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Forums - Nintendo Discussion - Donkey Kong Bananza, a new 3D DK game, releases on Switch 2 July 17th

160rmf said:

https://youtu.be/GUEesLJ-Nuc?feature=shared

I wish i could know how to embed video

Just click "Rich Text Reply" then go to "Insert" and "Media", then copy the link.



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pikashoe said:

One big positive I have with both this and mario kart world is that they both feel like games that would not work on the OG Switch. This is a big criticism I've had with the ps5/seriesX, having very little that didn't just feel like up resed ps4/xbone games in the early years of the consoles.

Yeah I really like that Nintendo is using the leap in power to explore new gameplay possibilities rather than just making Switch 1 games with better visuals; Mario Kart's open levels and much higher number of racers at once, and DK's fully destructible environments both could not have been done on Switch 1 for instance.



Leynos said:
Otter said:

For as long as they don't have much voice overs or cutscenes, their games should remain

Xenoblade is full of that stuff and yet the file sizes remain small. It's just good optimization.

Whoops my comment didn't properly post, there was more after... None the less Xenoblade  is closer to a 360 era game in texture & animation, so it's fitting within the norms of that era (12GB). It's still not fully voiced for every line of dialogue either. I think the only game that needed much more of that era FFXIII with all its pre-rendered video clips.

Recall how horribly compressed all the pre-rendered videos in TOTK were? That's the cost of it staying under 32GB.  One thing Nintendo does in general benefit from though is relying less on FMV (instead mostly using real time cutscenes) & less on performance capture which is also very data intensive. 

Now Nintendo is taking a jump though,  texture quality, animation & FMV quality will all likely double and reflect what we saw happen on PS4/X1 for story & performance driven games (Zelda/Xenoblade) . PS4/X1 developers had cheaper  bluerays and made use of available 50GB, Nintendo however will probably shy away from 64GB carts until the aforementioned franchises rear their heads. 

Last edited by Otter - on 07 April 2025

Otter said:
Leynos said:

Xenoblade is full of that stuff and yet the file sizes remain small. It's just good optimization.

Whoops my comment didn't properly post, there was more after... None the less Xenoblade  is closer to a 360 era game in texture & animation, so it's fitting within the norms of that era (12GB). It's still not fully voiced for every line of dialogue either. I think the only game that needed much more of that era FFXIII with all its pre-rendered video clips.

Recall how horribly compressed all the pre-rendered videos in TOTK were? That's the cost of it staying under 32GB.  One thing Nintendo does in general benefit from though is relying less on FMV (instead mostly using real time cutscenes) & less on performance capture which is also very data intensive. 

Now Nintendo is taking a jump though,  texture quality, animation & FMV quality will all likely double and reflect what we saw happen on PS4/X1 for story & performance driven games (Zelda/Xenoblade) . PS4/X1 developers had cheaper  bluerays and made use of available 50GB, Nintendo however will probably shy away from 64GB carts until the aforementioned franchises rear their heads. 

Xenoblade 3 and X would not run on a 360. X took the full 1GB on Wii U to run. 3 uses about everything Switch has to run and still needed software upscaling. X was 23GB on Wii U and optimized to look better with more content on Switch, down to 13 GB. Again, it's just good optimization.



Bite my shiny metal cockpit!

Leynos said:
Otter said:

Whoops my comment didn't properly post, there was more after... None the less Xenoblade  is closer to a 360 era game in texture & animation, so it's fitting within the norms of that era (12GB). It's still not fully voiced for every line of dialogue either. I think the only game that needed much more of that era FFXIII with all its pre-rendered video clips.

Recall how horribly compressed all the pre-rendered videos in TOTK were? That's the cost of it staying under 32GB.  One thing Nintendo does in general benefit from though is relying less on FMV (instead mostly using real time cutscenes) & less on performance capture which is also very data intensive. 

Now Nintendo is taking a jump though,  texture quality, animation & FMV quality will all likely double and reflect what we saw happen on PS4/X1 for story & performance driven games (Zelda/Xenoblade) . PS4/X1 developers had cheaper  bluerays and made use of available 50GB, Nintendo however will probably shy away from 64GB carts until the aforementioned franchises rear their heads. 

Xenoblade 3 and X would not run on a 360. X took the full 1GB on Wii U to run. 3 uses about everything Switch has to run and still needed software upscaling. X was 23GB on Wii U and optimized to look better with more content on Switch, down to 13 GB. Again, it's just good optimization.

Switch version is already a huge leap over WiiU. Imagine once the Switch 2 Edition gets shown...



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The SB Odyssey team made DK Jungle Beat back in the day. They are now come full circle.

I do expect it will take a while before we would get a new Mario 3D game now. Halfway Switch2 life I would expect now, or perhaps Nintendo will give another team a go.



Leynos said:
Otter said:

Whoops my comment didn't properly post, there was more after... None the less Xenoblade  is closer to a 360 era game in texture & animation, so it's fitting within the norms of that era (12GB). It's still not fully voiced for every line of dialogue either. I think the only game that needed much more of that era FFXIII with all its pre-rendered video clips.

Recall how horribly compressed all the pre-rendered videos in TOTK were? That's the cost of it staying under 32GB.  One thing Nintendo does in general benefit from though is relying less on FMV (instead mostly using real time cutscenes) & less on performance capture which is also very data intensive. 

Now Nintendo is taking a jump though,  texture quality, animation & FMV quality will all likely double and reflect what we saw happen on PS4/X1 for story & performance driven games (Zelda/Xenoblade) . PS4/X1 developers had cheaper  bluerays and made use of available 50GB, Nintendo however will probably shy away from 64GB carts until the aforementioned franchises rear their heads. 

Xenoblade 3 and X would not run on a 360. X took the full 1GB on Wii U to run. 3 uses about everything Switch has to run and still needed software upscaling. X was 23GB on Wii U and optimized to look better with more content on Switch, down to 13 GB. Again, it's just good optimization.

No one said it would run on 360, I said the asset quality is closer to 360... This is not dunking on Nintendo/Monolith, just stating on how it relates to file size expectations. Definitely more than "just good optimisation" and useful when informing expectation on game sizes, as something like DK doesn't look like it should balloon in size just because it's on Switch 2. I'd expect and look out for that for future big RPGs like Zelda/Xenoblade




And it's great that Monolith shrunk the game on Switch, probably the OG game was optimised around the 25GB Wii U disc and the cost difference of the 16GB vs 32GB Switch cards incentivised them to cut down on that. The pre-rendered cutscenes are more compressed on Switch, something that's not a big deal though as there are not many.



Now we are getting a DK in a similar style to odyssey I wonder what a coop DK platformer in the style of 3d world could be like...



Zippy6 said:

Now we are getting a DK in a similar style to odyssey I wonder what a coop DK platformer in the style of 3d world could be like...

Well we definitely need Diddy Kong to get some kind of love somewhere. Maybe a spinoff game a bit less smashy lol 



Tober said:

The SB Odyssey team made DK Jungle Beat back in the day. They are now come full circle.

I do expect it will take a while before we would get a new Mario 3D game now. Halfway Switch2 life I would expect now, or perhaps Nintendo will give another team a go.

Or they could be working on DK & Mario concurrently, Nintendo is pretty notorious for messing around with a bunch of different concepts before development truly begins so it’s possible they had so many ideas and they didn’t necessarily mesh together and decided to make separate games featuring these concepts.

It seems that they want to have a single, giant open-world for the next 3D Mario and Bowser’s Fury was a testing ground for that concept and they also wanted to experiment with destructible environments and maybe while experimenting with it they decided that it would be a better fit for DK and are going with a different mechanic for the next 3D Mario.

I could see the timeline looking something like

2017-Mario Odyssey releases in October

2018-Bowser’s Fury begins development

2020-part of the team splits off and DK Bananza begins development

2021-Bowser’s Fury releases in February and the next 3D Mario begins development shortly after

2025-DK Bananza releases in July

2026-3D Mario releases in the 2nd half of the year



When the herd loses its way, the shepard must kill the bull that leads them astray.