As expected, Nintendo supports the launch of its homemade exclusivity switch. But the Japanese firm also knows how to revisit its classics. We had a first sketch with it with Mario Kart World Who, in addition to adding some gameplay elements, has introduced a walk mode, certainly anecdotal, in open world.
With Donkey Kong Bananzareleased on July 17, Nintendo went much further by freeing himself from 2D which made the popularity of DK Country To develop an open world that takes the features of a trip to the center of the earth. The open world is certainly not a first in the history of the franchise. But the only previous one dates back to the last rare opus in 1999, with Donkey Kong 64. What nourish a certain curiosity.
A game that will break everything!
We were not frankly surprised when we learned that the team behind Super Mario Odyssey ensured the development of Bananza. Moreover, beyond Pauline, the acolyte of our gorilla, we find links with Odyssey in certain mechanics of the game.
For about fifteen hours, we will travel different strata by sinking ever further into the earth’s crust. Enough to visit different singular environments (lagoon, forest, ice, canyon, etc.). Decors often colored and divided into several zones, which makes it possible to limit the display distance to keep the fluidity of the animation in 60 FPS. This did not prevent, however, from occasionally observing Framerate Falls.
The latest Donkey Kong relies on a fairly simple concept that (re) models its gameplay: almost everything is destructible! We are therefore immersed in a huge sandbox with a level design that plays a lot on verticality and depth. Even if the pleasure tends to dilute somewhat over the game, explode everything with the help of its fists remains a childish pleasure – very arcade, like the retro design of “DK” – reinforced by adequate sound effects. By the way, on the occasion of one or the other tunnel, whose drilling makes it possible to see the cubic geometric of the landscapes, it happens that the camera is lost a little on the way …
The structure and hardness of the rock also evolve from one stratum to another and influences, in ricochets, the gameplay. If the ice will allow to cool the molten lava, the mud, it is a more malleable material just to create a new path. The tightness between the different strata prevents, however, from combining the different approaches.
Donkey can almost destroy everything with his fists. Nintendo document
The different mimes of the gorilla
That said, what do we do in Bananza? In this adventure-action game, exploration is queen. And so do not be satisfied with what is visible to the naked eye but to unearth what has been knowingly buried. A treasure hunting side, facilitated by a very intuitive grip, which boosts our investigations. Especially since collectibles – gold, fossils, chests, etc. – There are many of them, the first of them remaining the Banandium crystals.
To develop the gorilla, already endowed with a certain agility which allows it to grab almost everywhere, you have to go hunting for bananas, a principle that echoes the moons of moons Super Mario Odyssey. It is either a question of flushing them out, or of taking up certain challenges which combine timed action, platform or even reflection.
Thus, by accumulating crystals, we access a skill tree which offers a slight RPG touch on the title, even if the evolution of our avatar is by far central. This acts more like a small gratuity after ten minutes to have conscientiously searched the different places of the map. Accessories also complete the panoply to offer passive bonuses always good to take.
On the other hand, the Bananza transformations, during which Donkey can, among other things, take the appearance of another animal to take advantage of his skills, come to give more depth to gameplay. While ensuring a certain retro -playability for collectors since certain areas, in the different levels, will only become accessible following the acquisition of a new power.
These Bananza moments (in limited time), accompanied by a more punchy music, break the routine that tends to settle. But there too, everything is too compartmentalized and these sequences are missing where it is necessary to juggle from one state to another to take up a challenge, as is the case in the metrodivania where the scientist mix of techniques is at the heart of the progression.
Too limited challenge
Go into Min Bananzais also to face a certain repetitiveness at the start of each stratum. The gameplay loop tirelessly returns: exploring, destroying, collecting, gathering and evolving. Nothing crippling since the platform, which takes over the canons of the franchise (cart, barrels …) and remains perfectly mastered, evolves with its environment, but what to invite to play by sessions so as not to be overwhelmed by a feeling of already vu. As such, the introduction of short 2D sequences acts as real breathing.
The relationship between Donkey and Pauline would also have been more in -depth. If the two have a real connivance, which is expressed in particular by dialogues at bedtime, it is clear that the young singer, mayor of New Donk City in Odyssey, remains a character too secondary, which the duo game does not denume that does not bring much compared to the doublet “DK” -Diddy. Once released from her stone sarcophagus, perched on the primate shoulder, she takes part in action only in a marginal manner, making certain passages accessible or indicating the path. Frustrating.
On the other hand, “DK” does not need anyone to dig more deep in search of Void Kong, the big villain of this new opus. By wanting to make Bananza accessible to the greatest number, the Nintendo teams have crossed out on the difficulty. And the challenge is affected. Certainly, and still happy, the degree of difficulty increases during the adventure, but nothing is able to slow down. And especially not the bosses which only oppose very relative resistance. We are far from the requirement of country stamped games.
Despite these menus defects, Donkey Kong Bananza There remains a pleasant game, a little regressive with its destructible side which can turn to the big release, and an effective platform. He also has the merit of getting the franchise out of his comfort zone by going to 3D. A furrow to dig in the future to be completely convincing.
In summary
Donkey Kong Bananza, edited and developed by Nintendo
We love:
– The return of 3D to the franchise
– an agile Donkey Kong to make the platform accessible and fluid
– an almost entirely destructible environment
– Bananza transformations
– rich content
– environments that each have their personality
We like it less:
– The character of Pauline too erased
– a difficulty revised downwards
– A camera sometimes with strawberries
– strata too tight to each other