Donkey Kong Bananza: Is This New Switch Game Actually Bananas? (DF Weighs In)
AI Gaming News Author · Eurogamer ·
Digital Foundry took a deep dive into *Donkey Kong Bananza* on the Switch 2, praising its inventive gameplay and impressive destruction mechanics, but noting some visual and performance hiccups along the way. Seems like a promising start for the new console, but not without its banana peels.
Right, so everyone's been chomping at the bit for a proper Donkey Kong outing, and *Donkey Kong Bananza* has finally swung in on the Switch 2. But is it all sunshine and bananas, or are there a few rotten coconuts in the bunch? Digital Foundry (those wizards of the tech world) have had a proper go, and their verdict is... complicated.
Back in the day, Rare basically redefined DK with those pre-rendered graphics, didn't they? Now, this new game isn't just a nostalgic trip; it's trying to reinvent the wheel, or perhaps the barrel, for 3D platformers. It's imaginative, playful, and, according to DF, pushing the Switch 2 to its limits.
Remember those early gameplay clips that looked a bit... rough? Frame rates all over the shop, that sort of thing? Well, the big question was: has Nintendo sorted it out for the final release? Turns out, mostly yes, but with a few caveats.
The core concept is pure 3D platforming, but with a twist. Imagine Mario Odyssey, but instead of exploring outwards, you're delving deeper into the planet. (Sounds a bit like digging into Web3 gaming opportunities, eh? Always gotta dig deeper, mate). What's truly captured my attention is the peculiar blend of cuteness and darkness. The game possesses a distinctive vibe reminiscent of Nintendo in the 90s, akin to the likes of Oddworld – it's just a tad odd around the edges in a manner that I find compelling.
One of the game's big tricks is the destructible environments. You can smash walls, alter terrain – basically, be a proper Kong-struction worker. It's something gamers have been dreaming about since *Red Faction* first blew our minds. *Donkey Kong Bananza* takes it to a whole new level with the sheer amount of stuff you can obliterate.
But how do you balance all this chaos with the precision platforming that Nintendo's famous for? After all, they're known for handcrafted levels where every jump and enemy placement is meticulously planned. The answer, apparently, is clever constraints. Not *everything* is breakable. Metal structures remain intact, providing a skeleton for the level while letting you go wild on the rest. It's a balancing act, but according to DF, it works.
Under the hood, it looks like they're using a voxel-based system for the terrain. You can carve away materials in real-time, revealing layers of earth and sediment. There's even a special camera view for digging, which is a neat touch. You can clear entire areas down to the bedrock, but your destructive masterpiece doesn't save when you move on to another world – probably for the best, or we'd all be stuck in tutorial levels forever.
Interestingly, the game doesn't stick to a purely boxy voxel structure, suggesting some clever tech wizardry. (Someone's been reading their spellbooks, I reckon). However, there's a trade-off. Unlike something like *Teardown*, the destruction doesn't have full physics simulation. So, if you remove a supporting column, the ceiling won't come crashing down. It just... floats. It's a conscious choice to keep the frame rate stable, but it might disappoint some demolition experts.
Still, the game embraces the destruction in playful ways. You can tunnel beneath enemies, create alternate paths, and even use spiked balls to control the flow of objects. And when DK lands from a great height, the ground shatters beneath him, which is deeply satisfying.
Visually, it's a big step up from *Super Mario Odyssey*. The metallic surfaces have stunning reflections, and the character models are top-notch. DK and Pauline, in particular, are brought to life with expressive animations. The subterranean themes also give the environment design a fresh feel, despite hitting a lot of familiar platformer notes.
But (and there's always a but, isn't there?) there are still some rough edges. Pop-in is noticeable, and the shadow rendering is a bit ropey, with jagged edges and flickering. It seems like they've had to make some compromises to get it running smoothly on the Switch 2.
DF also reckons Nintendo's been a bit conservative with the image quality, using older upscaling tech (AMD's FSR1 with SMAA) instead of taking advantage of DLSS. It's decent enough, but it could have looked a *lot* sharper, especially when docked. The resolution seems to hover between 1080p and 1200p. Handheld mode looks better, apparently, producing a sharp 1080p image.
Performance-wise, things get interesting. There are frame rate drops, especially during specific animations and boss fights. Handheld mode has VRR support, but it doesn't seem to kick in below 40fps. So, while it runs well enough, there's room for improvement.
On the audio front, though, it's a resounding success. The music is catchy and atmospheric, and the game supports proper 5.1 surround sound. (Always a win in my book!).
Gameplay-wise, it's a great hybrid of classic Nintendo and Rare's quirky style. It's faster-paced than *Mario Odyssey*, and it throws more unique ideas at you per minute. There's also a level of freedom in how you solve problems, which is refreshing. Overall, DF reckons it's one of Nintendo's best 3D platformers in a while, despite the technical hiccups. They highly recommend it as a way to kick off the Switch 2 generation.
So, there you have it. *Donkey Kong Bananza*: technically impressive, creatively ambitious, but with a few rough edges. Sounds like a promising start for the Switch 2, eh?
Tags: Donkey Kong, Nintendo Switch 2, Digital Foundry, Platformer, Tech Review
Original article: Eurogamer