Toys for Bob, the studio behind the celebrated revivals of Crash Bandicoot and Spyro the Dragon, has publicly declared its ambition to take on another beloved mascot platformer from gaming’s golden era: Banjo-Kazooie. In a revealing interview, key members of the studio confirmed that the desire to create a new entry in the long-dormant franchise is not merely a passing thought but a recurring aspiration shared by many on the team. For fans who have spent years hoping for the return of the bear and bird, this represents the most direct and credible signal yet that a revival could be in the hands of developers who genuinely understand and revere the source material.
The Studio’s Track Record of Reviving 90s Mascot Platformers
Toys for Bob has built a reputation as one of the most skilled teams in the industry when it comes to breathing new life into classic franchises. The studio’s work on Crash Bandicoot 4: It’s About Time demonstrated a deep understanding of what made the original Naughty Dog games special while introducing modern mechanics and design sensibilities that felt natural rather than forced. That title was widely praised for capturing the spirit of the originals while pushing the gameplay forward in meaningful ways.
Currently, the studio is focused on revitalizing the Spyro the Dragon series with Spyro: A Realm Beyond, a title slated for release across all major consoles and PC in Spring 2027. This project places Toys for Bob in a unique position: they are actively working on two of the three most iconic mascot platformer franchises from the late 90s. The natural question, then, is whether they can complete the trilogy by taking on Banjo-Kazooie, the third pillar of that era’s platforming royalty.
What Toys for Bob Said About Banjo-Kazooie
During an appearance on the Kinda Funny Gamescast, Associate Creative Director Lou Studdert and studio head Paul Yan were asked directly whether the topic of a Banjo-Kazooie game ever comes up around the office. The response was immediate and telling. Both men laughed before explaining that the subject arises frequently, driven by the genuine passion the team holds for Rare’s iconic franchise.
“It’s a franchise we love. Again, as platformer fans, Banjo is at the top of the heap,” Studdert said. “We have some huge fans of that franchise on our staff. I’m talking, they’ve got the Jiggy as their profile pic kind of a thing. They’re that level of fan. So, you know, if the opportunity ever arose, that’d be amazing. We love the franchise.”
Paul Yan expanded on the philosophical alignment between the studio’s creative identity and what Banjo-Kazooie represents. “If you look at the throughline of the types of games that we like to make, I can imagine that that’s part of that staple as well. Those characters, you described as ‘nostalgic.’ I think that’s one way of looking at it. I think of them as timeless. They’re iconic. The types of games that we want to produce are ones that speak to a timeless place in the player as well, an ageless place, right? We call it the inner child. So I think those are wonderful games. We’re huge fans.”
These statements go beyond polite interest. They reveal a studio that sees Banjo-Kazooie as a natural extension of its portfolio and creative mission. The reference to staff members using the Jiggy—the golden puzzle piece that serves as the series’ central collectible—as their profile pictures is a small but telling detail that underscores the depth of fandom within the studio.
Why Banjo-Kazooie Has Been Silent for Over a Decade
To understand the significance of Toys for Bob’s interest, it is necessary to recognize the complicated ownership and rights situation surrounding the franchise. Rare was acquired by Microsoft in 2001, shortly after the launch of the original Xbox. The last mainline Banjo-Kazooie game, Banjo-Kazooie: Nuts & Bolts, was released in 2008. That title, while ambitious and creatively interesting, divided the fanbase by shifting the focus from traditional platforming and collect-a-thon mechanics to vehicle-building and physics-based challenges.
Since then, the franchise has remained dormant aside from Banjo and Kazooie’s inclusion as a playable fighter in Super Smash Bros. Ultimate on the Nintendo Switch. That appearance reignited interest among a new generation of players and reminded older fans of what made the series special. But no new game has materialized, and Microsoft has shown little public indication of prioritizing a revival.
This is where the question of rights becomes critical. Any new Banjo-Kazooie game would require Microsoft’s approval and likely involvement, as the company owns Rare and its intellectual property. Toys for Bob, meanwhile, is currently an independent studio after splitting from Activision and Microsoft’s broader organizational structure. This independence gives them creative freedom, but it also means they would need to negotiate a publishing deal or partnership to work on a Microsoft-owned IP.
What a Toys for Bob Banjo-Kazooie Could Look Like
Based on the studio’s previous work, a Banjo-Kazooie revival under Toys for Bob would likely balance respect for the original formula with thoughtful modern updates. The original games, developed by Rare for the Nintendo 64, were defined by sprawling, interconnected hub worlds, a vast array of collectibles, charming characters, and tight, responsive platforming. They also featured a distinctive sense of humor and a willingness to experiment with genre conventions.
Toys for Bob’s approach to Crash Bandicoot 4 offers a useful template. That game retained the core structure of linear levels, crate smashing, and gem collecting that defined the original trilogy, but it introduced new mechanics like the Quantum Masks, which allowed for time manipulation, gravity shifts, and other gameplay twists. The result felt both familiar and fresh. A similar approach to Banjo-Kazooie could preserve the open-ended exploration and item-based progression while introducing new movement abilities, more dynamic world interactions, and a modernized control scheme.
The studio’s work on the Spyro Reignited Trilogy also demonstrates their ability to handle classic character design and world-building with care. That remaster was praised for its faithful yet visually stunning recreation of the original titles, proving that Toys for Bob understands how to update a game’s presentation without losing its soul.
The Broader Context: Mascot Platformers Are Making a Comeback
The timing of this revelation aligns with a broader resurgence of interest in mascot platformers. The success of Crash Bandicoot 4, the Spyro Reignited Trilogy, and titles like Yooka-Laylee (itself a spiritual successor to Banjo-Kazooie) have demonstrated that there is a substantial audience for this style of game. Younger players who missed the original releases are discovering these franchises through remasters and digital re-releases, while older fans are eager for new experiences that capture the same magic.
Toys for Bob’s proven ability to execute high-quality revivals positions them as perhaps the ideal candidate for bringing Banjo-Kazooie back. The studio understands the technical and design requirements of the genre, respects the source material, and has a team that genuinely loves the franchise. The question is not capability but opportunity.
The Challenges That Stand in the Way
Despite the enthusiasm from Toys for Bob, several obstacles remain. The most significant is the ownership issue. Microsoft has shown interest in leveraging its back catalog of Rare IP, but the company’s priorities have shifted over the years. The recent massive shake-up at Xbox, including layoffs and restructuring, adds another layer of uncertainty. Whether Microsoft sees Banjo-Kazooie as a priority worth investing in remains unclear.
Additionally, Toys for Bob is currently committed to delivering Spyro: A Realm Beyond in 2027. That project will occupy the studio’s primary resources for the next several years. Even if a deal were reached, development on a Banjo-Kazooie game would likely not begin in earnest until after the Spyro title ships.
There is also the question of expectations. Banjo-Kazooie has a passionate and vocal fanbase, and any new entry would face intense scrutiny. The studio would need to navigate the delicate balance between innovation and tradition, a challenge that has tripped up many revivals in the past.
What Fans Should Take Away from This News
The most important takeaway is that Toys for Bob’s interest is genuine and deeply felt. This is not a studio paying lip service to a popular franchise to generate positive press. The specific details shared in the interview—the profile pictures, the recurring office conversations, the emotional language used to describe the series—indicate a team that would approach a Banjo-Kazooie revival with the same care and passion they brought to Crash and Spyro.
For now, fans can do little more than wait and watch. The video game industry is unpredictable, and the path from studio interest to greenlit project is long and uncertain. But the fact that a studio of Toys for Bob’s caliber has publicly stated its desire to make this game is a meaningful development. It puts the idea into the public consciousness, creates pressure on the rights holder, and signals to the market that a talented team is ready and willing to take on the challenge.
If the opportunity ever arises, the studio’s leadership has made it clear that they would jump at the chance. “If the opportunity ever arose, that’d be amazing,” Studdert said. For a franchise that has been dormant for nearly two decades, that simple statement of intent may be the most hopeful sign yet that Banjo and Kazooie’s next adventure could one day become a reality.