouldn't that make all opinions poor phrasing then? Should people never voice their opinions about a game, or anything for that matter? Statistics don't mean anything to people unless they can make a comparison to something. People can't make decisions without opinions, so if deciding between BK or BT, it comes down to which of the statistics they prefer. If they have a preference at all, how else would they describe that preference without mentioning one of the stats as being "too" much/little/boring/old/lame/weird/etc for their liking?

    • @rmsgrey
      @rmsgrey Před 2 lety +1

      @@DeafeningCha The video wasn't presented as a subjective "this is why I don't like Tooie", but as an objective measure of the game. And, yes, saying "it's too much X _for me_ " would be fine, but saying that the statistics show it's too much X is not. It's the difference between "I don't like this game" (factual statement about an opinion) and "This game is bad" (factual statement about an objective fact).

    • @DeafeningCha
      @DeafeningCha Před 2 lety

      @@rmsgrey No, the video's main premise is to address why many people are saying the levels are too large for them, as _individuals_. The title of the video is "Why People Hate Banjo Tooie". Is "hate" an objective word? Seems like the video is primarily addressing subjective matter.
      Also, saying "the game is bad" is not a factual statement.

  • @SulettaForgetta456
    @SulettaForgetta456 Před rokem +1

    When the sequel to the game is bigger, has more content, and more world building than the original

  • @zackakai5173
    @zackakai5173 Před 5 měsíci +1

    I only really get the levels being too big thing in Terrydactyle Land, and I actually *like* the backtracking because it forces the game doesn't end up feeling so much like a checklist and you get to go back and revist old areas (I know you *can* do that in Kazooie, but there's no real incentive to). I agree with the too many minigames complain, and IMO most of the new moves are also way too contextual to be useful (with a handful of notable exceptions).
    That said I do think Tooie is ultimately the stronger game. It's everything I loved about Kazooie but bigger and better, and just feels like the more fleshed-out world.

  • @Rigarazi
    @Rigarazi Před rokem +3

    Very methodical analysis! Great review!

  • @markbless419
    @markbless419 Před 2 lety +7

    Okay sure, but all three of those metrics are objective. As a Super Metroid speedrunner, there’s no such thing as too much backtracking. The large worlds are honestly just good, I like them. And, in Kazooie, many of the jiggies were just lying around in the open. I liked how they made you earn it in Tooie

    • @Leopoldshark
      @Leopoldshark Před 2 lety

      It is a difference in genres. People who like collectathons may not be a fan of Metroidvania elements.

    • @markbless419
      @markbless419 Před 2 lety +1

      @@Leopoldshark Granted, but I stand by my original statement. All three metrics are objective. Some like those things, others don't. I didn't mean to compare Banjo-Tooie to Super Metroid, I was simply giving a personal example proving that some people will like the backtracking.

    • @toddb7947
      @toddb7947 Před 2 lety

      Do you mean subjective?

  • @alfredogxr8891
    @alfredogxr8891 Před 3 měsíci

    what I liked from tooie are this instances where you travel to a future level to get a specific thing. While it was out of reach for me I always stayed there to listen to the music of one of the future maps that I was hoping to visit

  • @javiakiragm8079
    @javiakiragm8079 Před rokem +1

    More than "too many minigames", I reckon Tooie uses mechanics that differ too much from the core gameplay. Such as First person shooting, football top down, etc.
    Players may find themselves playing a different game way too often, conflicting with the experience they came to expect.

  • @KaguyaH
    @KaguyaH Před 2 lety +5

    Damn, this video really ruffled Tooie fans' feathers huh?
    By the way, a better method of comparing world sizes would have been ripping level models from both games comparing physical space.

    • @pressaTD
      @pressaTD  Před 2 lety +2

      I guess the category should have been called levels are too long. I was more measuring how long a level took to complete over how physically big it is. For example Grunty Industries physically isn’t a huge level, but its the longest in the game because of all the backing tracking you have to do in it.

  • @fullshark09
    @fullshark09 Před rokem +3

    Banjo Tooie was amazing

  • @Nutmegscuzin
    @Nutmegscuzin Před 2 lety +1

    the paper Mario music choice in the background is phenomenal

    • @pressaTD
      @pressaTD  Před 2 lety

      No you are phenomenal sir

  • @BananaMana69
    @BananaMana69 Před 2 lety +10

    The levels just have too much open space. I feel like when I'm playing Banjo Tooie 90% of my time is spent just walking around. Witchyworld is my favourite level because its relatively small with lots of extra areas you visit then leave. Glitter gulch mine is the worst because eveything is so spread out and okay have to walk over the same places over and over again.

    • @DragonstarFighter
      @DragonstarFighter Před rokem +1

      No they don’t, because it makes it feel like an organic world, and it makes it feel more explorable, even if its not actually… a billion chambers crammed into a level has its own drawbacks if the whole game is that, the final world of Banjo Kazooie Nuts and Bolts, suffered this greatly where the only intended way to get into the different biomes was through the tubes, and it took a game that had been fantastically open world, some times genuinely too open, lacking enough enemies, and suddenly made it feel full of enemies and claustrophobic as hell

    • @fgfhjfhjfbhfghf5771
      @fgfhjfhjfbhfghf5771 Před 5 měsíci

      ​@@DragonstarFighterbuddy people don't play 3d platformers for immersion

  • @donaldthescotishtwin
    @donaldthescotishtwin Před 2 lety +8

    I hated the game when I first played it. I replayed it recently and ended up loving it. Go as far to say most of it is better than the first,definitely a very good job of expanding on what the first game did.

  • @Gallaer_
    @Gallaer_ Před 2 lety +2

    Was playing Tooie for the first time on my N64 and I got up to I think Grunty Industries and essentially rage quit out of confusion and frustration. I already was iffy prior with worlds such as Jolly Rogers and the empty wasteland that was Terrydactlyl land. I eventually deciced to just not 100% it and moved onto Hailfire peaks and just gave up for good essentially. It was a massive pain to find anything. I just quit right there.

  • @Gelfling66
    @Gelfling66 Před 9 měsíci

    Bro, all these reasons for people hating them is why I love it. Kid me loved running around for hours, exploring the worlds, going back to old worlds to figure out what I needed to do. This game was magical to me, first of it's find in my eyes. I loved all this

  • @jaytahoe
    @jaytahoe Před 2 lety +4

    My thoughts on BT are that no, it wasn’t as good as BK. And the backtracking could be tedious at times; but it was also cool how the worlds were interconnected and it added a new element of puzzle solving. So I appreciated the change up to the normal collect-a-thon.
    Also, great choice of music for this video, appreciate the paper Mario and SMRPG background music :)

  • @ashb2483
    @ashb2483 Před 2 lety +6

    banjo tooie is amazing

  • @roachdoggjr1940
    @roachdoggjr1940 Před rokem +1

    Back tracking is a good thing. Remember?
    It's not like it's the same 3 missions over and over again.

  • @trueblueryu5713
    @trueblueryu5713 Před rokem +1

    The early levels are great, the later levels can definitely get a bit rough. I like this game more than Kazooie, but I definitely get why people don’t like it as much.

  • @Xcizior
    @Xcizior Před 2 lety +3

    The difference between kazooie and tooie remind me of mario 64 and sunshine. The worlds in tooie feel like they make a cohesive world similar to isle delfino, while the worlds in kazooie feel like a random puzzle box detached from the rest of the space.

  • @therevenger259
    @therevenger259 Před 2 lety +5

    You liar, no one has ever said that they hated Banjo Tooie.