Donkey Kong Bananza: An Interview with the Developers
Donkey Kong Bananza, the highly anticipated new 3D adventure, is set to launch next week. After much speculation, it’s finally confirmed that the team behind Super Mario Odyssey is also the creative force behind this new Donkey Kong title. This revelation was quickly picked up by sharp-eyed fans, who noticed subtle hints in the trailers, like UI elements, that pointed to the Odyssey team. But now that we know the creators, it’s time for an in-depth look into how this unique title came to life.
In a recent interview, I spoke with Kenta Motokura, the producer of Donkey Kong Bananza, and Kazuya Takahashi, the director of the game. Motokura is a well-known name in the world of Nintendo, having previously directed Super Mario Odyssey, as well as worked on numerous iconic Nintendo titles including Super Mario Sunshine, Pikmin, and Donkey Kong Jungle Beat. Takahashi, on the other hand, joined Nintendo more recently in 2020, bringing with him a background in open-world game design, which he says influenced some of the design decisions in Bananza.
The development journey for Donkey Kong Bananza was filled with creative twists and turns. Motokura explained that the spark for this game came when Shigeru Miyamoto, the original creator of Donkey Kong, was consulted about the character’s design and potential new mechanics. This collaboration between the developers and Miyamoto led to the discovery of unique abilities for Donkey Kong, such as his iconic hand slap and breath attack. Additionally, they explored the potential of using voxel technology, a technique that had been previously experimented with in Super Mario Odyssey, to bring new gameplay possibilities to life. This combination of character abilities and voxel destruction formed the core idea of Donkey Kong Bananza.
As for the decision to develop the game in-house at Nintendo after a long hiatus of 20 years, Motokura explained that the timing felt right. The team was eager to bring something fresh and exciting to the series while also ensuring the gameplay resonated with both long-time fans and newcomers alike.
The team’s influences were varied but inspired by Donkey Kong’s long legacy. While there were no direct references to the movie Wreck-It Ralph, the similarities between the characters Pauline and Vanellope from the film were noticed by fans, especially when Pauline is seen riding Donkey Kong’s back in the trailers. Pauline was ultimately chosen as Donkey Kong’s sidekick after the team saw a piece of concept art depicting her zebra transformation. This fun design idea, along with the creation of original music for her character, solidified her role in the game. Takahashi elaborated that Pauline was selected not only because she is human and relatable to players but also because her songs could serve as both gameplay mechanics and narrative devices, helping guide players through the game world.
Another surprise in the interview was the confirmation of Pauline’s age-she’s 13 in Donkey Kong Bananza. This age choice, according to Takahashi, was made to appeal to both new and veteran players, giving her a fresh perspective on the classic Donkey Kong universe.
The developers also shared a glimpse into the new design of Donkey Kong. Motokura emphasized that while the new look might appear to be influenced by the movie, it actually harkens back to the original designs created by Miyamoto. This redesign serves as a foundation for the various media appearances of Donkey Kong, including in Mario Kart and the upcoming movie.
Donkey Kong Bananza offers more than just a visual makeover-it features a unique voxel-based world that focuses on destruction as its core gameplay mechanic. Motokura noted that the large, destructible environments allow players to interact with the world in new and dynamic ways, whether by smashing walls or uncovering hidden items. Takahashi added that the game also introduces a new collectible called the Banandium Gem, which allows Donkey Kong to unlock various abilities. The game’s destructible environments and the continuity of destruction are designed to keep players engaged, discovering new areas and items as they go.
As for the game’s release on the Nintendo Switch 2, the developers explained that the additional power of the new hardware allowed them to fully realize their vision for the game, particularly the continuity of destruction and the large-scale environmental changes. They also highlighted the ability to control certain gameplay mechanics using the Switch 2’s mouse control, which will be available in co-op play, allowing a second player to control Pauline’s voice blasts and interact with the game world in new ways.
With all these new elements, the team is excited to share Donkey Kong Bananza with the world. Motokura concluded by mentioning the game’s flexibility in difficulty, with options for both experienced gamers and newcomers to tailor the experience to their level. Whether you’re an action game veteran or a first-time player, Donkey Kong Bananza is shaping up to be an unforgettable adventure.