{"id":1254932,"date":"2026-03-02T01:32:09","date_gmt":"2026-03-02T01:32:09","guid":{"rendered":"https:\/\/www.polygon.com\/?p=613650"},"modified":"2026-03-02T01:32:09","modified_gmt":"2026-03-02T01:32:09","slug":"donkey-kong-bananza-shows-just-how-much-the-last-two-zeldas-have-changed-nintendo","status":"publish","type":"post","link":"https:\/\/arcader.org\/news\/donkey-kong-bananza-shows-just-how-much-the-last-two-zeldas-have-changed-nintendo\/","title":{"rendered":"Donkey Kong Bananza shows just how much the last two Zeldas have changed Nintendo"},"content":{"rendered":"<figure> <img decoding=\"async\" alt=\"\" data-caption=\"\" data-portal-copyright=\"\" data-has-syndication-rights=\"1\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2025\/07\/donkey-kong-bananza-shows-just-how-much-the-last-two-zeldas-have-changed-nintendo.jpg\" \/><figcaption><\/figcaption><\/figure>\n<p class=\"has-drop-cap has-text-align-none\">Here it is: The first 3D Nintendo platform game conceived and produced after <em>The Legend of Zelda: Breath of the Wild <\/em>did the unthinkable and outsold that generation\u2019s marquee Mario game, <em>Super Mario Odyssey<\/em>. The first since <em>Breath of the Wild<\/em> ensured it was Zelda, not Mario, that defined the Switch. The first since <em>Breath of the Wild<\/em> upended everyone\u2019s expectations, not just of the Zelda series, but of the core design principles of Nintendo games.<\/p>\n<p class=\"has-text-align-none\"><em><a href=\"https:\/\/www.polygon.com\/game\/donkey-kong-bananza\/553063\">Donkey Kong Bananza<\/a> <\/em>was <a href=\"https:\/\/www.polygon.com\/nintendo-switch-2\/609042\/donkey-kong-bananza-developer-super-mario-odyssey-team\">made by the <em>Super Mario Odyssey<\/em> team<\/a>, and produced by that game\u2019s director Kenta Motokura. Right from the start \u2014 I\u2019ve played the game for a few hours, and reached its second main area \u2014 it\u2019s clear that the developers have accepted the Zelda team\u2019s challenge, and adopted many of their ideas. Although it\u2019s fair to note that they\u2019ve done so in a game that strikes a very different attitude from both Zelda and Mario; this is a Donkey Kong game through and through.<\/p>\n<p class=\"has-text-align-none\">In fact, that last part might be the most exciting thing about <em>Donkey Kong Bananza<\/em>. Nintendo is extremely character-focused in the way it understands its games, crafts their controls, and designs their environments, and this is the first time it has made a Donkey Kong game in-house in Japan in 20 years. The result is a gloriously impactful symphony of destruction, as the lovable oaf strong-arms his way through the fabric of the game itself, punching through walls and tearing up the ground. Every detail of the game channels both DK\u2019s physical strength and his charmingly blunt personality, from the one-word dialogue options to the way menu buttons shatter when you select them with a thwacking sound. It\u2019s a delightful new flavor from Nintendo: violent, heedless, and joyously dumb.<\/p>\n<p><img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2025\/07\/donkey-kong-bananza-shows-just-how-much-the-last-two-zeldas-have-changed-nintendo-1.jpg\" alt=\"\" title=\"\" data-has-syndication-rights=\"1\" data-caption=\"\" data-portal-copyright=\"\" \/><\/p>\n<p class=\"has-text-align-none\"><em>Bananza<\/em> is far from unsophisticated in the way it goes about all this material carnage, though \u2014 and this is one of the signs of a sea-change in Nintendo\u2019s thinking. Post-<em>Breath of the Wild<\/em>, the developer has become much less afraid of complication. DK has a broad moveset reflected in quite an elaborate control scheme that can take a little getting used to. And although <em>Bananza<\/em> takes care to introduce his moves one by one, they\u2019re all available right from the start.<\/p>\n<p class=\"has-text-align-none\">This is another key tenet of <em>Breath of the Wild<\/em> and, even more so, its sequel <em>Tears of the Kingdom<\/em>: An anti-unlock decree that the player should be given all the tools they need right at the start. Player freedom to improvise and find solutions is venerated, even within the intricate confines of Nintendo\u2019s typically careful design. <em>Bananza <\/em>follows through on this, up to a point. Just like the Zeldas, <em>Bananza <\/em>allows you to climb virtually any surface \u2014 tantamount to heresy in a platform game.<em> <\/em>DK\u2019s destructive skills also grant a lot of flexibility when it comes to exploration and finding secrets. But when charging along the game\u2019s critical path, they\u2019re played more for impact than for player-first problem solving (so far, in my limited experience). Switches, structures, and materials fit with particular punches and slams like locks to their keys.<\/p>\n<p class=\"has-text-align-none\">Nor has <em>Bananza<\/em> rejected all the structural customs of the platform game. DK\u2019s Bananza transformations are still doled out by unlocks; you get the super-strong Kong Bananza at the end of the first main area, Lagoon Layer. The game is also divided into subterranean Layers that you descend through on your way to the planet\u2019s core. These Layers are free-roaming but relatively compact, more like <em>Odyssey<\/em>\u2019s discrete pocket universes than Zelda\u2019s giant, contiguous world, even if their hazy, organic, pastel-colored appearance owes a big debt to the most recent incarnation of Hyrule.<\/p>\n<p><img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2025\/07\/donkey-kong-bananza-shows-just-how-much-the-last-two-zeldas-have-changed-nintendo-2.jpg\" alt=\"\" title=\"\" data-has-syndication-rights=\"1\" data-caption=\"\" data-portal-copyright=\"\" \/><\/p>\n<p class=\"has-text-align-none\">I kept noticing tiny influences from the last two Zelda games, from Donkey Kong\u2019s heart meter \u2014 extended with temporary yellow hearts after a good rest \u2014 to the wardrobe of collectable outfits with stat boosts. DK skydives between Layers and surfs on chunks of rock, like Link on his shield. I was quite surprised to find a skill tree, a literalization of character progression that Nintendo tends to avoid \u2014 you get one skill point for every five of the game\u2019s giant, crystal bananas that you find. It\u2019s nice to have a gameplay reward for collecting the bananas, this game\u2019s equivalent of <em>Super Mario Odyssey<\/em>\u2019s Power Moons. But the infectious, thumping jingle with a rumbling voice crooning \u201cOh, Banana!\u201d every time you pick one up is reward enough, really.<\/p>\n<p class=\"has-text-align-none\">There are three Nintendos present in <em>Donkey Kong Bananza<\/em>, sometimes fighting for prominence, sometimes singing in unison. The first is the Nintendo of every 3D Mario game from <em>Super Mario 64<\/em> to <em>Odyssey<\/em>, the perfectionist craftsman. You survey its little worlds with delight and confidence, knowing they\u2019ll be stuffed with ingenious secrets, random slapstick, and tricky challenges. The second is the new Nintendo of <em>Breath of the Wild<\/em> and <em>Tears of the Kingdom<\/em>, a Nintendo that dares to put player freedom and showy programming tech on a par with craftsmanlike design \u2014 and if the frame rate can\u2019t quite keep up, so be it.<\/p>\n<p class=\"has-text-align-none\">The third is an ancient Nintendo, a 1980s Nintendo \u2014 more roguish, mischievous, and brutal than the well-mannered entertainer it became. This Nintendo is embodied in Donkey Kong himself, tongue lolling, eyes popping, fists crashing, a cartoon on the loose. It\u2019s good to have him back.<\/p>\n<p><a href=\"https:\/\/www.polygon.com\/impressions\/613650\/donkey-kong-bananza-switch-2-launch-day-impressions\">Source<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Here it is: The first 3D Nintendo platform game conceived and produced after The Legend of Zelda: Breath of the Wild did the unthinkable and outsold that generation\u2019s marquee Mario game, Super Mario Odyssey. The first since Breath of the Wild ensured it was Zelda, not Mario, that defined the Switch. The first since Breath of the Wild upended everyone\u2019s expectations, not just of the Zelda series, but of the core design principles of Nintendo games. Donkey Kong Bananza was made by the Super Mario Odyssey team, and produced by that game\u2019s director Kenta Motokura. Right from the start \u2014 I\u2019ve played the game for a few hours, and reached its second main area \u2014 it\u2019s clear that the developers have accepted the Zelda team\u2019s&hellip;<\/p>\n<p class=\"excerpt-more\"><a class=\"blog-excerpt button\" href=\"https:\/\/arcader.org\/news\/donkey-kong-bananza-shows-just-how-much-the-last-two-zeldas-have-changed-nintendo\/\">Read More&#8230;<\/a><\/p>\n","protected":false},"author":1,"featured_media":1254933,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[10],"tags":[],"class_list":["post-1254932","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-polygon"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.5 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Donkey Kong Bananza shows just how much the last two Zeldas have changed Nintendo | Arcader News<\/title>\n<meta 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