You are now in charge of remaking Banjo Tooie.
How do you make some sections of the game less confusing and boring, while at the same time preserving as much as possible?
You are now in charge of remaking Banjo Tooie
Unironically, borrow from Yooka-Laylee. Keep the world tightly focused at first, let you "complete" it once, then have a "second loop" where you revisit a bigger version of all the old levels and collect a bit of new stuff.
The initial visit should introduce you to the basic gameplay concepts and a few of the major landmarks of a level but the second visit will stop pulling punches.
Remake is just a remaster. Upscale and future-proof the game.
Rehire the Yooka-Laylee team to make Banjo-Threeie and have them do as says
I should add: Yes, I know YL was retarded in a lot of ways, but I feel like if you don't give players the option to ignore it and make the world big immediately (and also don't tell them they're missing stuff the first time around) it should be seen as more a chance to revisit the whole game with all your new moves and shit and less of a retarded move.
I wouldn't change anything
>Rehire the Yooka-Laylee team to make Banjo-Threeie
Nope nope nope
I really liked YL
add in a new "animal farm" world that goes between pterrydactylland and gruntu industries. 1 new egg type called the homing egg. pterrydactylland is much smaller and has more distinct landmarks to be able to differentiate the caves from one another. you don't have to use mumbo to change rumba womb's tent size for the big/small Dino, just swap between them at will. add in a "hard mode" after beating the game where you can go back and play through BK's original levels but you die in one hit and lose all your progress.
1. I would include a map with a pointer.
2. I would bring Mumbo Tokens back, you could use them to spread flying pads/jump pads/teleport as long as you had a Token.
3. Cut Mumbo Jumbo gamplay, it's meanless, or overhaul his gameplay.
4. Split anywhere, the split upgrade would let them have full health when split.
5. Teach a skill in the begging to make Kazooie run 100% faster,
6. Finish the last world.
7. Notes is used to advance through the Isle.
8. The notes are spread, not clustered, also, if you Game Over or left the stage you'd lose them all.
9. Bring back stop'n'swop like it was supposed to be originally.
Also I'd incorporate some M64 movements, like crawling, sideflip, triple jump and optimize the run/tip toe speed. I would make it feel little bit more like M64 in gameplay.
Banjo would become faster and woudl fight better when split, Kazooie would go faster too and could fly anywhere, but she would be weak against enemies.
>terrydactylland is much smaller and has more distinct landmarks to be able to differentiate the caves from one another.
YES, the landmarks are so bad in this stage.
More Jiggies in each world to justify the size of the maps, like 5 or 6 more.
A Radar that you can take out anytime that pinpoints the approx location of each Jiggy if you happen to be nearby them.
Done.
If i beat this game as a child you can do it as an adult, you don't need a map.
Well, yeah, but it has a lot of flaws that boil down to it being possible, but unreasonably annoying.
not really zoomer
> if a game is beatable you're not allowed to say certain parts of it are obnoxious and should be easier!
You only say that because you've been coddled by modern gaming.
You only say that because you think the only thing separating modern gaming from old gaming is that it's "easier" in some nebulous way.
Easier is not necessarily bad. Being able to admit something was tedious, unnecessary horseshit does not immediately overwrite that game with a hallway simulator.
Don't bunch Notes up and actually use them to guide the player around the level the same way Banjo-Kazooie does. Shrink down the levels slightly, or make Kazooie run faster. Cut down on backtracking that only accomplishes padding out the length of the game.
you're missing ht point. playing as mumbo, for instance, isn't challenging, it's boring because he moves slowly as fuck, only has one jump and one attack. they should've given him more movement and attack options and made enemies harder as a counter to that.
they should've added more mini games and less FPS sections, that one in GI can go to hell, fuck that shit. same goes for hitting the tiny green barrel in GI. in fact, fuck most of GI in particular.
>completely remove note baskets and now put 150 notes in each level. collected notes are replaced with shadow notes so you can see where you've been. treble clefs are still in, still count for 20 of the 150 notes in a level, and are usually hidden away somewhere as a reward.
>mumbo now requires mumbo tokens instead of glowbo, glowbo is now only for humba. mumbo is no longer playable, except for in cloud cuckoo land as a novelty, instead he just actives the mumbo pads and lets you interact with them using the pouch.
>you unlock the ability to swap between kazooie and banjo with a button press, exactly the way you swap control in pikmin 2, and new puzzles are design to take advantage of this new mechanic for shit like kazooie pressing otherwise unreachable buttons, banjo holding open gates, etc. one tongue-in-cheek jiggy would require you to use taxi pack on kazooie and haul her through an area she otherwise can't reach.
>some of the worse backtracking jiggies are reworked or replaced.
>cauldron keep is completed, and works as a fully stand-alone final world to test your skills.
>you can go into FPS mode in any indoor location
>pterrydactylland is much smaller and has more distinct landmarks to be able to differentiate the caves from one another.
better yet, have a world gimmick where you create distinct landmarks and the world becomes more developed and recognizable over time.
Redesign the interconnectedness of levels. Instead of opening a gate to bring something to somewhere else, you go back to new portions of previous levels.
Take Mayahem and Glitter Gulch for example, when you get to Mayahem it's a small/medium sized area and everything in that area is immediately accessible. GG is the same, but has a route that opens up a new section of Mayahem that would be a combination of the two themes, like a golden Aztec city, or an archaeological excavation. So you're making the old small maps bigger as you progress through the game.
Get rid of the god awful first person segments.
>Break apart the 10 note nests and better utilize the single notes as breadcrumbs throughout the levels
>Remove character requirement for learning moves from Jamjars
>Add 10 extra Jiggies to the game to give it a total of 100, slot them in the larger tasks like reuniting the Triceratops family
>Make Banjo run a bit faster, not quite Super Banjo fast but faster than default
The changes would probably go a long way
I don't do anything to it, 10/10 game.
Make the entire game first-person egg shooter
Its easy, I'd just hyper sexualize the bird so people post porn about it, kids love that shit.
like when you're collecting your little honey cones and shit you have that birds fat ass bouncing around and you can imagine putting your tonka truck in that cucktoos tight ass hole
I would inject more platforming into the level design and less minigames. That's the biggest problem with the game. There are other changes I would make too, but given the "preserving as much as possible" directive that's where I'd start. Most of Tooie consists of bland busywork.
1. Make terrydactyland smaller, easily the worst time in the game
2. Allow grenade eggs to destroy the rubble in Grunty'd Old Lair, allowing you to climb through a broken version of the original lair to re-access Click Clock Wood, which now has new problems/objectives after the lair was shaken up from the events of Kazooie
3. Bring back Snacker the Shark
Everything else is perfect
Bring back Sexy Grunty