Donkey Kong Bananza Expansion Exposes its Switch 2 Hit's Major Issue

Back in July, I played through Donkey Kong Bananza with great enthusiasm. Its combat-focused puzzles was delicious, however after extended play, I experienced a bit of a tummy ache. The smash-heavy gameplay became repetitive the deeper I dug. I finished the game pleased, but wondering if the formula had sufficient flavor to make me eager for additional content.

Unexpected DLC

I wasn’t expecting, added content arrived via the latest presentation. Titled DK Island + Emerald Rush, this downloadable package transforms the original title as a procedural challenge. Rather than introducing new collectibles, it offers a nostalgic new zone along with an innovative experience.

Tour of the New Area

Starting the game with the new, I immediately accessed the new island. The location serves as a tribute rich with homages to earlier games. Notably, players can see in the form of Donkey Konga drums. It's destructible typically, but there are no gems or fossils. Aside from exploring the references, the primary function is trade points for decorations.

It feels lacking considering the $20 price, however the main role is to act as a training zone the new mode.

Core of the Expansion

The premise here requires an in-game entity assigns Donkey Kong earning resources across existing stages. As part of the challenge, he’s dropped into procedural attempts where essentially every collectible is turned into an emerald. Each run features up to 10 90-second rounds, every round requires players to reach a specific target that rises with every success.

While it took me some practice to comprehend the objectives, this setup generates some genuine challenges. It's essential to move as quickly as possible, remembering where gems are in each layer so I can get reliable caches of resources under pressure. Midway through early attempts, Void jobs begin to pop up tasking players with clear threats, smash targeted items, or complete additional missions to earn a large amount of emerald.

Repetition Sets In

The excitement soon diminishes, even with replay incentives upgrade mechanics designed to encourage multiple attempts. After I clear a job or grab a fossil, I can choose an upgrade similar to in something like Hades. Many upgrades revolve around increasing point earnings. Options include higher yields via objectives, defeating foes, smashing objects. Yet these upgrades change drastically the core loop; they just make the number go up. Scant in terms of real buildcrafting.

Lingering Critiques

As I moved through multiple sessions, gradually earning new abilities, available zones, customizations, a few persistent complaints regarding the original solidified. There’s an immediate gratification in Bananza’s smashing gameplay, but it’s a shallow thrill. After 10 layers, all objectives becomes repetitive. A large progression system attempts to increase depth to gameplay, however numerous of the abilities on it feel superfluous. No option is better, or fun, than just throwing a punch.

This issue is evident through Emerald Rush approaches upgrades. During attempts, there are no initial bonuses requiring progression via earning currency. I realized it was unnecessary to choose other than health, punch power, plus periodically helpful special move for example hovering. Skills are quietly the core purpose of the base game. Few motivations are present to earn points except for progression – yet these skills just doesn’t have a lot of handy tools available.

Lack of Direction

This results in the endgame of Bananza seeming directionless as it barrels toward the climax, exploring further zones that cannot introduce new challenges. Emerald Rush faces identical issues within a tighter framework, through its progression systems struggling to create variety. Compounding this, layers and gem locations remain static, reducing the randomness found in top roguelikes.

Overall Impression

DK Island + Emerald Rush doesn’t make me like Donkey Kong Bananza significantly, yet it highlights like there aren’t many places for additional content unless with substantial new ideas. Bananza itself already throws numerous mechanics, introducing numerous settings plus various puzzle-platforming ideas. One gets the impression of thorough completion twice over upon finishing Bananza. Should a complete overhaul does not suffice to renew engagement – something that worked for Splatoon 3 with its excellent Side Order DLC – the game may be ideal as a standalone experience as opposed to an ongoing series among franchises.

Richard Kerr
Richard Kerr

An interior designer passionate about creating functional and stylish work environments through ergonomic furniture.