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KC: Grabbed by the Ghoulies came about because we wanted a change from the huge wide-open world adventuring of Banjo. We loved making Banjo but wanted to try something that was more linear in nature and immediately satisfying. Although Banjo has lots of moves he doesn't really fight; we thought it would be great fun to be up against a horde of monsters that you had to kick and bash your way through. We didn't want it to be too dark or scary – just good old-fashioned fun with lots of Rare humour.
SM: I don't remember it being a particularly painful development experience. Quite the opposite, actually. A lot of the ethics are the same for any game, really. From a design point of view, it was much simpler than Banjo-Tooie, which was hugely sprawling.
GP: The humour came over intact for sure, beyond that it was almost like an anti-Banjo game, something that could be dipped in and out of often and in short bursts of play.
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JT: First time I played through you could definitely see the spirit of Banjo in its design, look and feel. From the attention to detail in the levels, to the feel of Cooper and the sense of humour that ran throughout, you could tell it was a Rare game. Plus the Imps looked and sounded very much like Jinjos. |
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3) Who was better, Mumm-Ra or Venger?
GP: I'm going to go with Mumm-Ra. Because he was the more comedic and I like a bit of comedy in almost everything I do. (Probably why I prefer Roger Moore as Bond too.)
KC: Definitely Mumm-Ra; Thundercats hooooooooo!
SM: Sorry, who? I think I'm a bit too old for that question.
EB: Mumm-Ra is clearly much better, but still not a patch on Governor Pizarro.
JT: Mumm-Ra. I had to Google Venger so that surely counts against him, but against The Ever Living Source of Evil he'd be put to shame anyway so it makes little difference.
GM: Venger – because he didn't need a massive army of underachieving minions. Skeletor was better, though. |
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