<![CDATA[Kotaku: Rare]]> http://cache.gawker.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: Rare]]> http://kotaku.com/tag/rare http://kotaku.com/tag/rare <![CDATA[ Rare Tips New Games in Banjo? ]]>
Is it guerrilla marketing when you're doing it in your own game? Cranky Gamers UK noticed that Easter egg in Banjo Kazooie: Nuts & Bolts, which declares we've got "new Killer Instinct, Battletoads and Jet Force Gemini games," on the way. "Even Ghoulies 2!" Whoa. But then they say, "Oh, you'll never believe that." Screw it, I will. This qualifies as an announcement and I am committing Rare to this, even though there's nothing on the Rare Web site yet, and a Killer Instinct sequel has long been involved in cat-and-mouse rumor games.

Rare Drop a Massive Bombshell Hidden in Banjo Kazooie! [Cranky Gamers UK, thanks Jordan, Maze, and many others]

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Kotaku-5089537 Sun, 16 Nov 2008 12:00:00 MST Owen Good http://kotaku.com/index.php?op=postcommentfeed&postId=5089537&view=rss&microfeed=true
<![CDATA[ Banjo Kazooie: Nuts & Bolts Review: Aw, Nuts ]]> Banjo Kazooie: Nuts & Bolts is the third proper console entry in the Rare-developed series, founded on the Nintendo 64, one that steers the former action-adventure platformer into new territory. Gone are the Super Mario 64-like romps traipsing through green mountain sides and caves dripping with molten magma, replaced by driving and flying challenges through green mountain sides and caves dripping with molten magma. Nuts & Bolts eschews traditional running and jumping mechanics almost completely, instead focusing on mission-based vehicle challenges that don't veer too far from the series' core, but veer far enough to give fans pause.

With a driving, flying and boating replacing hopping and bouncing, with almost everything else that made the series seemingly in tact, does Banjo Kazooie: Nuts & Bolts sink or swim?

Loved
Deep But Simple Vehicle Customization: Given that Nuts & Bolts' relies so heavily on a wide range of customized vehicles, the construction in Mumbo's workshop had better damn well work. It does, thankfully, with bespoke vehicles Duplo block-simple to throw together in 3D. Vehicles provided stock by the Lord of Games or via blueprint generally work well enough to get by, but you can always do a little bit better. Whether it's as simple as trimming some excess weight and slapping on a beefier engine, or something more creative, like tossing on some balloons and springy wheels for better hang-time, there's plenty to fiddle with here.

Superior Visuals: Rare knows how to deliver fuzzy caricature, but it's also expert at making the inhabitants of its games feel alive. Showdown Town is visually awesome to behold, rife with careful detail and dripping with cool visual tricks. The visual integrity of the various game worlds may be inconsistent, as can the frame rate — it can seriously chug — but it's a pretty little package.

Value: Like Rare's other 2008 release, Viva Pinata: Trouble in Paradise, Nuts & Bolts comes budget priced. (Banjo Kazooie is definitely the better value of the two.) The game is packed with things to do and collect, worlds, challenges and vehicle parts to unlock, ensuring that even after you've burned through the 12- to 15-hour single-player portion, you'll have plenty left to do. Multiplayer is a nice addition, but generally feels like a series recycled single-player experiences, not something that will likely replace your current online gaming obsession.

Sense of Humor: Rare offers a massive dose of self-referential humor, poking fun at its commercial failures, its reputation for widget and doodad collecting marathons, and past Banjo Kazooie games. Stabs at the Xbox 360 console, the Frag Dolls and even Mario are peppered throughout, offering some genuine laugh out loud moments.

Hated
Horrible Vehicle Handling: While the challenges offered to Banjo and Kazooie in exchange for collectible Jiggies are typically straightforward and simplistic, actually completing those challenges can be maddeningly difficult due to the game's awkward vehicle physics. You'll spin out while racing, get hitched up on corners while cruising around Showdown Town and slip off platform edges more often than might keep you sane. Nothing's hard, necessarily, just too much repeated effort to get the job done.

Escort Services: Nowhere is the game's unforgiving physics model more frustrating than in protection and escorting missions. Trying to protect multiple battlefronts while manipulating tanks or choppers seems wildly out of whack difficulty-wise with the rest of the game's challenges. Since on-foot travel is so slow, you'll have to stay in your vehicle for almost all missions. When those missions involve firing upon or ramming into multiple foes with a slippery ride, you may dread completing your Jiggie count. Also, having to deposit Jiggies in the bank after winning them, as well as carting vehicle parts back to the center of town to unlock them adds an extra layer of escorting anti-fun.

It's A Collect-a-thon Too: Inasmuch as Rare comically turns the lens upon itself over its obsessive item collecting gameplay mechanics, it doesn't appear that criticism has been taken to heart in Banjo Kazooie: Nuts & Bolts. You're still hoarding a ton of stuff: parts, notes, Jiggies, trophies, Jinjo challenges. Perfect for the maniacal completist, but tired for those of us who had enough "thing" warehousing last decade.

Highly Polished Dullness: Many of the game's challenges simply aren't any fun — driving around in a circle for two minutes, for example. For as much stuff as there is packed into Nuts & Bolts, there isn't a ton of substance. The core gameplay feels distinctly hollow, with the real appeal seemingly for those who prefer to beat the clock, optimize their creations and see 100% of each widget and doodad in their inventories.

Banjo Kazooie enthusiasts may bemoan the lack of platforming, whatever that really means anymore, in Nuts & Bolts, but the game is actually quite enjoyable as a unique take on the action-adventure genre. It almost feels like Rare — and the Banjo Kazooie fan, for that matter — would have been better served offering a compromise of gameplay styles — things that can be completed with and without the use of the game's near infinite customized vehicle choices. In the end, Nuts & Bolts feels more like a googly-eyed version of a Grand Theft Auto game, one filled with simplistic driving missions piecing together a micron thin storyline.

Even if you despise the new direction that Rare has taken with the series, given the financial investment required, we'd advise cautious fans giving Banjo Kazooie: Nuts & Bolts a spin. The urge to see and do everything may peter out, once you've had your fill of scratching your collection itch or suffered through some of the game's deplorable vehicle handling, but there are still moments of fun buried within.

Banjo Kazooie: Nuts & Bolts was developed by Rare, published by Microsoft Game Studios and released in North America on Nov. 11 for Xbox 360. Retails for $39.99 USD. Completed single-player campaign, tested online multiplayer.

Confused by our reviews? Read our review FAQ.

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Kotaku-5083402 Tue, 11 Nov 2008 14:40:00 MST Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=5083402&view=rss&microfeed=true
<![CDATA[ Rare About-Faces; Teeny-Tiny SDTV Text Will Be Fixed ]]> Banjo Kazooie: Nuts & Bolts players gaming on antique standard-defiinition television sets have in some cases been unable to read dialogue text, which shows up fine on HDTV sets. This is kind of an issue as there's no voice acting in the game and the dialogue delivers clues for what you're supposed to do next. Originall, Rare's George Killion said SDTV was SOL and there would be no fix.

Comes now George to pass word from Microsoft PR that the text issue will in fact be patched. Here is the statement, posted on the Banjo Blog.

“It has come to our attention that people are experiencing subtitle [dialogue text] readability issues with Banjo Kazooie: Nuts & Bolts on Standard Definition TVs. We would like to assure you that contrary to earlier reports, we are aware of the issue and currently working on a title update to be released within the next 30 days that will fix it for those with Standard Definition TVs. We’re committed to ensuring all fans of the franchise are able to have the best experience possible with Banjo-Kazooie: Nuts & Bolts.”

No word on when the patch is available, but it sounds like it's a priority if Microsoft PR is taking charge.

GOOD NEWS: Fix for Small Text on SD TVs Issue in the Works! [Banjo Blog via RareWitchProject and thanks to gamer4250 for the tip]

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Kotaku-5080537 Sat, 08 Nov 2008 11:00:00 MST Owen Good http://kotaku.com/index.php?op=postcommentfeed&postId=5080537&view=rss&microfeed=true
<![CDATA[ Rare Want Killer Instinct On XBLA ]]> Speaking with 1UP, Rare's Mark Betteridge was asked about the chances of us seeing more Rare games on Xbox Live Arcade now that the original Banjo Kazooie is up for download. Surprisingly/fortunately, Betteridge did not beat around the bush:
Sure! It's something that we've been looking at. It's all about building a platform where we can do that stuff without impacting the newer things here. It would be great if we could get Killer Instinct coin-op on there.

You know what, Mark? That would be pretty great.

A Rare Look at Rare [1UP]

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Kotaku-5078939 Thu, 06 Nov 2008 21:20:00 MST Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=5078939&view=rss&microfeed=true
<![CDATA[ Banjo Kazooie A Little Broken, Rare Will Not Fix ]]> Banjo-Kazooie: Nuts & Bolts on the 360 has a problem. Like Dead Rising a few years back, it has small text. This small text looks nice and clean on a HDTV, but if you're still soldiering on with a CRT television, you won't be able to read it. It's just too small, too blurry. The problem was noticed as soon as the demo went live, so with the game yet to be released, there's still time to fix the problem, yes? Uh...no. Rare's George Kelion has said:
I'm sorry that we weren't able to address this issue as nothing would please us more than turning all your complaints into gleeful responses, but it's simply something that's too expensive in terms of time, resources and money to alter.

Wouldn't have been so expensive if someone had thought to check earlier in development, and...oh, that's not helping, is it.

Rare: No fix for Banjo SD TV issue [CVG]

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Kotaku-5077727 Wed, 05 Nov 2008 20:20:00 MST Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=5077727&view=rss&microfeed=true
<![CDATA[ This Retro Nintendo 64 Game Ad Is NSFW Maximum Risky! ]]> With the family friendly route Nintendo has taken the last couple of years, it's easy to forget games like Nintendo Rare published, Rare developed, Nintendo 64 exclusive Conker's Bad Fur Day. This post is a reminder. The M-rated game with its raunchy humor had M-rated ads, appearing in places like Playboy.

Check out the late night cable TV spot after the jump. It's MAXIMUM RISKY stuff, Diddy Kong Racing this ain't.

The most Risque Nintendo commercial ever [Infendo]

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Kotaku-5070813 Thu, 30 Oct 2008 06:00:00 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=5070813&view=rss&microfeed=true
<![CDATA[ NXE Impressions: Creating An Avatar, Playing With My Xbox ]]> We've been playing around with the New Xbox Experience for the Xbox 360 for a while now, testing out the "Blades" interface replacement that goes live Nov. 19 to every console owner. In short, the NXE is an impressive improvement, removing much of the unnecessary visual clutter that was present in the Xbox 360's original interface. It's faster, easier on the eyes and better organized — a good thing, considering the update is mandatory.

After updating to the New Xbox Experience, we were presented with an intro video welcoming us to the change that was impressively rendered, but of highly questionable worth. It did little to inform us about the updated interface, but as eye candy it was cute.

We moved on to Avatar creation, also a mandatory step.

The Xbox 360 will greet you with ten pre-made Avatars of both sexes that you can choose from. If you don't see one you like, hit X to randomize another set of ten.

We opted to customize one that looked a little more personal. That proved to be a bit of a challenge, as capturing your own look is more difficult than we had expected. Avatars are of higher fidelity than their Mii predecessors, making a recognizable caricature of yourself difficult.

You'll be able to customize your Avatar's hair, eyes, eyebrows, nose, ears, mouth, chin, body type and skin color. You'll also be able to add freckles, beauty marks and, curiously, face paint in camo, skull or tiger patterns. There are some very odd choices here. For instance, the Avatar will burp when the right analog stick is pressed in. Huh?

At first blush, however, the wild liberties Wii owners took with Miis to re-create celebrities and fictional characters seems to be mostly unattainable by Avatars. My Prince Leia and Homer Simpson were rather sad doppelgangers of what they were modeled after.

You'll also be able to pick out your Avatar's clothes, but from a frustratingly limited set. There's plenty of Xbox-themed stuff to choose from, like boots, jerseys, tees and sneakers, but you aren't given the option to modify colors, sizes or decals. Your stock choices feel bland, soon-to-be-dated or grossly out of fashion. In the end, the clothing and body choices we had made resulted in a very hate-worthy Avatar. It reflected the worst of our real-life style and made me wonder "Do I look like that much of a d-bag in real life?" (We later opted to drop recreating our own look and clothing. It was simply too hard to look at.)

You can then save your Avatar, as well as a few sets of outfits, to the hard drive. You then have the option to take a photo of your virtual self and use it as your Gamer Picture, should you choose to do so.

Fortunately, the method for doing all this stuff is mostly straightforward, even if the Avatar customization interface isn't as elegant as the rest of the NXE.

Should you ever want to change your Avatar, you can do so under the My Xbox series of folders. This is where you'll view your music, photo, and video libraries, alter your profile and system settings, or view content from a Windows Media Center.

You'll also play and install disc-based games from the My Xbox area. You'll also be able to view game details, Achievements and see what Xbox Live Marketplace content is available for the in-drive disc. We installed Dead Space to the hard drive in just about 10 minutes, deleted it in a few seconds.

Just for kicks, we tested a few original Xbox titles that still aren't supported by Xbox 360 backward compatibility. Neither Otogi nor Gunvalkyrie worked, so our hopes for a stealth BC update with NXE were dashed.

Overall, we're impressed by our first spin through the New Xbox Experience, even if Avatars feel limited and awkward, more of an excuse for microtransaction fashion relief than a new exciting feature. Keep checking back as we explore all the changes in the Xbox 360's new look and feel.

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Kotaku-5070578 Wed, 29 Oct 2008 17:40:58 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=5070578&view=rss&microfeed=true
<![CDATA[ Banjo Kazooie: Nuts & Bolts Demo Goes Live ]]> The latest entry in Rare's epic tale of bird meets bear is now available for download via Xbox Live Marketplace. The demo for Banjo Kazooie: Nuts and Bolts weighs in at 1.07GB of precious, precious hard disk space, and allows you to take control of the dynamic duo as they build vehicles and take on Jiggy challenges, or at least I am assuming it does, judging by the demo description.

Build awe-inspiring vehicles and tackle the Jiggy challenges in any way you see fit! Show your creations off over Xbox LIVE.

See? All kinds of vehicle building and challenge taking on to be had by all, two weeks in advance of the game's release. Enjoy!

Demo: Banjo Kazooie Nuts and Bolts [Xbox Live's Major Nelson]

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Kotaku-5070400 Wed, 29 Oct 2008 10:00:00 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=5070400&view=rss&microfeed=true
<![CDATA[ Viva Instiñct? Killer Piñata? KI Vision Cards For Viva Piñata ]]> Those poor, poor Piñata. Some paper ass is going to be kicked...

As far as incompatible franchise mashups go, Viva Piñata Vs Killer Instinct must be eligible for some kind of award. Only Manhunt Vs Animal Crossing could compete, really.

Nevertheless, that is what Rare are offering via the medium of Piñata Vision cards. By downloading and printing out this set of Killer Instinct themed Vision cards and then laboriously scanning them in to the game via a Vision camera, you can get some, er, KI Piñata.

PIÑATA VISION CARDS [Rare]

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Kotaku-5064791 Thu, 16 Oct 2008 16:20:00 MDT Stuart Houghton http://kotaku.com/index.php?op=postcommentfeed&postId=5064791&view=rss&microfeed=true
<![CDATA[ Justify Your Banjo Kazooie: Nuts & Bolts ]]>

If anything, we're now guilty of giving too much direction on justifying one's game. Rare's Neill Harrison took advantage of our goodwill, which is letting developers and producers prep ahead of time for Justify Your Game, resulting in carefully planned elevator pitches. For Banjo Kazooie: Nuts & Bolts, Harrison pretty much nails it following a minutes long mental practice. If it weren't for the last second awkwardness, this one would've been left on the cutting room floor. Thank the video gods for performance anxiety!

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Kotaku-5062045 Mon, 13 Oct 2008 20:00:00 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=5062045&view=rss&microfeed=true
<![CDATA[ This Is What Those Guys Were Watching ]]> We're done counting the tens of thousands of votes you people cast in our "What The Hell Are These Guys Watching?" poll, and the results are in! So just what was it that had the Japanese crowd enthralled/confused? Was it Microsoft's star show-stopper, Star Ocean 4? Or perhaps the other Square Enix attention-grabber, Last Remnant? Or maybe, just maybe, it was the other other Square Enix 360 exclusive, Infinite Undiscovery?

Nope. It was none of them. Believe it or not, the video presentation that was showing at the time was for Rare's Banjo Kazooie: Nuts & Bolts. Really. And every other time I saw it shown, people stopped, turned, and watched, where for most other titles (Star Ocean 4's STUNNING cinematics aside) they'd just keep on walking.

Guess it's not being marketed that heavily here, and looks, I don't know, different. Unique to Japanese eyes, maybe. Who knows! If you guessed wrong, chin up. There are more important things in life. If you guessed right, remember, internet bragging rights are yours for a day.

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Kotaku-5062274 Sun, 12 Oct 2008 14:20:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=5062274&view=rss&microfeed=true
<![CDATA[ New Banjo Kazooie: Nuts & Bolts Screens ]]> We got some awesome new images of everyone's favorite bear and bird. The screens definitely show us that the game still doesn't fail to impress visually. Sure, there are a lot of folks out there a little concerned about the Lego Grand Theft Auto tie in with the Banjo formula. Knowing Rare and what we've seen so far, I think we'll definitely give the bear a chance.

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Kotaku-5061179 Thu, 09 Oct 2008 14:00:00 MDT Adam Barenblat http://kotaku.com/index.php?op=postcommentfeed&postId=5061179&view=rss&microfeed=true
<![CDATA[ Banjo Kazooie: Nuts & Bolts Is Starting To Sound More Like LEGO Grand Theft Auto ]]> Carjacking, fleeing from the cops, and an open world in which you rub elbows with corrupt weasels and lowlife thugs doesn't sound like something you'd expect from a Banjo Kazooie game, but Rare may be giving impressionable boys and girls their first taste of Grand Theft Auto-style gameplay. We'd seen Banjo Kazooie: Nuts & Bolts at previous Microsoft get-togethers, but going eyes on with Rare's latest at Tokyo Game Show made us realize just how far they'd taken the former platformer.

Sure, it's still a grind of a collect-a-thon and the eyes are still as googly as the fur is furry, but Nuts & Bolts' repeatable missions and vehicular combat made us realize that Rare has something rather unique on their hands — a wide-open world without the ultra-violence.

While we knew all about the vehicle customization and creative puzzle solving, we didn't know that acquiring a "jiggy" following a successful challenge would turn into a high speed police chase. Turns out the cops are corrupt in Showdown Town, that hauling your bird and bear asses back to your safe house from the Jiggoseum was such an important part of the game.

Sure, it may have more hugs than hookers, more furry woodland creatures in overalls than drug dealers, but GTA-style game design looks to have had an influence on Rare. (Who says their skills aren't applicable today?) That players can carjack each other's rides via Xbox Live — you can lock your vehicles to prevent such a thing — makes us wonder if Rare will be the ones actually corrupting our youth.

Banjo Kazooie: Nuts & Bolts also has plenty of the Metroid-style backtracking and unlockable areas courtesy of new upgrades. But watching Rare's demo of the game today made us immediately compare it to Rockstar's most popular efforts, not so much classic Nintendo fare.

We'll see if the open world sandbox gameplay finds an audience. Nuts & Bolts, with its LEGO block-esque vehicle customization and cuddly free-roaming adventuring sounds like a winning combination (and the budget price doesn't hurt). We wonder if it will be a worthwhile pacifier for the underage crowd who want to go hog wild in a virtual sandbox.

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Kotaku-5060400 Wed, 08 Oct 2008 13:30:00 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=5060400&view=rss&microfeed=true
<![CDATA[ Banjo Kazooie's Japan Inspired Backpack ]]> While visiting the Xbox Japan offices, Rare gave a Banjo-Kazooie: Nuts and Bolts walk through, talking up the game. "It's good to be back in Japan, because Banjo was inspired by Japan," studio boss Mark Betteridge. Apparently, the character's backpack was inspired by backpacks that Japanese children carry around.

Rare's being especially bullish about online — creating a team dedicated to multiplayer — and about the game's creation aspects. In the age of LittleBigPlanet, competition is stiff, but Rare's confident in all the various vehicles players can make in Nuts and Bolts. When asked if there's the possibility for one proverbial user-created vehicle that could break the game, Betteridge replied: "I hope not. We are confident that we built a substantial world... No, it won't crash."

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Kotaku-5060415 Wed, 08 Oct 2008 07:00:00 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=5060415&view=rss&microfeed=true
<![CDATA[ A Rare, Collectible, Plush Squirrel ]]> Look! It's a rare, collectible, plush squirrel! Do you even need me to tell you what game this an Amazon-exclusive pre-order goody for? No, of course you don't, not because it's obvious, but because you will buy ANYTHING to get your hands on a rare, collectible....did we mention collectible? A rare, collectible, plush squirrel. This isn't just some average, run-of-the-mill, mass-production plush squirrel. You don't give a squirrel like this to a baby and let it chew on it for hours. No. This is a vacuum-sealed in a glass case squirrel. *drools*

Where was I? Oh yes! This is a pre-order bonus for Rune Factory 2: A Fantasy Harvest Moon for the Nintendo DS, and you can only get it at Amazon.com. You might want to set up your order now before this baby winds up on eBay's ridiculously inflated rare, collectible, plush squirrel aftermarket.

NATSUME ANNOUNCES EXCLUSIVE PRE-ORDER GIFT WITH AMAZON.COM FOR RUNE FACTORY 2: A FANTASY HARVEST MOON FOR NINTENDO DS

Order The Game Now And Receive A Rare, Collectible Plush Squirrel

Burlingame, Calif., October 6, 2008 - Natsume Inc., a worldwide developer and publisher of family-oriented video games, announced today that it will offer an adorable squirrel plush as an exclusive pre-order gift for customers who order Rune Factory 2: A Fantasy Harvest Moon for Nintendo DS from Amazon.com.

"There are gamers counting the days until they get their hands on Rune Factory 2, and we wanted to give them a little something special for being the first to order the game," said Hiro Maekawa, President and CEO at Natsume. "Fans of Rune Factory and Harvest Moon have loved the exclusive plushes that we have created for the series over the years, so we know that they will be excited to get their hands on this one and add it to their collection."

Rune Factory 2 will be available for the Nintendo DS system in U.S. retail outlets later this fall. The Rune Factory series combines the fun and rewarding Harvest Moon gameplay that fans know and love with the fantasy and excitement of an action-RPG, offering Harvest Moon fans and traditional RPG players the best of both worlds.

Rune Factory 2 is set several years after the first game. The evil Sechs Empire has been defeated, and the Kingdom of Norad is once again at peace. Things may not stay that way for long, however, as strange disturbances in the earth warn that a great evil is stirring. It's up to player to uncover this new threat to the land and bring peace to the kingdom once more. Over the course of the story, players will build and develop a farm, befriend townspeople, raise monsters, take on quests, and find a wife.

In a first for the Rune Factory series, the story of Rune Factory 2 is multigenerational. Players begin the game as Kyle, a strange man who comes to Alvarna Village.

Eventually, players will take on the role of Kyle's child, opening up a whole new adventure. It's an innovative feature that allows players to follow the story of their family and the townsfolk over two generations!

Rune Factory 2 is rated E for Everyone by the Entertainment Software Rating Board (ESRB).

To order Rune Factory 2: A Fantasy Harvest Moon and receive the limited addition squirrel plush, please visit http://www.amazon.com/Rune-Factory-Fantasy-Purchase-Nintendo-DS/dp/B001BWRBA8/ref=pd_rhf_p_img_1.

For more information on Natsume's titles, please visit www.natsume.com.

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Kotaku-5059394 Mon, 06 Oct 2008 08:40:00 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=5059394&view=rss&microfeed=true
<![CDATA[ Pre-Order Specifics for Claiming Free Banjo Kazooie ]]> We reported last week that you can grab Banjo Kazooie on XBLA in November for 1,200 points. Or you can snag it free by pre-ordering Banjo Kazooie: Nuts & Bolts. Rare helpfully, and applicably, put out info on which retailers are specifically offering free download codes with pre-orders. They are:

• United States: Amazon, EBGames, GameStop and GameCrazy
• UK: Amazon, Play.com, Game and Gamestation
• France: Micromania and Game
• Spain: Game
• Italy: GameStop
• Scandinavia: Game and GameStop

Canada, Japan, Ireland, Germany, Austria, Benelux, Switzerland, Australia and New Zealand are participating, but retailers there have yet to be confirmed, says Rare.

Nuts & Bolts Retailer Pre-Order Info for Free Banjo
[Xbox 360 Fanboy]

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Kotaku-5055981 Sun, 28 Sep 2008 11:00:00 MDT Owen Good http://kotaku.com/index.php?op=postcommentfeed&postId=5055981&view=rss&microfeed=true
<![CDATA[ Rare Speaks Up On Not Being "Applicable" Today ]]> EA Sports bossman Peter Moore, formerly of Microsoft and Sega, thinks Rare is bunch of "great people." He also thinks "the industry had past Rare by," that "their skillsets were from a different time and a different place and were not applicable in today's market." They might be beyond their googly-eyed "glory years." That's according to a Guardian interview, one that Mr. Moore wasn't quite expecting to be so... published in its entirety.

How does Rare feel about all this? MTV Multiplayer asked the developer's own Gregg Mayles, one of the creators of Banjo Kazooie, who says "I don’t take much notice about what people say about our games I work on, whether positive or negative." Mayles never mentions Moore by name.

It's a healthy attitude, we suppose, and Mayles adds that Rare doesn't have a formal plan in place to recapture its Nintendo 64-era status as superstar developer. It's just doing its own thing.

MTV also asked if that "thing" involved a new Killer Instinct game, something Rare has been rumored to be involved in — rumors that may have simply sprung up from internal misdirection.

Mayles' answer comes loaded with non-answers and maybe even a little bit of misdirection too. He said "If someone came up with some revolutionary idea for a new fighting game, yeah, we might think of resurrecting Killer Instinct." Who's to say that they haven't had that revolutionary idea?

Rare Responds To Peter Moore Out-Of-Touch Critique, Doubts ‘Killer Instinct’ Revival [MTV Multiplayer]

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Kotaku-5054866 Thu, 25 Sep 2008 19:00:43 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=5054866&view=rss&microfeed=true
<![CDATA[ Banjo-Kazooie Hits XBLA In November, Tooie Next Year ]]> Microsoft has announced that Rare's original Nintendo 64 platformer Banjo-Kazooie will be showing up for purchase on Xbox Live Arcade on November for 1200 Microsoft points. The game has been updated with with requisite achievements and mysterious graphical upgrades, which I certainly hope amount to more than bars on either side of the screen. Fans who don't want to wait quite as long will be able to pre-order the 360 entry in the series, Banjo-Kazooie: Nuts & Bolts, for a code that allows them to download the original for free two weeks before it goes live.

Rare's follow up to Banjo-Kazooie, Banjo-Tooie, is also slated to make an XBLA appearance in early 2009. Soon the Xbox 360 will encompass the entire bear / bird trilogy! How can it possibly contain so much awesome?

Banjo-Kazooie remake appearing on XBLA November 26th [Strategy Informer]

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Kotaku-5054277 Wed, 24 Sep 2008 12:00:00 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=5054277&view=rss&microfeed=true
<![CDATA[ No More Rare Revivals For Now ]]> It's time for Good News/Bad News.

Good News: Rare's senior animator, Elissa Miller, says that the company has no plans to revisit any more of its classic titles at the moment. "We've always got to have a reason to revive a franchise, we don't do games just for the sake of them," said Milller, speaking to 360 Gamer. Yay originality!

Bad News: This means no chance of revisiting some of the awesome games right at the back of Rare's Retro Cupboard. The ones in the dusty shoebox labeled Ultimate Play The Game.

I could give two figs for a new Banjo Kazooie game, but a next-gen Sabre Wulf, Head Over Heels or Gunfright? Now we're talking.

Rare: No plans to revive more old franchises[CVG]

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Kotaku-5052589 Fri, 19 Sep 2008 16:20:00 MDT Stuart Houghton http://kotaku.com/index.php?op=postcommentfeed&postId=5052589&view=rss&microfeed=true
<![CDATA[ Microsoft: Nun Unh, Peter Moore, Rare Is So Relevant ]]> In case you haven't been following, Peter Moore's "don't whine about your time at Microsoft" NDA expired this week, and he's been pouring his heart out over at The Guardian. It's been fun stuff. Particularly the bits where he totally slags off Rare, saying that the industry had "passed Rare by" and that they "were not applicable in today's market". Ouch. Well, Microsoft are having none of it, Phil Spencer telling GI.biz "Rare is a great studio that continuously delivers high-quality, award-winning titles for the Xbox platform and will continue to do so in the future". Which may or may not be true. Who knows. Spencer's smart, however, to also remind Moore of Rare's work on the 360's new avatar system, which in a strange twist of fate may turn out to be the most important thing they ever do for the console.

Microsoft defends relevance of Rare to Xbox business [GI.biz]

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Kotaku-5052052 Thu, 18 Sep 2008 23:30:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=5052052&view=rss&microfeed=true
<![CDATA[ Viva Piñata: Trouble In Paradise Review: Maximum Candiosity ]]> Rare's Viva Piñata, a series now four games deep thanks to two spin-offs, has always seemed like an odd fit for the Xbox 360 crowd. A property that seems squarely targeted at kids, "kidults" and Rare die-hards — oh, and the subject of merchandising opportunities — seems to have a "love it or hate it" appeal, as the gathering of brightly colored papercraft beasts accomplished by smart horticulture might be kind of a hard thing to wrap one's brain around. The sequel, Viva Piñata: Trouble In Paradise, likely won't do much to change minds, as it sticks close to the gameplay of the first, while giving hardcore fans of piñata herding more of what they love.

Can a gamer who wasn't a fan of the first find something to love in Viva Piñata: Trouble In Paradise? We gathered up some love and hate to find out.

Loved
Piñatas Are Cute(!): Even ornery old curmudgeons like myself can't help but be won over by little bobbling Sweetles and prancing Mousemallows. Spotting new creatures may wear on one's patience, as the intro sequence can't be skipped, but your garden's inhabitants may induce cute overload. Superficial, yes, but the adorable art style of the game's piñatas is hard to hate, even by the hardest of men.
Strong Visuals: However you may feel about Rare's aesthetic, it's hard to argue that Viva Piñata: Trouble In Paradise looks stunning in motion. There may be the odd level-of-detail pop-in and some frame rate sluggishness, but graphically the game is spectacular. The paper inhabitants feels more alive thanks to Rare's attention to detail and technical prowess.
Incredible Depth: There's an amazing amount of virtual stuff to collect, challenges to complete and ways to modify your garden. Mating mini-games are surprisingly fun. Two new environments, Dessert Desert and the Pinarctic, add a dash of variety and dozens of new species to horde, even if they don't bring much in the way of thrilling new gameplay.
Excellent Pacing: Despite a rough start, in which I didn't know what the hell my objectives often were or how to get them done, the game ramps up the difficulty relatively well. You may feel overwhelmed at times, as you juggle multiple objectives, watching your piñatas be picked off and as parts of your garden go to pot, but it's unlikely that you'll become bored with building out your garden.
Disarmingly Addictive: Gardening games, pet sims, god control — not exactly my thing. But time can fly by in Viva Piñata as the constant growth and encyclopedia additions, as well as the improved auto-saving, will make time fly by. Even when I had convinced myself that I was ready to give up, the game somehow managed to keep me absorbed for another hour.

Hated
It's Viva Piñata: To be honest, I wasn't a fan of the first Viva Piñata and, following the completion of this review, it's likely I'll never play Viva Piñata: Trouble In Paradise ever again. If you weren't fond of the first, it's likely you won't be fond of the second. The game feels, on many levels, like a redux release that does little to mix-up the gameplay, instead opting to streamline it and expand the piñata bestiary. The budget-y release price tag helps alleviate the feeling of been there, done that.
Hideous Humans: Inasmuch as the piñatas in the game are adorable, the humanoid characters are disturbing, creepy and annoying. Grating voice work compounds the hate.
Random Overcomplexity: Whether it's confusing interface choices or too many button presses to get done what needs to be done, Trouble In Paradise can frustrate with some of its control design decisions. The game has some welcome control revisions, but we sometimes felt lost in the UI.

I'm about to commit my least favorite review cop out — If you liked the first Viva Piñata for the Xbox 360, you will like the second even more. If you didn't like the first Viva Piñata for the Xbox 360, you're more than likely going to feel the same way about Trouble In Paradise. Some people get it and absolutely adore it, but I'm not one of those people. I couldn't stand Pikmin, for example, a title that I find similarly puzzling in its appeal. That doesn't mean that Rare has made a bad game by any means, just that its appeal continues to be selective.

Those who did appreciate the first will likely be thrilled by the addition of online multiplayer and local coop, even if the former is more successful than the latter in its implementation. An expanded roster, a "Fun For All" mode and better Live integration will probably bring you back, but if you never jumped in in the first place, we'd suggest a rental.

Viva Piñata: Trouble in Paradise, developed by Rare and published by Microsoft was released on Sept. 2 for the Xbox 360. Retails for $39.99. Focused on main campaign over the course of twelve hours, tested coop modes and Xbox Live online play.

Confused by our reviews? Read our review FAQ.

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Kotaku-5051882 Thu, 18 Sep 2008 16:40:48 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=5051882&view=rss&microfeed=true
<![CDATA[ Peter Moore On Rare: "Skills Not Applicable Today" ]]> Former Microsoft, current EA Sports exec Peter Moore continues to pull no punches in a series of interviews he's done with Guardian's Games Blog. This time around, he explains how not everyone at Microsoft loves being in the console business ("There was a vocal minority that disagreed with videogames as a cultural phenomenon") and dishes on why Microsoft killed the original Xbox ("The hard drive in every Xbox killed us"). But Moore get honest, brutally honest, about Rare. Back in 2002, Microsoft acquired a controlling interest in the company. According to Moore:

I thought ultimately it would be very successful — and you know, Microsoft, we'd had a tough time getting Rare back — Perfect Dark Zero was a launch title and didn't do as well as Perfect Dark...but we were trying all kinds of classic Rare stuff and unfortunately I think the industry had past Rare by — it's a strong statement but what they were good at, new consumers didn't care about anymore, and it was tough because they were trying very hard — Chris and Tim Stamper were still there — to try and recreate the glory years of Rare, which is the reason Microsoft paid a lot of money for them and I spent a lot of time getting on a train to Twycross to meet them. Great people. But their skillsets were from a different time and a different place and were not applicable in today's market.

This honesty from Peter Moore is refreshing and illuminating. But these Rare remarks must really sting. That is, if you're Rare. If not, well.

Peter Moore Interview: Part Three [Games Blog]

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Kotaku-5050970 Wed, 17 Sep 2008 06:40:00 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=5050970&view=rss&microfeed=true
<![CDATA[ Rumor: New Bungie, Rare Games Outed Next Week ]]> According to Gamer.tm, which cites an unspecified "industry insider," Bungie will be revealing its next title at an event in Europe next week. Bungie had planned to showcase the game at this year's E3, plans that were scrapped by its publisher, Microsoft.

Microsoft's Don Mattrick let slip during the E3 expo that the game was set in the Halo universe and that the title would be better served being shown at a "dedicated event." We're checking with Microsoft to see if the rumor has any validity, hoping that someone didn't dredge up and repurpose this old (and debunked) rumor.

Gamer.tm's source also points to a potential game reveal from Rare. That sounds a little less likely, as the UK developer still has Banjo Kazooie: Nuts & Bolts to wrap up and publicize. We'd recommend canceling any breath-holding you may have planned, but will update when we have anything further.

Bungie game announcement next week [Gamer TM]

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Kotaku-5050101 Mon, 15 Sep 2008 13:40:23 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=5050101&view=rss&microfeed=true
<![CDATA[ New Banjo Kazooie Nuts & Bolts Screens ]]> Even if Banjo Kazooie: Nuts and Bolts turns out to be nothing but a prelude to a bigger idea, the game sure does look good. We got a few new screenshots for you guys to drool over until the game comes out on Xbox 360 November 14th.

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Kotaku-5049030 Fri, 12 Sep 2008 14:00:00 MDT Adam Barenblat http://kotaku.com/index.php?op=postcommentfeed&postId=5049030&view=rss&microfeed=true
<![CDATA[ Rare - Avatar Idea Predates Miis ]]> When Microsoft announced customizable avatars as part of the new Xbox Live Experience at E3 this year, we weren't alone in thinking that it was a blatant attempt to copy Nintendo's success with Miis. Not so, says Rare! In an episode of Eurogamer TV, Rare's Head of Art for Avatars Lee Musgrave explains that avatars are an idea they've been kicking around since before the Wii's Miis.
“(Avatars were) an idea we had, even before Miis were part of the gaming scene, of putting these characters that you have an affinity with, not necessarily as part of the Xbox dash, but somewhere in the Xbox that you would play multiple games with, that you would have multiple experiences with that same character”

So while it could still be considered an attempt by Microsoft to capitalize on the success of Miis, don't drag Rare into that business. Miis were just a happy occurrence that helped bring their original idea to fruition.

The Eurogamer TV Show: Rare on Avatars
[Eurogamer via Strategy Informer]

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Kotaku-5048586 Thu, 11 Sep 2008 12:30:00 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=5048586&view=rss&microfeed=true
<![CDATA[ Next Banjo Game To Expand On Next Banjo Game ]]> As far as platformers go, Banjo Kazooie Nuts & Bolts is certainly...different. Remains to be seen how effective the vehicle elements are, but hey, it's different. If it doesn't work, it can go on the pile of stuff Rare's done that hasn't worked, and they'll move on. And if it does work? Rare's Ellissa Miller:
[Nuts & Bolts] is like an introduction to what we could do. If we went on and did some more then we could push it. If it was accepted and people enjoyed it then we could definitely push it in a much bigger direction. This is like an opening to a new type of gaming I guess.

Sounds good to me. Hell, even if Nuts & Bolt doesn't work, no harm in pushing the originality envelope a little further.

Next Banjo will "expand" N&B concept [CVG]

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Kotaku-5047083 Tue, 09 Sep 2008 01:30:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=5047083&view=rss&microfeed=true
<![CDATA[ Killer Instinct III Unveiled Via...Sheet Music (Huh?) ]]> Despite the odd hint dropped here and there, there's been no official proof that Rare are working on Killer Instinct 3. And there's still not any proof! But boy, if there was proof, wouldn't it be great if it was via some sheet music for the game's score? Like this one, purportedly from KI3's "Main Title"? Even if it is - as seems likely - a total fake, as far as fakes go it scores a perfect ten for originality. Sure as shit beats some poorly-photoshopped box art or a blurry "screenshot" taken off a CRT TV.

Sheet music to Killer Instinct 3 makes the internet rounds
[MundoRare, via Dtoid]

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Kotaku-5044659 Wed, 03 Sep 2008 02:30:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=5044659&view=rss&microfeed=true
<![CDATA[ Viva Piñata Community Site & Treasure Hunt ]]> Rare has just launched a community site for Viva Piñata: Trouble In Paradise. By Signing in with your LIVE ID, you can display your game stats as well as share pictures of your Gardens and any Piñata Vision cards you have found.

To promote the game's launch, Xbox.com are running a Viva Piñata treasure hunt.

Piñata egg icons will be dotted around the Xbox.com site. Clicking on each of them reveals a hidden PDF file containing a Piñata Vision card that can be printed out and imported into the game using a LIVE Vision camera. There are 25 such cards to collect on Xbox.com and Xbox Community Manager Graeme 'AceyBongos' Boyd will be distributing 25 more via XCN.

Each Vision Card contains an exclusive Piñata that can be imported into your current game.

Viva Piñata Community Site

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Kotaku-5044581 Tue, 02 Sep 2008 17:20:00 MDT Stuart Houghton http://kotaku.com/index.php?op=postcommentfeed&postId=5044581&view=rss&microfeed=true
<![CDATA[ Rare - No Viva Piñata DLC, Maybe New Banjo Kazooie? ]]> Viva Piñata fans hoping to get an extra dose of paper animal wrangling after VP: Trouble In Paradise will be disappointed, according to a recent web chat with the developers.

"We don't have any plans for DLC. As far as the team is concerned we are taking a break from VP for a while to make something new. But things change quickly in the software industry so next week it may be a completely different story"

But what could this new game be? I spoke to Rare's Community Manager George Kelion, who said that the team were keen on a fresh challenge after spending so long cooped up with just sentient Piñatas for company.

"With VP2 out the door and Banjo in its vinegar strokes, we're focusing on getting the Avatars all finished and done for the New Xbox Experience," said Kelion, "After that, it'll most likely be a mix of new projects and hopefully a Banjo sequel.. maybe? Fingers crossed, anyway!"

Chatting in Paradise [Mondo Rare]

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Kotaku-5043657 Fri, 29 Aug 2008 14:30:00 MDT Stuart Houghton http://kotaku.com/index.php?op=postcommentfeed&postId=5043657&view=rss&microfeed=true
<![CDATA[ New Banjo-Kazooie Video Shows Upcoming Industrial Goodness ]]>
Every Time I see anything from Banjo-Kazooie: Nuts and Bolts I am in awe by how stunning the graphics look. In this new video we get to fly through one of the new industrial environments. The game will be out November 18th for Xbox 360.

Pre-Order Banjo-Kajooie: Nuts & Bolts Gets Free, Early Access to XBLA Original

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Kotaku-5038829 Tue, 19 Aug 2008 11:40:00 MDT Adam Barenblat http://kotaku.com/index.php?op=postcommentfeed&postId=5038829&view=rss&microfeed=true
<![CDATA[ Viva Piñata 'Museum' Video ]]>

"On the seventh day, we ran out of candy..."

Rare continue their series of Halo 3 'tribute' virals with this nod towards the 'Museum' ad.

For my money, it doesn't work quite as well as 'Believe' - mainly because the sombre woman in a Piñata mask they have got to play Leafos seems to be on the verge of turning the proceedings into a Bat For Lashes video.

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Kotaku-5037665 Fri, 15 Aug 2008 14:20:00 MDT Stuart Houghton http://kotaku.com/index.php?op=postcommentfeed&postId=5037665&view=rss&microfeed=true
<![CDATA[ Rare: Shut Up, Kameo And PDZ Sold A Ton ]]> You want to point to either the poor quality of the 360's launch lineup or the decline in standards at Rare, and you point to two games: Perfect Dark Zero and Kameo. A boring shooter and a boring platformer. But you think Rare give a fig what you think about them? They're a business, they care about sales, and according to Rare's Nick Burton, they sold quite nicely thank you very much:

One of the things that I always find funny is when people always quote Kameo and Perfect Dark Zero as being flops at the launch of the 360. In the industry if you break even you're lucky, you're in the minority. If you make a decent amount of money you're really in the minority. You're in the top percentile. Those two games made a lot of money. For the install base they sold phenomenally well. Kameo is still selling now.

Who the hell is still buying Kameo?

Rare: Perfect Dark and Kameo 'sold phenomenally well' [Videogamer]

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Kotaku-5034050 Thu, 07 Aug 2008 03:30:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=5034050&view=rss&microfeed=true
<![CDATA[ Half Of Rare Hard At Work On Secret Googly Eyed Projects ]]> Hang tough, Rare fans. If Viva Piñata: Trouble in Paradise and Banjo Kazooie: Nuts & Bolts aren't quite scratching your Rare itch, the developer has more in store. Nick Burton, a senior software engineer at Rare, tells Videogamer that the developer's officially announced titles are being tackled by "about half" of the current staff, hinting that much more is on the way. Dreams of Killer Instinct 3 may be dancing in our heads, but we'll try not to get too excited.

When will we find out? According to Burton, "soon enough." If that means Leipzig Games Convention, we'll be surprised, and expect that we'll hear real details after the release of Rare's already in development Xbox 360 titles.

Rare: Half the studio working on secret projects [Videogamer]

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Kotaku-5033527 Tue, 05 Aug 2008 20:00:23 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=5033527&view=rss&microfeed=true
<![CDATA[ Xbox Developer Dead in Murder-Suicide ]]> Very sad news from Redmond, Wash. Melissa Batten, 36, a software development engineer in Microsoft's Xbox division, was murdered by her estranged husband, who then shot himself to death, earlier this week.

Batten, a Harvard-educated lawyer, was a Software Development Engineer in Test for Microsoft, supporting Rare on its 360 titles work. She had worked for Microsoft since 2002, earning credits in Halo 3 and Gears of War as an SDET. Earlier, as a lawyer, she had been a public defender for the Mecklenburg County (Charlotte, N.C.) Public Defender's Office.

Her husband, Joseph Batten, was also 36. He had also worked for Microsoft but most recently worked for Wizards of the Coast, publisher of hobby games such as Magic: the Gathering. Melissa had obtained a restraining order against her husband on July 21. Another news story describes Joseph Batten as obsessive and verbally abusive, and when she learned he had obtained a handgun, she sought the protection order.

This is a video from Coin-Op TV showing Melissa at E3 discussing Banjo Kazooie: Nuts & Bolts:


Murder Victim Got Emergency Protection Order [KING-TV, with footage]
Slain Woman Had Protection Order [Seattle Post-Intelligencer]
Banjo Kazooie: Nuts & Bolts at E3 [Coin-Op.tv]

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Kotaku-5032443 Sun, 03 Aug 2008 08:00:00 MDT Owen Good http://kotaku.com/index.php?op=postcommentfeed&postId=5032443&view=rss&microfeed=true
<![CDATA[ Banjo Kazooie: Nuts & Bolts Googly Eyed Impressions Of Slippery Physics ]]> Whilst sitting in on an official demo of Banjo Kazooie: Nuts & Bolts at E3, one narrated and directed by Microsoft Games Studios' Ken Lobb and Rare's Mark Bettridge, I found it impossible not to be impressed by the platformer. The sheer number of parts, contraptions, and options, combined with what appeared to be a straightforward interface — a challenge when building something in 3D — made it clear that there's lots to do in the third proper Banjo Kazooie game.

The thing that appealed to me most was the game's Leaderboards implementation. It essentially lets players download replays of the game's challenges, letting other players improve upon, for example, the ideal way of moving a giant ice cube man up a slippery slope. That feature reminded me of my obsessive Diddy Kong Racing days, in which I was racing against ghost data and fighting the Nintendo 64 analog controller to shave seconds off my time.

That kind of community driven perfection, letting others watch your best time at scoring goals on an oversized soccer pitch, with the most creative vehicle implementation possible, may be Banjo Kazooie: Nuts & Bolt's most appealing feature.

Lobb and Bettridge recounted some of the more creative vehicle builds, including creations that mimicked aircraft carriers and space shuttles, the kind of things that lead to ingenious overcoming of obstacles. That someone built a Godzilla clone out of parts at Mumbo's workshop should excite user generated content fanatics.

In one challenge to score some Jiggies, the in-game currency, Banjo was tasked with getting some soccer balls into a goal. One vehicle used a V-shaped scoop with a spring loaded boot to carry the ball then kick it in. A simpler vehicle was essentially a giant basket, capable of transporting four balls at a time. There are many more options, like sticky balls, air hoses, and vacuums that can get the job done, making for some insane replayability.

The new Banjo Kazooie looks sharp too. It's as bright and busy as Rare's Kameo: Elements of Power and Viva Pinata, but far easier on the eyes. It's dripping with impressive reflections and water effects, giving Banjo and Kazooie a hell of a visual upgrade since their last appearance.

Finally getting my hands on the game, however, is where the shine started to wear off. While Banjo controls well, and Kazooie's magic wrench is easy to come to grips with, vehicle control was amazingly challenging. Watching the vets at Rare play, the game looked more fun than a box full of puppies. Actually trying to complete the game's challenges, whether it was with a pre-built beginner vehicle or an expert level one, was just short of maddening.

My rides wound up in the drink far more than I had expected after overturning and losing control. This sort of thing can probably be prevented when one comes to grip with the Xbox 360 control scheme and gets a better handle on the intricacies of the tractor beam-like magic wrench, but for the first 20 minutes or so, I was cursing the game's physics.

We look forward to more time with Banjo Kazooie: Nuts & Bolts and its rich vehicle editor. We didn't get to tackle any of the more traditional on-foot platforming sections of the game at E3, so we don't feel like we've had a complete experience yet.

We're hoping that the floaty nature of the vehicles is due to little time spent hands-on — and that the camera becomes more usable closer to release — but have become optimistically cautious, instead of cautiously optimistic, about tackling the final release.

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Kotaku-5026894 Fri, 18 Jul 2008 18:40:55 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=5026894&view=rss&microfeed=true
<![CDATA[ Xbox Live Reinvented This Fall - Adds Avatars, Live Party ]]>


Microsoft's John Schappert took the stage today at Microsoft's E3 2008 press conference to reveal the new face of Xbox Live. Coming this Fall, your gamer tag will now be linked to an avatar, designed by the folks at Rare, who will then be customizable with any of thousands of pieces of clothing, accessories, etc., all available via Xbox Live Marketplace. What a surprise!

The avatars, much like Miis, will be playable in many upcoming Microsoft games, including Uno on Xbox Live and the new Scene-It!: Box Office Smash.

There's also a new community channel called Live Party, where you can add up to 8 friends to chat and share content, such as photos.

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Kotaku-5024996 Mon, 14 Jul 2008 12:12:48 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=5024996&view=rss&microfeed=true
<![CDATA[ Rare Denies X-Waggle Rumor, Chastises Kotaku Comments ]]> Rare is denying that Banjo Kazooie: Nuts & Bolts is a motion-controlled game, hoping to kill the rumors once and for all.

"There’s no truth to the Banjo motion control rumor," said Rare's George Kelion. "Banjo has been designed to be played using a game pad from the outset."

Microsoft yesterday denied that a suggestive comment made by Ken Lobb in a clip video referred to motion control.

Kelion admitted that while he's not privy to every design detail about the game, on having played the title, he played it with a normal controller and noted the absence of motion control input.

But is Rare doing something with the fabled X-waggle? "No idea," said Kelion. "And that's the truth."

"People shouldn’t take rumors that gestate in comments sections so seriously, even on respectable news sites like Kotaku. They can often turn out to be red herrings, as is the case with Banjo and motion controls," he said.

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Kotaku-5023778 Thu, 10 Jul 2008 13:20:00 MDT Leigh Alexander http://kotaku.com/index.php?op=postcommentfeed&postId=5023778&view=rss&microfeed=true
<![CDATA[ Microsoft Denies Motion Control Revealed Via Banjo Kazooie Preview ]]> Last night, in a preview video for Rare's Banjo Kazooie: Nuts & Bolts, clip commentator Ken Lobb dropped some knowledge on controller twisting in the Xbox 360 platformer. That lead to some speculation that the Microsoft Games Studio creative director had just confirmed motion control, in a roundabout way. Not so, says Microsoft, who tells us there is no truth to the speculation. See?

“There is no truth to this speculation," reads an official statement that comments on rumor and speculation. "Ken’s comment is in reference to rotating the left analog stick while hitting the X-button to move different things in the game.”

Aw, you're no fun, official statement. Why'd you have to come in to our post and spoil the speculative fun? Regardless of this denial, we're still sticking to our multiple E3 predictions based on an X-waggle reveal. Bring on the accelerometer! [Edit: I mean X-elerometer!]

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Kotaku-5023549 Wed, 09 Jul 2008 15:20:14 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=5023549&view=rss&microfeed=true
<![CDATA[ Does This Banjo Kazooie Video Confirm An Xbox 360 Motion Controller? ]]> Did Ken Lobb, creative director at Microsoft Game Studios, just confirm motion control will be a factor in the newest Banjo Kazooie game? We're saying it's a "definite maybe." Others are saying yes, based on Lobb's comments in a Banjo Kazooie: Nuts & Bolts walk-through with developer commentary. What comments?

Specifically, Ken says "The primary function that Kazooie has in the game is she carries this wrench and the wrench is used for many different things. One of the things that the wrench is used for is to turn these devices. So you basically grab with the wrench and then you twist the controller around and it'll move different things in the game."

While we're mostly positive that Microsoft will be spilling the official beans on X-waggle come next week, we're not going to take Ken's word as motion controlled gospel. He could have merely misspoke, even if it's a rumor we've heard before. If you want to be the judge, make it to the 4 minute mark on the IGN video linked below.

Banjo-Kazooie: Nuts & Bolts Xbox 360 Developer Commentary - Showdown Town Walkthrough [IGN - thanks, William!]

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Kotaku-5023175 Tue, 08 Jul 2008 20:00:08 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=5023175&view=rss&microfeed=true
<![CDATA[ New Viva Piñata 2 Screens ]]> Courtesy of Rare, here's four new screens for the upcoming Viva Piñata: Trouble in Paradise. Things are looking lovely, there's no doubt of that. But the first one looked (and played!) lovely, too. And still, nobody really paid any attention. Will genie huts and birds with gas masks change that? Probably not, but there's always hope!

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Kotaku-5019407 Wed, 25 Jun 2008 06:00:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=5019407&view=rss&microfeed=true