
Donkey Kong Bananza review - delirious destruction derby takes hammer to platforming conventions
Donkey Kong demolishes those concerns. He demolishes a lot in Bananza. It may resemble a Mario 64-style 3D platformer on the surface, with its themed worlds festooned with giant bananas to sniff out and collect, but DK's fists show total disregard for the playground as built. All terrain is destructible. Mash the buttons and his powerful arms thump tunnels through hills, pound pristine lawns into muddy craters and tear up wodges of stone to swing as sledgehammers for even speedier landscaping. He is less a platforming mascot than a potassium-powered level editor.
On a primal level, that's almost enough to hold your attention. There's an easy, repeatable joy in throwing a punch this well programmed: the jolt of pause as knuckles collide with rock, the snarl of Joy-Con 2 rumble, the way surfaces splinter before another hit brings down the entire wall. I can see Bananza having a second life as an executive stress reliever; a virtual rage room where you heave exploding boulders at cliffs to reduce them to pockmarked swiss cheese. You can even invite a co-op pal along to shoot projectiles from DK's back and accelerate the chaos (or act as a devilish tag along to a player trying to avoid any carnage).
There is motivation behind the mayhem. The existing Kong clan (getting some choice cameos that channel the comic spirit of Rare's Donkey Kong Country games) is expanded by villainous mining Kongs set on snagging a treasure at the planet's core. En route they kidnap Pauline, the young singer whom Donkey Kong originally snatched in his arcade debut. But Kong and Pauline are on better terms here: she coaxes animal superpowers by belting out powerful earworms straight into his skull. If my plot recollection seems hazy, it's only because it's been supplanted in my mind by her Latin pop ditty about the joy of being a zebra.
This is a strange world but an even stranger platforming proposition. How do you design obstacles for a hero who can tunnel under laser fences or jackhammer doorways through barriers that would have stopped Mario in his tracks? Truthfully, it takes a beat to find the answers. There is an initial mushiness to worlds that can be excavated from any angle. Sometimes you blindly mine into rewards intended for challenges you have not yet uncovered or parsed, and the haphazardness of these unearned prizes has you wondering, for a second, if the game's freeform audacity rings as hollow as the caves you're punching into existence.
But no. Later, rolling plains and jaunty lagoons make way for more dangerous landscapes, where solid ground protects you from poison swamps, icy lakes and lava. Down here, land is life, so your treatment of it becomes more deliberate, your strikes more surgical. When metal caterpillars gobble a wooden life raft or a pogoing menace punches through a platform you tenderised into a thin sliver, you suddenly appreciate the method in Nintendo's morphable madness. Boss fights make exceptional use of fragile terrain, keeping DK from walloping chunks from their giant bodies by rendering arenas more and more uneven as fights unfold.
The only fumble in these later stages is the overpowered nature of the Bananzas themselves. These animal transformations imbue DK with speed, flight, strength and more, and when contained in the challenges or levels built for them they sing. You are reminded of Mario's Odyssey possessions and how perfectly realised each of those physical sensations was. But taken out of that context – when returning to earlier stages to mop up collectibles, for example – they become instant win buttons, dulling the ingenuity of Nintendo's platforming designs.
I'm not sure Bananza has the same legs as Mario Odyssey. Where that game blossomed in a rich, post-credit endgame, DK lives more in the moment: moving ever forward, chewing through new ideas and never stopping to pulverise the roses. Come the game's epic climax, he has smashed through concrete, rubber, watermelon, ostrich eggs, entire Donkey Kong Country homages, glitter balls – even the NPCs he's trying to protect. If the weight of Switch 2 does lie on his shoulders, that's just one more tool to bash a hole in the universe. His appetite for destruction is infectious.

Try Our AI Features
Explore what Daily8 AI can do for you:
Comments
No comments yet...
Related Articles


Metro
3 hours ago
- Metro
The biggest problem with the Nintendo Switch 2 is that it's too big
A reader is happy with the games on the Switch 2 but wishes that it, and other modern portables like the PlayStation Portal, were a bit smaller. The first console I ever got was the Game Boy Color, in about 1998. Even then it was obvious to me that it was old tech, but the games were great, so it didn't matter and there started a life of loving video games. I like to think I'm not too biased in terms of companies and formats, but I have to admit I have a soft spot for Nintendo and portables so, as you can imagine, I've loved the Switch and immediately got a Switch 2. I've not played a lot of Donkey Kong Bananza so far, but I like what I have played and Mario Kart World is great. I certainly wouldn't have complained if there were more game announcements at this point, but I think, knowing games take longer nowadays, it's a good launch. I also don't regret getting the Switch 2 but I do have a big problem with it, and it's something I knew was going to be an issue before I got it: it's too big. The Switch 2 has a 7.9 inch screen and is 27.2 cm × 11.6 cm. That is, in short, massive. The smallest portable I own is the Game Boy Micro, which is 10.1 cm by 5 cm. That's one extreme to another but even the clunky big original DS was only 14.9 cm x 8.5 cm when it was closed. These are actual portable consoles that you can put in your pocket and carry around with you. There is no way that I can comfortably put a Switch 2 in the pocket of any coat or trousers I own. I tried to talk my girlfriend into putting it in her handbag, but it didn't fit. Especially as you have to put it in its own carry case first or risk getting it bashed up and scratched. I get the Switch 2 is very powerful and the screen is huge and all that. It's definitely a decision, not a mistake, but I don't like it. I especially don't like it because it's part of the modern trend where all portables are not actually portable. Sign up to the GameCentral newsletter for a unique take on the week in gaming, alongside the latest reviews and more. Delivered to your inbox every Saturday morning. I've got a PlayStation 5 and a PlayStation Portal, and while the Portal is useful its size is really awkward, even though you only use it in the house. I don't own a PC portable or an Xbox but that Xbox Ally looks massive and clunky too. I think we've really lost sight of the benefits of what a portable console should be. The ability to, you know… port it around to you. If I want to take the Switch 2 with me anywhere I basically have to take a bag with me, whether I was going to or not. It's bigger than the Switch 1 but not by that much, so this isn't a new problem, but I would like to see a proper alternative. The Switch Lite was smaller but it was still pretty massive compared to any previous handheld console. And now we hear rumours that the PlayStation 6 and next gen Xbox are going to be portables, or have portable versions? I'm going to take a wild guess and imagine they're going to be the size of a house too. Because if there's one thing the PlayStation 5 has taught me, it's that Sony does not value the idea of making consoles a convenient size. I'm not angry and I'm not going to start a petition, but I do think it's a shame and I wish things like the Switch Lite offered a real alternative in terms of the size, because it really makes a different to how, and how often, you use them. Since I don't expect any change with the inevitable Switch 2 Lite, what I will ask for instead is some kind of mini-console portable from Nintendo. Something that can play games from all their pre-Switch portable consoles, that has the same design as the 3DS but is as small as they can make it. More Trending I think a lot of people would be interested in that, not just weirdos like me, and it might even help people to appreciate the idea of a handheld that can actually fit in the palm of your hand. By reader Gorby The reader's features do not necessarily represent the views of GameCentral or Metro. You can submit your own 500 to 600-word reader feature at any time, which if used will be published in the next appropriate weekend slot. Just contact us at gamecentral@ or use our Submit Stuff page and you won't need to send an email. MORE: Donkey Kong Bananza is Nintendo and gaming at its best - Reader's Feature MORE: The best thing the PS6 can do is be less powerful than PS5 – Reader's Feature MORE: The standards for video game reviews need to be higher - Reader's Feature


Metro
9 hours ago
- Metro
Donkey Kong Bananza is Nintendo and gaming at its best - Reader's Feature
A reader is very impressed by Donkey Kong Bananza on the Nintendo Switch 2 and praises it for focusing on being a video game above all else. From the moment the game boots up, Donkey Kong Bananza feels like a celebration of everything Nintendo stands for: bold creativity, joyful chaos, and a deep respect for its own legacy. It's not just another platformer, it's a vibrant love letter to the spirit of play. The game doesn't try to reinvent the wheel; instead, it polishes it to a gleam and sends it rolling down a jungle hill with barrels flying and bongo beats thumping. It's Nintendo in full swing, embracing its roots while swinging forward with confidence. The character of Donkey Kong himself is emblematic of Nintendo's genius. He's not sleek or edgy, he's a big-hearted brute with a goofy grin and a penchant for bananas. And yet, he's iconic. In Bananza, his personality bursts through every animation, every sound effect, every triumphant chest pound. There's a tactile joy to his movement, a weight and rhythm that makes every jump and roll feel satisfying. Nintendo's mastery of feel is on full display here, and it's something few other developers can replicate. What makes Bananza shine is its level design. Each stage is a playground of surprises, packed with secrets, alternate paths, and clever environmental puzzles. The game trusts the player to explore, to experiment, to fail and try again. It's challenging without being punishing, whimsical without being shallow. There's a sense of craftsmanship in every vine swing and barrel blast, a deliberate layering of mechanics that rewards curiosity and skill. It's the kind of design that makes you smile not just because you succeeded, but because the journey was so much fun. The music is pure Nintendo magic. Infectious jungle rhythms, cheeky melodies, and atmospheric flourishes create a soundscape that's both nostalgic and fresh. It's the kind of soundtrack that sticks with you, that you hum while making toast or walking to the bus. It elevates the game's energy and reinforces its identity – playful, adventurous, and unmistakably Nintendo. Sign up to the GameCentral newsletter for a unique take on the week in gaming, alongside the latest reviews and more. Delivered to your inbox every Saturday morning. Multiplayer in Bananza is another triumph. The game fosters laughter and camaraderie and makes use of Game Chat in the most perfect way. It's chaotic in the best way, with moments of unexpected hilarity and clutch teamwork. Nintendo has always understood that games are better when shared and Bananza leans into that philosophy with gusto. It's a game that brings people together, whether they're seasoned gamers or just picking up a controller for the first time. But perhaps what makes Donkey Kong Bananza truly special is its heart. There's no cynicism here, no gritty realism or forced drama. It's pure joy, distilled into pixels and sound. It reminds us why we fell in love with games in the first place – not for high scores or achievements, but for the thrill of discovery, the delight of movement, the laughter of shared moments. Nintendo at its best doesn't just entertain, it uplifts. It creates worlds we want to live in, characters we want to root for, and experiences we want to revisit again and again. More Trending Bananza is a triumph not because it's perfect, but because it's unmistakably Nintendo. It's bold, it's silly, it's brilliant. And in every vine swing and banana hoard, it reminds us that play is a beautiful thing. By reader BaldB3lper The reader's features do not necessarily represent the views of GameCentral or Metro. You can submit your own 500 to 600-word reader feature at any time, which if used will be published in the next appropriate weekend slot. Just contact us at gamecentral@ or use our Submit Stuff page and you won't need to send an email. MORE: The best thing the PS6 can do is be less powerful than PS5 – Reader's Feature MORE: The standards for video game reviews need to be higher - Reader's Feature MORE: Zelda: The Wind Waker is still an amazing game that can inspire future sequels – Reader's Feature


Daily Mirror
a day ago
- Daily Mirror
How CD Projekt Red did the impossible and ported Cyberpunk 2077 to the Nintendo Switch 2
We sit down with CD Projekt Red's Senior VP of Technology, Charles Trembley, to talk about the miracle that is Cyberpunk 2077: Ultimate Edition on Nintendo Switch 2. To learn more about how Cyberpunk 2077 for Nintendo Switch 2 on day one was made possible, we go straight to the source with an interview with CD Projekt Red. It wasn't long ago that the idea of a game as graphically intense as Cyberpunk 2077 running on a handheld device seemed unfathomable. But then the Steam Deck came along roughly three years ago, leading players who prefer to take their games on the go to ask, 'will it run?' all over again while testing the limits of what's possible. However, a portable PC device is one thing and a dedicated console platform another, hence why Nintendo fans were left equally surprised and curious about how Cyberpunk 2077 would run on Nintendo Switch 2 when it was revealed in April of this year. Well, now it's here, and it's safe to say that most players are enjoying their time exploring Night City on Nintendo's hybrid successor. But how much work exactly did it take for CD Projekt Red to get Cyberpunk 2077 – including its critically acclaimed Phantom Liberty expansion – shrunken down to a single Nintendo Switch 2 cartridge? We recently visited the studio's head offices in Warsaw, Poland, speaking to Senior VP of Technology, Charles Trembley, to discuss why it was important for the game to be there at launch, how much Nintendo were excited about the prospect, as well as the game's legacy overall. Why was it important for you to release Cyberpunk 2077 on Nintendo Switch 2 on day one? We had a visit from Nintendo here in the HQ where basically they were talking about, 'okay, we have this new platform coming'. I think we all looked at each other in the room. No one actually said yes though. We all were looking at each other in the eyes and everybody was like, 'yeah, it'll be cool'. Everybody was excited [but] we didn't commit necessarily yet to make it for day one. Basically, what happened is since I was in the room I inherited the task to figure it out – if it was possible to make this game. I was in the secret room and trying to figure out, 'okay, does it make sense to make Cyberpunk? Will it actually run? Will be a good experience?'. And we quickly decided that it was definitely possible. And then, after we discussed that with Nintendo and marketing, everything started to align. We decided to try and be ambitious. 'We'll try to be there at launch'. A lot of studios weren't lucky to acquire dev kits so early. I trust this wasn't an issue for you? For us, it was fine. We didn't need necessarily an army of dev kits. We just needed one or two to just get us started. And then when we needed more, we communicated with them and we aligned when, and we just scaled up as the project went . What were the main difficulties with porting Cyberpunk 2077 to Nintendo Switch 2? What surprised me is that it didn't take us that much time to get it running. So, from the inception of me working, making just the infrastructure to make it work, I had a triangle on screen. So it didn't take us like that much time. Of course, it was difficult to know the difference between the beginning and the theory. Is it going to work on when you're connected to the TV, in handheld or in docked? I think it took us a few months to get everything running. And then after that, the last challenge was the cartridge. At first it was quite clear what the limitation of a cartridge was. [Nintendo was] quite upfront: this is going to be 64GB cartridge. With Phantom Liberty back then [the game] was at 90GB, and we wanted to have both together. As gamers, we all knew it's not very good to have the game as a code in the box, so we tried to figure out how it works. And one of my engineers, Adrian, is a physical collector, so it was what he really wanted. There's a lot of assets that were duplicated for various reasons, so we could limit the number of duplications there. There are few movies that are high resolution. And we had to decide, 'okay, it's too high resolution', so we did reduce the quality there a little bit. We did a lot of experimenting to limit as much as possible. Finally, the language was another big issue that we need to resolve because it's one of our unique selling points, right? We have a lot of languages, and we want to continue having other languages, but every language with all the voiceover is very expensive on disk. We needed to make a choice, and we decided to limit the number. On cartridge you have the default language, but then you need to download the language that you want [separately]. We thought it was a good compromise. Cartridge constraints is a big Switch 2 talking point. Do you foresee this continuing to be an issue? I think Nintendo is quite good at managing their hardware, so I'm expecting that for their product, they will still be fitting in cartridge. I don't think we'll have to be scared about that. I think the main issue is when you get to our universe a little bit, where we go forward, but really the new consoles will be coming in a few years, right? The PC. It's never stopping and unfortunately sometimes the quality of assets is very hard to keep into 64GB for Cyberpunk and going forward it's definitely a challenge. I can imagine that in our next title if we want to get more ambitious, more quality, it would be extremely difficult to be on 64GB. For sure, downloadable will always be an option. However, of course, having 256GB on drive, an SSD on the console makes it very difficult to have more than one game, right? We had the same issue also on the original Nintendo Switch. The Witcher 3 was 32GB, so it's difficult to download it. Hopefully the micro-SD express cards will be bigger and bigger so people will be able to have bigger games, but I can definitely imagine that in our universe, with third parties, if you want to have the game running it might be difficult to fit on 64GB card. And finally, on the legacy of Cyberpunk 2077, how are you as a studio feeling about the game overall? The main problem we had before was the mechanical hard drive, which was very, very hard for us to deliver all the content that needs to be streamed to the on the consoles. So when we moved to the next generation with the SSD, that really helped us a lot to now finally fix these issues. And I think that with lots of work when we got to the Edgerunners update, which was great because then we also had a lot people coming back to the game, you know giving us another chance in all fairness, I think the team really was appreciative to get back to the game. Then we had 2.0, which again, gave another breadth to the game. I think that at this stage, we can think that, as a company, we were finally where we always wanted this game to be. Then when we get Phantom Liberty on top of it, which is also like, 'now we know exactly how to make this game, how to make those quests, how make everything to make it the best experience of Cyberpunk'. The reception was great from the community. We're pretty grateful for that community. At the end side, if you think about it, if the success of the game would have been what we originally expected, would it be the same game that we're playing today? I don't think so. Which is weird when you think about it because of all the problems that we had, but then basically we ended up pushing so much energy in this game and I think now it's a much, much better game that it would not have probably been otherwise, so I'm pretty happy about the result. I think this game will pass the test of time. Cyberpunk 2077 is available on Nintendo Switch 2, complete with the new Update 2.3, right now.