There was a lot of talk about what Donkey Kong Bananza is not. It's not a new Mario. It's not what we expected to start Era Switch 2. After I walked through the whole thing, I'm afraid the conversation stays. Donkey Kong Bananza is a good game. But it's not a new Mario and it's not what I expected to start switching 2 Era.
Obviously, there is a basic quality level for any Nintendo First-Party platform and we see it on the Bananze display. It's colored and bouncing. There are many creativity not only in different topics of each layer and its densely wrapped world, but in how this layer is stretched to the boundaries of its potential for ideas. It leaves you a happy feeling when you break rocks or ice or excessive strawberries to progress the campaign.
The layers are a bananzee version of the worlds, because our ape of the same name moves through the layers of the bark of the planet.
But there is an inevitable deficiency, the feeling that it is a game that could be great and not. The bouncy nature of the platform is often an obstacle, and the caricature running animation of Ogrong landed in trouble without its own guilt. This endless creativity quickly becomes an aesthetic bandage for patterns that begin to feel familiar. This happy feeling often comes from immediate chemistry between DK and Pauline, which never feels fully widespread.
Donkey Kong Bananza suffers under the weight of expectations
It's a bit strange to write about the game I liked very much, and that has done a lot of things well with a negative angle that it is not a masterpiece. But this is the subsequent Super Mario Odyssey, the title so rooted in size that the greatest honor paid last year's game of the year, Astro Bot, was that it was the best platform from Odyssey. Bananza is also the world's first exclusive Switch 2 platform, commissioned by a table setting for the best platform company in the world that launches the subsequent most popular console ever. The masterpiece was expected.
There's a lot of what Donkey Kong is doing very well. With a handful of different power-ups to be unlocked, it does a lot with the tools it offers itself. The first one just strengthens you, but the second that will quickly cause you is tied to fragile platforms, so you can reach new areas quickly enough. The one that allows you to fly is limited to gliding, which means that it must still be used tactically.
Later Power-UPS cannot be discussed according to the Embarg Review, but include both the maximum and the minimum of the buffet offered.
The result of this very deliberate use of power-ups is that the game feels very controlled. Each level, be it one of the challenges that you can disappear, for a side puzzle for more gems or the main light itself, everyone feels sewing along with a very certain feeling of how you move. Sometimes it means that everything is combined in harmony and sings to tune the perfection of the platform. In others, it's like playing the game badly to take a premise at a nominal value.
In my view, I gave my tongue in the face of a comparison with the GTA. My reason is that Burrowing on Earth, as DK can do with its powerful strikes, gave me the same kind of catharsis in the bloodshed I got when I jumped on the GTA and ignored the story in favor of throwing things up. In full experience, this chaos feels more gate and you don't have many opportunities to think outside the box or overcome the game.
The box is amazing! It is metaphorically full of sand and sometimes it is literally! It's Larf and a half to run and jump and hit it, collecting bananas and gold. It's easy to have a lot of fun in Donkey Kong Bananza. He just often doesn't feel like a kind of entertainment that will take a long time in memory.
The story of Donkey Kong should not care so much
It is worth returning to this comparison of Astro Bot, through Super Mario Odyssey. In the last level of Astro Bot, the game will bring you a new turn on. He constantly throws old thoughts and replaces them all the time, and every time he does, you are amazed by where they come from. When you get fresh ideas in the later stages of Donkey Kong Bananza, you feel more like “Oh, we should have had it before, it would improve it all.”
I am also a little loss with the story. Throwing deeper and deeper into the planet has never explained why each level has such a different terrain, why they seem to have a sky over them, or how you play stitches together. On one side it is a platform. Crash Bandicoot is one minute in the jungle and another in space, because it is fun. On the other hand, the game introduces a lot of emotional supplies in its story, and although it is sold by interactions between DK and Pauline, the meaning of the story comes and leaves.
There are many ways I could describe Donkey Kong Bananza. It's an explosion. It's an excellent fun for the family. You'll go monkeys for that. (The last one is a trademark if you see that it uses other reviews, owes me a dollar). It's an extremely pleasant game. But we are right where we started. It's not Super Mario Odyssey.
Donkey Kong Bananza is a fantastic platform with a lot of ideas hidden inside its barrels, but it does not achieve the perfection it focuses on, playing a little safe. Although Nintendo is still a great experience for Nintendo fans, I do not think its shadow will increase as large through the Switch 2 as Super Mario Odyssey did for the original console. It's just a good honest video game and sometimes it's enough.
Donkey Kong Bananza
Played on Nintendo Switch 2

- Released
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July 17, 2025
- Esrb
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All 10+ // fantasy violence
- Developers
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Nintendo
- Publisher (s)
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Nintendo
- Number of players
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Single-player
- Nintendo Switch 2 release date
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July 17, 2025
- An infinite number of ideas offered
- A wide range of power-ups you can play with
- Lots of depth and repeatability with collecting items and challenges
- Plays too safe mechanic of destruction
- The narrative meaning of the outflow and the flows
- Lacks a big wow moment