Donkey Kong Bananza
September  13, 2025Â
September  13, 2025Â
Music is at the core of the story line, game play mechanics, and environmentsÂ
Hours can be spent wandering around each layer locating collectiblesÂ
Punching everything in the map feels satisfyingÂ
Skill tree provides a natural road map for progressionÂ
Aiming chunks feels awkward with the gyroscopeÂ
Camera jitter is intense and lacks smooth zoomingÂ
Many boss fights can be cleared quickly with button mashingÂ
Donkey Kong Bananza is the second first-party title to release on the Nintendo Switch 2, a little over a month after Mario Kart World. Quite a lot is riding on this game being a success given the release date and exclusive platform that it is on. Adding onto pressure, it has been over a decade since the release of a new main-line Donkey Kong title. Back in 2014 during the grim era of the Wii U, âDonkey Kong Country: Tropical Freezeâ released with good reception and decent reviews. Despite the reception, there was no denying that the series was lacking in innovation and struggled to break out of traditional side-scrolling conventions. That is until now as we witness the DK series undergoing its boldest re-invention yet.Â
The debut of Donkey Kong Bananza is supported by a system that can handle the product that it aims to be. The increase in processing power of the Nintendo Switch 2 paves the way for more demanding titles to enter their way into the mainstream market. To attempt to put Bananza into perspective, think of a 3D plat-former with level design such as Spyro the Dragon. Couple this with puzzles reminiscent of the Zelda series, the whimsical character design and storytelling of a Mario game, and the sandbox freedom of a Minecraft world. Design like this is not just a breath of fresh air for the Donkey Kong series, but for gaming as a whole. At the surface level, the sandbox nature is the first trait that stands out the most. The sheer amount of the map that DK can punch through and destroy while the system remains at a solid 60 FPS is quite impressive. The âZRâ button allows for DK to grab âchunksâ of the planet which he can throw in any direction, or use with a multitude of different ways. The fidget-toy aspect of being able to destroy everything in your vicinity resembles âHollow Knightâ, only cranked-up ten fold. The physics in this game beautifully harmonize with each other the way that you would expect them to. When punching through the terrain of the planet, the game will stay smooth even when tinier bits get knocked around and then break other elements of the map upon impact. The list of breakable aspects include decorations such as pots, fences, doors, and more. It doesnât just stop at items though, this mechanic extends to the literal map of the game as well. Walls, ceilings, the floor, the Franctone NPCs, larger structures such as houses; nothing is safe from the grasp of the Kong. With the ability to punch in almost any direction, breaking the map is an expectation for how the game is played. Even just spamming the âBâ button several times will result in DK breaking the terrain beneath himself and borrowing downwards. Similarly âXâ and âYâ are mapped to punching forward and upward respectively. At the core of Bananza, Donkey Kongâs move set revolves around punching and the level design is the boxing bag. Similar to how each Mario game structures most interactions around jumping, the world of Bananza is waiting to be broken into pieces.Â
Though punching is a core aspect of this title, music is what brings it all together. Donkey Kong travels throughout this adventure with Pauline as the pair use both of their strengths to come together as one unstoppable force. The story starts with Pauline meeting DK while stuck in a rock formation. Once free, she uses her exceptional voice to break the seals left behind by Void Kong, and more importantly to empower DK with the power of Bananza. The duo are so sonically intact that their whistle and hum when holding âLâ creates a music-note trail for the player to follow at the event that they are lost and want more of a sense of direction. The majority of the plot follows DK and Pauline diving deeper and deeper into the various layers of planet to reach the planet core. Theyâre initially both motivated by stopping the sadistic and greedy Void Kong from stealing all Banandium Gems and obtaining the planet core for his nefarious uses. Void Kong being the president of VoidCo and backed by â or to be more precise, the employer of â Poppy Kong and Grumpy Kong. Void and his crew set sail into the planet layers to achieve their plans as three main villains of the story. DK and Pauline progress with their own shared goals as well. Pauline wants to use the planet core to return back home to the surface. To no ones surprise, DK has his mind set on on using the cores mysterious powers to grant himself an infinite supply of Banandium Gems. It goes without saying that the goofiness of this story is nothing left-field of a typical DK entry.Â
Bananza is both a completionists and an ADHD individuals worst nightmare. Its incredible how easy it is to get sucked into wandering around in the giant layers of the map. Very often I find myself getting side tracked by puzzles in the middle of playing through the main quest. Whether it is collection Banandium Gems to level up the skill tree, finding objects that look fun to punch, interesting puzzles, the variety and scope can be overwhelming. Considering that there is exactly 777 Banandium Gems to collect in this game, along with 696 fossils, the scope of the title can feel daunting at first. Despite this I found that Iâve about formed my own game play style after about layer 200. Typically, when a new section is unlocked in any game my intuition is to proceed with the rest of the story-line to advance further. Now, I am no monster, and I still like to absorb the scenery of a new environment that I come across. Often times, the best experiences in a video game is finding the little nooks and crannies that the developers managed to hide surprises. Keeping this in mind, this game is simply too large in scope to immediately run from checkpoint A to B. At the same time it is also too large in scope to find every collectible before progressing in the story. This best way to play is a balance between the two; where you know further plot-line advancement is an option once a decent portion of secrets are uncovered. The fossil and Banandium tracker in this game is a best friend to any completionists. To my surprise, each fossil and banana is numbered in a list. If hunting down a particular fossil is giving you a hassle from fully completing this game, a map of its location is a simple yet steep purchase away at any of the Stuff Shops.Â
Scattered among the puzzles, secrets, and story line are a multitude of bosses that range from characters, creatures forged with VoidCo technology, and literal inanimate objects. The mini bosses and main bosses are fun to fight against in their own unique way, though these battles are not completely without issue. I canât help but feel a touch underwhelmed with the overall difficulty of most of the battles in this game. It feels that the build up of some of the fights are sort of unnecessary if some bosses can be defeated with one or two streaks of button mashing. The trend of increasingly simple boss fights is an all too common one with recent first party Nintendo releases (Iâm looking at you Super Mario Bros. Wonder). Not all of the bosses suffer from this issue, however a majority of them do and they typically end with the player wanting more. At the very least, the battles with Void, and some other highlights such as Muckety-Muck and the Mad Mixer are difficult enough and require some thinking outside the box. Yes, there is a boss named Mad Mixer in this game and it is basically an over sized KitchenAid mixer. Where a lot the boss fights fall short in difficulty, there is no denying that the designs of them along with their personality are highlights in their own right. Funnily enough, after a fight with either Poppy or Grumpy Kong, neither immediately disappear upon defeat like most video game antagonists. I canât recall a past title where the bad actor hasnât ran away swearing vengeance in shame of their L. Outside of Void himself, the rest of the squad in VoidCo do the exact opposite as they hang around the area where the fight occurred and interact with DK through quirky dialogue. Their sarcasm and disposition while pointing DK in the direction of their leader is hilarious in its own unique way.Â
Charm in dialogue also spans through various NPCs and many other areas of the game that are easy to glance over. A massive egg shaped hotel named the Eggshell Hotel is the primal structure of layer 600, the Forest Layer. Every NPC (outside of the fractones) in this layer are Ostrich birds, and the kicker with them is that every single one works for the hotel but are all simultaneously on a break. Even in areas where it wouldnât be considered a place of work, such as caves, youâll stumble upon employees with explanations justifying their current debrief. Almost anyone with a pulse can relate to what these ostrichâs do on a day-to-day basis. On a broader scale, there are unlock-able rest points all across the planet layers that provide a bed to restore health among other conveniences. When hopping into the bed of a rest-point, the player has the option to wake up in a couple of seconds with restored health; following typical game design. The alternative is to check with Pauline to hear what is currently on her mind. Topics can be about random things, or observations of the current layer being explored, or any current fears or frustrations of hers. Fun and unobtrusive dialogue tied to the one of the main characters is a simple way to add depth to the story line and overall experience. The option to read it is nice, but the lack of the option can also be amusing in its own way. An amusing example of this is the presence of Cranky Kong on each and every layer of the planet. Cranky Kong introduces himself to DK at the very beginning of the game, informing of his hidden presence throughout all of the layers. Finding Crankyâs hiding spot at each of the 16 layers is the first challenge, the second is having to read through â or more likely, mash through â his entire dialogue. After each yap-session, Cranky grants a Banandium Gem with the slogan being something along the lines of âCrankyâs insert-layer-here Rantâ. Little anecdotes like these add life into the characters that would otherwise be forgettable within the grand scope.Â
Even in areas of the game where I seem to get the most annoyed (Iâm looking at you fossil 59 in the Feast Layer), these annoyance are typically overshadowed by the brilliance of the overall map design. There was one moment towards the later part of the game where the surrounding area was mostly lava that dealt damage upon contact. This part of the game also included a lot of movement with the Ostrich Bananza which resulted in a lot of accidental deaths. Each death causes DK to lose 500 gold and is followed by a respawn at the last checkpoint. Even with this inconvenience I find myself at awe of the beauty of the game, or the silly and fun mechanics that clash together within the level which resulted in the death to occur. Each layer of the game has its own overarching theme going on which provides differentiation (unless youâre the Hilltop Layer, such then youâre just a plain open field). Without getting too spoiler heavy (that is for the last and hidden section of this review), the Frozen Layer incorporates Zebra shaped objects and design all throughout its map since this is where the Zebra NPCs primarily reside. The same can be said for all of the beast transformation and their respective layers, giving each setting a distinct look and feel. Environment theme can be seen with small objects sharing the silhouette of the animal, or even entire terrain being modeled after them.Â
Although most aspects of this game are fantastic, there are some legitimate concerns with the software that would improve the experience if addressed. The first being the harsh jitter of the third person camera. Of course there is challenge in making the camera a perfect experience in a game where the player can create new tunnels into the ground with a couple mere presses of the âBâ button. With this said, I still believe that the experience could be uplifted if there was a bit more smoothness applied to the zoom of the camera once DK enters a tight space. Another stipulation is the subpar use of motion controls for aiming chunks. I wouldnât care as much if the aiming was a bit more fluid with the right joystick. Having an overall subpar aiming control in Bananza is rather frustrating as a core game play element is grabbing chunks of the terrain and tossing them at objects or enemies. At first I suspected that my Joy-Con 2 controllers had faulty gyroscopes, so I booted up the Switch 2 edition of the Legend of Zelda: Tears of the Kingdom. Both the camera zoom and motion-aiming worked as well as I remembered it working on the original Switch console. It would be nice to see these two sticking-points addressed in a future software patch would be a massive QOL upgrade. It is worth mentioning that none of the following stipulations have a gigantic impact on the game as a whole. However, it does sting knowing that theses issues will probably plague the game for the rest of its life. Nintendo is rather despotic over patches to areas of software that their fans believe is needed. *Cough* Animal Crossing: New Horizons, Super Smash Bros. Ultimate, I digress.Â
Bananza is a title with such high highs, that the lowest lows barely seem significant when observing the game in its entirety. Truth be told, there are countless other aspects of Bananza that could be covered in this review; enough to possibly write an entire novel. The title of the game, âBananzaâ, references the various bestial power-ups that grant DK extra abilities. Without getting too spoiler heavy, the Bananzas allow Donkey Kong to transform into one of couple different beasts for a set period of time. Each transformation has an awesome design, background track, and special abilities. For example, the Zebra Bananza unlocks a speed boost in every aspect of his move-set. Along with an increase to speed, other powers such as âSpin Slamâ are granted during this time, which let DK perform a spinning attack with a chunk that is being held. Movements such as this help with map traversal or clearing a hoard of enemies during combat. Lets also not forget the lump of post-game content once the main story has been completed. Each of the elders present curated campaigns that expand upon the original slew of abilities with each Bananza. Theyâre essentially much longer versions of the various challenge rooms that are seen all across the world map. I do wish the difficulty was increased by removing the checkpoints, but they still provide a fun reason to go back to the layers for an upgrade to abilities. Expanding DKâs Bananza toolkit is a genius way to extend the content of the game. On top of that, it is very likely that players will have many more collectibles to obtain post completion of the story. In my play through, I still had about 150 Banandium Gems to locate, along with ~120 more fossils to unlock the rest of the clothes at the various Style Shops. A surplus of fun post-game content is always a welcome treat for players who crave a bit more past the main story.Â
It is safe to say that Donkey Kong Bananza would have made for a more substantial launch title for the Nintendo Switch 2. This game even takes advantage of the Switch 2âs hardware even more than Mario Kart World. The title screen contains a DK Artist mode that resembles a 3D version of Mario Paint, while utilizing Bananzaâs terrain manipulation physics in the form of a sculpture simulator. This mode is pure silly and goofy fun which utilizes the mouse mode that was introduced with the Joy-Con 2. DK Artist, and the in-game photo mode are both playful ways to take a break from the main adventure. I will say, both Bananza and MK World have very pleasing looking water physics, something that Iâve noticed a lot with recent first-party Nintendo titles. Seriously, the water looks unreal â like it would be very quenching in real life. Besides all of the entertaining hardware gimmicks, Bananzaâs core game play is something that doesnât feel boring or stale even after many hours of exploring the map and collecting Banandium Gems. There is so much personality oozing out of every corner all the while surpassing much of what is being set out to accomplish. The unique designs within each planet layer, to the interesting plot-twist of the story creates such a captivating experience in this 3D platforming sandbox adventure.Â
9.8 / 10
To the surprise of myself and many others, new DLC has been released for Bananza! This new content was shown off and released the same day during a Nintendo Direct. This follows about two months after the launch of the base game. The DLC adds DKs home island as a new location on the map, a new rogue-like game mode, and more costumes to unlock. The addition seems like a tough sell, considering the steep price tag for the amount of content that is delivered. However, the option is there to expand upon the base adventure.Â
One of the Bananza transformations unlocked in the later part of the game is the Snake Bananza. This transformation allows DK to jump much higher with a double-jump, and to slow down time temporarily.Â
A special interlude-like layer in the middle part of the game features a rhino racetrack challenge. The entire level is comprised of a large racetrack and is one of the smallest layers in the entire game. The level is run both in part by Diddy Kong and Dixie Kong, who have been anticipating Donkey Kongâs and Paulineâs arrival.Â
After the final battle with Void, Void wakes up from his defeat and hurls towards the planet core. A massive plot twist occurs: King K. Rool punches Void with enough force to send him flying to another planet! Out marches the true final boss of Donkey Kong Bananza!Â
After the battle with K. Rool, Donkey Kong and Pauline both get transported to the surface with the help of the planet core.Â
Both DK and Paulineâs accomplishments have to be put aside as the battle is not yet over. Now, our protagonists are confronted by King K. Rool sweeping in and taking the planet core for himself with plans to destroy over the wold with lava! Once the battle with the King of Rot concludes, the true end to the story completes and then the post-game content kicks in.Â