Agent Icebeezy
Welcome beautful toddler, Madison Elizabeth, to the horde!
PhatSaqs said:Watching the G4 live demo and wow the levels are MASSIVE and beautiful. This aint really my type of game but it looks pretty nice for what it is.
Draw Distance: Check
Textures: Check
Geometry: Check
Picture Quality: Check
Attention to Detail: Check
Looks Fun to Play: Double Check
http://www.*******.com/2008/07/16/*******-e3-hands-on-banjo-kazooie-nuts-and-bolts/
Sure, it looked really gorgeous, with zero pop-in and tons of color, a welcome respite from a lot of the grays and browns I'd been seeing during the week. Controls were pretty solid too. Some of the vehicles were disorienting at first, but they didn't take too long to get a hold of.
http://www.gamespot.com/xbox360/action/banjokazooie/preview_6193750.html
Showdown Town becomes the hub in your series of adventures. It's a sunny little burg with enough bright colors and wildly varying terrain to serve as a reminder that you're playing a Banjo-Kazooie game. And those visuals looks very impressive--from the light reflecting off the surface of lakes and ponds to the detailed shingles on the old-fashioned buildings--the environments fulfill the series' history of doing great work with the hardware being used. The character models, by contrast, have a sort of retro polygonal feel to them, but that appears to be an intentional design decision when you consider how nice everything else looks.
http://xbox360.gamezone.com/gzreviews/p35394.htm
Delivering brilliant worlds to travel through, Nuts & Bolts has among the most beautiful environments players will ever set eyes on. Full of colorful details and tributes to past Banjo-Kazooie titles, Nuts & Bolts delivers breathtaking graphics.
http://www.1up.com/do/previewPage?cId=3168692&p=4
Running on a modified version of the Viva Piñata engine, Nuts & Bolts is both colorful and vibrant. Some vistas are worthy of being captured in motion, and we stumbled upon something in the option menu that insinuated this might be a possibility: the option to both save and watch replays. When we tried it out, though, our build immediately crashed; one of the very helpful testers explained that this previously unannounced feature was "a placeholder and only works in multiplayer." What's our take? Though the game looks amazing -- and at this stage, it's already running smoothly
http://www.computerandvideogames.com/article.php?id=192883
And it's a truly beautiful world; you can tell straight away that this is the sort of environment the original Banjo team dreamed of churning out. The art-style is colourful, distinct and angular (apparently a nod to the low-polygon N64 games) while the draw distance on the gorgeous environment seems to go on forever.
Like most of Rare's latest efforts, there's even a subtle depth of field effect making everything look that bit more crisp and cinematic.
http://www.eurogamer.net/article.php?artic...3884&page=2
In visual terms, everything remains as colourful and cheerful as you'd expect from a Banjo-Kazooie game. The level of detail Rare has managed in such enormous zones, however, is incredibly impressive. In the E3 demo, every texture and surface has been carefully considered - the team is aiming for a "constructed" look to the whole world, something which it's achieved by leaving the obvious scars of human construction on everything in the zone.
Grass looks like a woven fabric up-close, and has stitch marks at the edges where it joins another surface. Mountains and hills are constructed of bricks and concrete, sheer cliffs have rivets and metal plates on them. Overhead, metal clouds are suspended on barely visible wires. The effect is superbly consistent, giving the whole game an endearing, patchwork feel.