When I first heard of Bananza, I was concerned about the way in which DK could smash pretty much everything, I was worried that it would mean you could just brute force your way through the levels, that there would be little innovation throughout the game, relying only on the destruction mechanic.
I needn’t have worried, of course – it’s a Nintendo game, and in the hour I’ve played so far I’ve come across loads of game mechanics which substantially expand the moveset and ways that the levels work. You can’t just break everything and hope; there are different strengths of materials, there are bombs to break harder ones, there are enemies that provide you with stones to throw at others, there are floating islands that you don’t want to drop off the side of.





I purposefully didn’t read too much about the game before release, but my son Edward did – he’s watched countless videos and read articles and listened to podcasts – and he was incredibly hyped to see the giant monkey king thing and water raising a bridge and the little stone companion. I don’t get to play with him watching enough.
There have been some laugh-out-loud moments. Try and hit one of the other apes, and you’ll high-five them instead. You come across an ape who’s proud of the house he’s built, and then one hit of the walls means that the next time you talk to him he’s wistful he didn’t buy insurance against you. There is a joy to the destruction, and it’s rewarding as well, uncovering hidden banana chips and even hidden crystal bananas.
I’ve finished for the evening just after DK lost his stone companion and gained a different one. More on that some other time.