How Donkey Kong Bananza Improves on Both Super Mario Odyssey and Donkey Kong 64
When it was confirmed that the team behind 2017’s Super Mario Odyssey was responsible for Switch 2 exclusive Donkey Kong Bananza, the resulting vibes were positive. Odyssey was universally beloved—or as close as a game from a massive studio like Nintendo can get these days, anyway—and seeing what else the developers behind it could cook up on the Switch 2’s more powerful hardware had an obvious intrigue.
What jumped out at me about this confirmation, however, was what I didn’t enjoy about Odyssey. At least, relative to others. 3D Mario games have regularly been about doing something completely new, something innovative and so tightly designed that it’s impossible to imagine it appearing anywhere else—ideas entire games could be designed around introduced and discarded with reckless abandon, excellent feel whether you’re talking about casual or high-level play, and sometimes ambition so lofty (hello, Super Mario Sunshine) that people still can’t figure out whether the resulting title was worth said ambition or if Nintendo had flown a little too close to the sun.
Odyssey, though, was very much designed around existing ideas presented in a new—and admittedly more effective—manner. What was Cappy, the hat that allowed Mario to possess enemies to allow for progression in a given level, but a throwback to the Nintendo-published and n-Space developed Geist, in which you are dead and can only interact with the environment through possession of what was contained within it—a mechanic suggested by Shigeru Miyamoto himself? What was the emphasis on collecting more Stuff than you’d ever had to collect in a Mario game before other than a pull from Rare’s own work on Nintendo systems, occasionally published by Nintendo, like Banjo-Kazooie? Those games, by the way, also heavily utilized a transformation mechanic to make your platforming progress.
As I wrote about Odyssey years back and stand by now, its levels are “a lot more straightforward, constrained a little more by environmental logic and uniformity in order to ensure the mini sandboxes you play in make some measure of sense.” This isn’t a full-throated criticism, however, as I continued on to say that Odyssey (as well as Bowser’s Fury) “have done a wonderful job of rehabilitating an era of platformers I was mostly happy to leave in the past. They show that there is real promise in the idea of going back to some of those designs and philosophies, and applying what’s been learned since and the leaps in technology to them, in order to create something that’s not quite as ‘new’ as, say, a Mario Galaxy game was at the time of their release, but is still joyous and worthwhile in its own right.”
It’s a preference thing: Mario games should be more about sheer inventiveness than Odyssey was, about creating something unlike anything that’s come before—or as close as you can get this far into the project that is video games, anyway—rather than refining existing concepts and structures that had little to do with Mario itself. Sure, there’s a lot of refinement of the Super Mario 64 concept in Odyssey in the same way that Breath of the Wild is a nod to the original The Legend of Zelda from three decades prior, but no one has ever said that Super Mario 64 would have been better if only it were more like Banjo-Kazooie.
So, combine all of this with the idea that the character and franchise of the Odyssey team’s major launch-window exclusive was Donkey Kong, the one for whom identity crisis is, in fact, his identity? Baby, we had a potential stew going. Donkey Kong, by virtue of slotting into whatever role Nintendo needs him to, did not carry the same kind of expectational baggage as Mario. And, in fact, if making collecting a significant part of the process was a thing that the Odyssey team was going to explore full-time rather than as a one-off, then Donkey Kong was the better fit, anyway, given not just the still-absurd and inexcusable volume of things to collect in Donkey Kong 64, but also the Donkey Kong Country games, wherein hidden secrets and collectibles were as significant to the experience as the pre-rendered graphics, music, and general difficulty.
Speaking of Donkey Kong 64: it is basically the worst of that era of Rare’s excesses shoved into one game, and this is being said by someone with a documented appreciation for that studio whose editor is no small fan of their work himself. It was beloved at the time for many of the same reasons it was reappraised and found lacking later on: there sure was a lot of it. Too much. Too much to collect—more than any other game, both then and now—without systems that felt good enough to justify all of the effort it took to acquire it all. Throw in the issues inherent to the early days of the genre with these excesses, and it has aged significantly worse than Banjo-Kazooie has, which is saying something.
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