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Banjo-Kazooie


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We haven't heard about Banjo-Kazooie for a while. Today, Rare has released a Christmas card featuring these beloved characters, suggesting that we may finally get to play Banjo-Kazooie in 2008.

 

Avid gamers will also notice that one of socks hung on the fireplace mantel has a "KI3" applied, a malign teaser for those of us who have been waiting for a new Killer Intinct game for years.

 

Below is the Rare Christmas card, click on the image to see it a full resolution:

1198171702.jpg

TeamXbox

oh its been a long time

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  • 4 months later...

Banjo Kazooie 3 to be Revealed Next Week

Posted by James Barr, Yesterday May 9, 2008 10:08

 

From: http://xbox360.thegamereviews.com/story-91...-Next-Week.html

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Word has got around that Microsoft will be showcasing numerous Xbox 360 titles next week at their media summit taking place in San Francisco. Microsoft will be revealing new information on Xbox 360 titles that will be launching this year. It has been confirmed that Rare’s secretive platformer, Banjo Kazooie 3, will be making an appearance.

 

Very little has been shown and, no one really knows what Banjo 3 will look like, as Rare has been keep very quite lately, but all that is about to change. Microsoft UK has confirmed that assets will be released on Tuesday, May 13 at 8am PST or 5pm GMT if, like me, you live in the UK.

 

What hasn’t been confirmed yet is if the heavily rumored motion sensing control pad will be revealed for the first time next week. Many reports suggest that Microsoft will be revealing its Wii remote killer to the world at their media summit next week.

 

Rest assured TheGameReviews.com will let you know the second any new information about Banjo or any other games has been revealed.

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MS Gamer’s Day: Banjo Kazooie 3 - first level in one of six gaming worlds described

 

 

Danish site Gamereactor has described in detail the first level of Rare’s new genre-blender, Banjo Kazooie: Nuts & Bolts.

 

“When Fileccia [head programmer] jumps into to the first of six gaming worlds, namely Nutty Acres, we see the game open up,” said the site, lovingly translated by videogaming247.com.

 

“The palm island is designed after an idea to make the world look artificial. The grass is sewn together with a huge needle and a huge glass case surrounds the island.”

 

Whilst talking about how you design vehicles, the article explained:

 

“Fileccia wanted to show us how important [vehicle design] was for the game and its many missions. On the top of the island he had a mission whereby he had to collect 15 coconuts from a nearby orchard before the time ran out.

 

“He was given a pre-made car to help him, that has the ability to suck up the coconuts. However, as there isn’t enough space to suck them all up he has to go backwards and forwards to unload. Until in the end, he jumped out of the car and instead leapt into a helicopter [that he had made earlier] which can grab onto a large barrel with a hook enabling him to scoop all the coconuts in and began collecting nuts like it was Christmas.”

 

We’ll say it again: Now, please Rare. Thanks. The game will be shown to press in San Francisco at 5pm today.

 

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Good... GOD..

 

I love platformers...!!

 

Two things i miss d most after choosing X three-six-oh over PS3 (i had a ps2 previously) are God of War (but thts more or less substituted by Ninja Gaiden) and Ratchet n Clank.. a good platformer..

(i also got bioshock, masseffect and the upcoming Too Human so 360 rules.. :wallbash: )

 

Kameo was decent.. I hope BK is good--really good..

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  • 2 weeks later...

Rare explains Banjo's blocky look

By James Orry - 21/05/2008

 

From : Videogamer

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The designers made a conscious effort to retain an angular look.

 

In a post over on the Xbox.com forums, Rare community manager George Kelion (under his XBL gamertag Monkeythumbz) has offered an insight into the "blocky" visual style seen in the developer's upcoming Xbox 360 video game Banjo-Kazooie: Nuts & Bolts.

 

"Banjo's new look is meant to be self-referential," explained Kelion. "Videogames have developed their own visual language - from the pixels of 8-bit gaming, through the parallax backgrounds of 16-bit to the blocky, low-poly designs of 32 and 64 bit gaming. We reckon it's fun (and a little bit cool) to purposefully incorporate and celebrate these themes as an artistic endeavour."

 

Kelion also shared the thoughts of Steve Mayles, Banjo team's lead creative artist and brother of Gregg Mayles.

 

"We went down the normal route of adding more polygons, smoothing things off, but in the process lost some of the strong form of the N64 characters so we made a conscious effort to retain an angular look, even exaggerating it in places, that in turn echoes the angular, blocky construction of the vehicles," said Mayles.

 

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