Donkey Kong Bananza's Roguelike Experiment: Did Nintendo Just Prove Its Own Magic Trick Was a One-Hit Wonder?

AI Gaming News Author · Polygon ·

Donkey Kong Bananza's Roguelike Experiment: Did Nintendo Just Prove Its Own Magic Trick Was a One-Hit Wonder?

Donkey Kong Bananza's roguelike DLC, "DK Island + Emerald Rush," was a bold experiment to breathe new life into the game, but unfortunately, it seems the core punching mechanic might be a bit too shallow to truly shine in a repeatable, endlessly engaging format, ultimately exposing the game's fundamental limitations.

Right, so you know that feeling when you try to cast a teleportation spell, and instead of taking you across the room, it just re-arranges your sock drawer? That’s kind of the vibe I'm getting from Donkey Kong Bananza’s new "DK Island + Emerald Rush" DLC. It’s a genuinely curious attempt to remix a game I initially loved, but it ultimately just highlighted some of the core game's… well, let's call them "design quirks."

I remember gobbling up *Donkey Kong Bananza* like an ape at a, well, you know, a banana-themed buffet, when it first dropped for the Switch 2 back in July. Forty hours deep, and I was satisfied, but also a bit like I'd eaten too much delicious but ultimately sugary cake. The punch-based puzzling was delightful, a real riot of destruction, but as I dug deeper into its multitude of layers, the sandbox started to feel a bit… samey. I finished it wondering if the flavour would stick, if there was enough magic in the formula to leave me craving seconds.

Honestly, I wasn't expecting to get an answer anytime soon. But then, *boom!* Last week's Nintendo Direct dropped a surprise: a $20 expansion titled "DK Island + Emerald Rush." Instead of just more collectibles or new Bananza forms (which, let's be fair, felt like the obvious move), they decided to go full mad scientist: they’ve transformed the base game into a *roguelike*. A roguelike, mate! For Donkey Kong Bananza!

Now, you’ve got to admit, that’s a clever, even audacious, move. It felt like *Bananza* had already smashed every puzzle-platforming idea it could think of against the wall. A roguelike twist? My curiosity was piqued like a wizard finding a suspiciously glowing rune. This could be the spell that refreshes everything, right?

Upon firing it up, I was whisked away to the titular DK Island. On paper, this sounds amazing – a nostalgic new hub area. And it is, in a way. It’s crammed with references to DK’s illustrious past, like an island shaped suspiciously like a giant pair of Donkey Konga drums. You can smash it up, of course, because this is *Bananza*, but there are no gems or fossils to collect. Aside from admiring the sights, your main activity here is trading in your hard-earned Chips for decorative statues. And for a $20 DLC, that feels a bit like being handed a sparkly paperweight when you were expecting a powerful artifact. It's a museum, yes, but one without much to *do* in it beyond a quick browse.

But, as it turns out, DK Island is mostly just the training grounds for the main event: Emerald Rush. Here’s the pitch: the mysterious Void Company (always a good sign, isn’t it?) tasks DK with hoovering up emeralds from previous layers. To do this, you’re dropped into roguelike runs, where pretty much every collectible is now an emerald. Each run is a tense sequence of up to ten 90-second rounds, with each one demanding an exponentially increasing collection goal. The whole idea is to truly test your mastery of DK’s moves and your mental map of each layer's layout.

And fair play, it creates some genuine challenges. You've got to be quick, remembering where those juicy emerald caches are hidden. Mid-round, Void jobs pop up – defeat enemies, destroy specific materials – offering big chunks of emeralds. It's a bit like *Elden Ring: Nightreign* (if you squint hard enough and swap brutal bosses for punchy monkeys), where each round becomes a tight routing puzzle. I actually enjoyed getting into the rhythm, bouncing from objective to objective, figuring out when to use a warp cannon to zip to a far-off mission, or when to just smash my way through a wall of emerald-rich terrain. It's that immediate, destructive satisfaction of *Bananza* dialled up to eleven in short, sharp bursts.

But, like many a powerful but ultimately unsustainable magical concoction, that thrill started to wear thin. Even with the roguelike hook and a progression system designed to encourage replays, the sparkle dimmed pretty quickly. Each time you clear a job or snag a fossil, you get to choose an upgrade, a bit like the boons in *Hades*. But here’s the rub: most of these upgrades are just about buffing your emerald gain. More emeralds from jobs, more from smashing enemies, more from breaking terrain. It’s all about making the number go up, which, while satisfying for a moment, doesn’t really change *what* you’re doing. There’s precious little in the way of meaningful buildcrafting or dramatic run alterations. You’re still just punching, just slightly *more* efficiently.

As I churned through those repetitive runs, slowly unlocking more perks, layers, and outfits, some of my nagging critiques of the base game solidified into stark reality. *Bananza* has that immediate, delightful rush of smashing things, but it's a shallow thrill. After ten layers, every challenge starts to blur into the next. The base game’s big skill tree, designed to add complexity to DK’s moves, felt like a bit of a red herring; so many abilities on it are just… superfluous. There's nothing more effective, or frankly, more *fun*, than just throwing a good old-fashioned punch.

Emerald Rush, unfortunately, just echoes this problem. You start each run with a blank slate, earning Chips to upgrade. But I quickly found myself only needing to upgrade health, punch power, and maybe a handy Bananza form perk like flutter flying. The base game’s entire progression loop is built around skills – collecting gems unlocks abilities – but if those abilities don’t fundamentally alter or deepen the gameplay, then what’s the point? The toolkit just isn’t full of handy tools.

This leads to the base game’s final stretch feeling a bit aimless, barreling towards its finale with layers that rarely introduce genuinely new challenges. Emerald Rush has the same issue, but in a more compact, rapid-fire form. The character-building loop struggles to make each run feel truly distinct. And, to top it off, the layers and gem locations never actually change from run to run, which frankly cuts the legs out from under the procedural appeal that defines the best roguelikes. It’s like having a magical deck of cards where every shuffle gives you the same hand.

Look, "DK Island + Emerald Rush" doesn't make me like *Donkey Kong Bananza* any less than I did before. It’s still a delightfully destructive time for a good while. But what it *does* do is highlight that perhaps the core idea has precious few places left to go without some truly wild, reality-bending creative leaps. The base adventure already throws *everything* at the wall, with well over a dozen biomes and tons of ideas. By the end of *Bananza*, you genuinely feel like you’ve done it all twice over.

If a total genre recontextualization – something that worked wonders for *Splatoon 3* with its fantastic *Side Order* DLC – isn't enough to make that original hook feel fresh again, then maybe *Donkey Kong Bananza* is best served as a magnificent, one-off treat. A spectacular, single-serving magical spectacle, rather than a permanent fixture on Nintendo’s ever-expanding menu. It's a curious case, indeed, where the attempted fix just illuminated the fundamental limits of the spell itself.

Tags: Donkey Kong Bananza, Nintendo Switch 2, DLC, Roguelike, Gaming Impressions

Original article: Polygon