At first sight, I was skeptical, but after both watching the Kotaku video and reading the Wired, IGN, and 1UP previews, I'm more excited than ever. The level of creativity involved in standard play of the game is astonishing: this seems to me the best application of "puzzles" in games yet.
I just can't help but revel in the idea! Need to reach a tough spot? Develop a vehicle that can get there, hop out, traverse the remaining platforms, and arrive at your destination. But developing said vehicle is where the creative challenge blooms -- the game screams ingenuity on the fan's behalf and on the developer's behalf. Rare, if you can polish up the environments, and tighten the "nuts and bolts" of the basic mechanics, I'm sure you have another AIAS award winner on your hands.
It has been a while since I last felt this uplifting feeling of developer innovation ("while" being about a year or so

) after reading about a game, but I must say it's fully warranted for latest installment in the Banjo Kazooie series.
If the next two Rare titles that follow Viva Pinata: Trouble in Paradise and Banjo Kazooie: Nuts and Bolts are developed with even a fraction of the inventiveness that I've played with and seen in Viva Pinata and the Banjo videos respectively, Rare may nab a top seat as some of the industry's most talented developers -- again.