Psychotext said:
I'm fairly certain you're not criticizing me with that comment...
Haha, I know. I shouldve edited that out. I originally wanted to get my point across in a way that I thought mightve offended you.
BenjaminBirdie said:
How were they "tacked on"? They were the core of gameplay. And having finally played the OG Banjo, it's seriously the same thing. There's a dude sitting there waiting for you to walk up to him, boom, challenge starts.
And, yeah, there were a lot of delivery challenges, but you were delivering tons of different things in different ways. If I could have completed every challenge with the same vehicle with just minor tweaks, I would have had a problem, but that was never a possibility.
Like I said, its as if they first designed the empty worlds and then said Right, how can we get some actual gameplay in there? Sure, you deliver pizzas to spectators in the Jiggosseum and lunch packages to researchers in the Terrarium of Terror, but its essentially the same task, unrelated to the game world except in appearance, whereas in the classic Banjo games, the various characters and objects within the game worlds were designed around the tasks you had to complete in order to earn Jiggies.
In the classic Banjos, you often didnt have to talk to someone in order to start a challenge you mostly just ran into stuff. In Nuts & Bolts, you have to talk to NPCs
and go through several screens before you can start one of its mini-games. What Im trying to say is that I dont want to stop and talk to someone to play a mini-game. I want a seamless experience.
I like Nuts & Bolts for what it is, and I can see why you love the game. However, being an old Banjo fan myself, I also fully understand why other long-time Banjo fans dont.