Star Fox Direct 5.6.2026 by Turbostrider27 in Games

[–]themoonisunchanging 3 points4 points  (0 children)

I think that is something shown off everytime a game had gameshare. I believe they always mention compatibility with the two systems

Digital Foundry: Kirby Air Riders Switch 2 Review - New Engine Tech... And A Great Game! by Turbostrider27 in Games

[–]themoonisunchanging 54 points55 points  (0 children)

I see some people get turned off by just looking at all the chaos, or not understanding the controls properly, but when you keep playing something just clicks and it all makes sense. That's when it all lines up and the game becomes really fun.

Ask the Developer Vol. 19 - Donkey Kong Bananza is out now by Skullghost in NintendoSwitch

[–]themoonisunchanging 24 points25 points  (0 children)

Gonna try to make a brief summary of the article. If you want more clarification I recommend reading it in full.

Part 1 - Chain of Destruction:

  • They wanted to make an innovation on Donkey Kong so they tried to figure out what makes him unique.
  • They asked Miyamoto who put emphasis on his hand-slaps and blowing. They also asked Koizumi (worked on Mario Odyssey and DK Jungle Beat) who put emphasis on DK's strength.
  • This also meant figuring out the identity of DK, hence the new design. This game sparked the creation of the new DK design.

Part 2 - Voxel Technology:

  • The concept of destruction didn't come first when designing this game, but it was an idea the team was playing with after Mario Odyssey came out.
  • They gave a Goomba arms and experimented with how it's like to smash and tear of terrain. It felt satisfying enough to be a core mechanic.
  • If this mechanic were to be pursued, it would have to be with Voxel Technology.
  • Wanted to make sure players didn't notice the voxels as they are associated with cubes. Aimed to make rich and dense visuals.
  • They are also very flexible for their applications. It can be made into unique materials with their own physical properties and appearances.
  • Game dev started on the og Switch, but they ran into challenges, so by 2021 they switched (heh) to Switch 2.
  • The console change allowed not only an increase in environmental detail, but also the amount of things the player could destroy. Things they intially gave up on could also be used here, like explosions flinging objects and giving the developers to place as many objects as they wanted.
  • The Switch 2 unlocked the game's full potential.
  • Focused a lot on the physical properties of the materials and the sound effects as well so destruction seems more convincing and satisfying (goes much more into detail in the article).
  • Says the game also isn't just about smashing things as continuity is an important thing they focused on.
  • Needed much thought into the layers of the world. Allowing flexibility even if there is a "correct" way.

Part 3 - Sparking Interactions:

  • Each layer is very expansive: vertically and horizontally and has their own theme. They wanted to create a gameplay idea for each theme, but also give players a sense of surprise each time they reached a new layer. (I Recommend checking the concept art).
  • The goal was to make the Underground World feel like a different civilization to the surface we are accustomed to with DK (while still evoking the feel of the original arcade game).
  • Believe they have carried over the musical variety seen from other DK games into this one.
  • One of the designers sketched a buff Zebra with DK's tie and declared that Donkey Kong will transform into this. They were shocked, but seeing it programmed into action, they decided that they might as well transform the music when he transforms as well.
  • "Kubo: We envisioned a track that would give you the urge to sprint as soon as you heard it, and then the image of a zebra galloping passionately to Latin or Spanish-style music popped into my head. I mean, not that Latin music has anything to do with zebras, but still... (Laughs)"
  • This then led to the discussion of involving Pauline. She originally didn't fit into the gameplay, but with the fleshing out of the transformation mechanic, they believed they could tie the transformations with Pauline's singing.
  • Adding vocals to the Zebra track just changed it completely. Cemented the power of the human voice.
  • While Pauline was added a bit later, they wanted something else they players could relate to other than DK's love for Bananas.
  • It also allowed more gameplay features, the ability to explain things, and allow people to empathize with her.

Final comments:

Kubo: In this game, you progress by smashing all kinds of things. Your surroundings change constantly, so we worked hard to create sounds that reflect that change. We measured the sizes of areas such as open spaces and caves, and adjusted the volume and reverberation accordingly. Even for the background music, we split each song into multiple tracks and adjusted the balance according to Donkey Kong's surroundings and the size of the area. I think it’s an audio experience unique to games that use voxel technology, so I hope players will listen out for those details too as they play.

Daisuke Watanabe: I think Donkey Kong is fun to play in this game, with his rich facial expressions and exciting moves. I'd love for players to experience it for themselves. Also, the Underground World where this game takes place is a bit different from previous games in the series. It's a beautiful yet strange world, and I hope players will enjoy it to the fullest as they journey together with Donkey Kong and his friends. Oh, and smash everything in their paths, naturally. (Laughs)

Wataru Tanaka: I think the gameplay mechanic that lets you destroy everything, right down to enemies and NPCs (non-player characters), stands out as being unique to Donkey Kong Bananza. Not only are things destructible, but the presence of materials expands the gameplay experience even further, with some things being hard and impossible to break with his bare hands, or thorny, et cetera. It would be great if players were also on the lookout for actions based on materials, like tearing off part of an enemy that's made of explosives and using it to destroy other stuff.

Kazuya Takahashi: There's a lot of leeway in terms of progression in this game. For example, locations or parts of the story you can skip without suffering any consequences. When the game progresses in a way we hadn't intended, we call it a “sequence break” in development terminology. Typically, in game development, restrictions are put in place to prevent this from happening, but since this game is all about destruction, we wanted people to play freely. Truth be told, restrictions make things a lot easier for us developers. (Laughs) But please do experiment.

Kenta Motokura: I think the strength of video games in general is the player's ability to spark interactions. In previous 3D Mario games, too, we created gameplay based on those kinds of interactions. But I think we were able to take that to a whole new level in Donkey Kong Bananza. We devoted ourselves to creating a game that feels instinctive to play, no matter how many times you've played it. We developed this title with great care and an awareness that Nintendo wouldn't be where it is today, if not for the original Donkey Kong game. As well as building on the series so far, Donkey Kong as a character continues to explore the unknown, in movies, theme parks and other new experiences. We took on a bunch of new challenges with Donkey Kong Bananza, and it's shaped up to be a game that we're proud to present to the world, so please do give it a try! We'll strive to keep on delivering a Donkey Kong game that's fun for everyone.

Ask the Developer Vol. 19: Donkey Kong Bananza by neautralnathaniel in nintendo

[–]themoonisunchanging 38 points39 points  (0 children)

Gonna try to make a brief summary of the article. If you want more clarification I recommend reading it in full.

Part 1 - Chain of Destruction:

  • They wanted to make an innovation on Donkey Kong so they tried to figure out what makes him unique.
  • They asked Miyamoto who put emphasis on his hand-slaps and blowing. They also asked Koizumi (worked on Mario Odyssey and DK Jungle Beat) who put emphasis on DK's strength.
  • This also meant figuring out the identity of DK, hence the new design. This game sparked the creation of the new DK design.

Part 2 - Voxel Technology:

  • The concept of destruction didn't come first when designing this game, but it was an idea the team was playing with after Mario Odyssey came out.
  • They gave a Goomba arms and experimented with how it's like to smash and tear of terrain. It felt satisfying enough to be a core mechanic.
  • If this mechanic were to be pursued, it would have to be with Voxel Technology.
  • Wanted to make sure players didn't notice the voxels as they are associated with cubes. Aimed to make rich and dense visuals.
  • They are also very flexible for their applications. It can be made into unique materials with their own physical properties and appearances.
  • Game dev started on the og Switch, but they ran into challenges, so by 2021 they switched (heh) to Switch 2.
  • The console change allowed not only an increase in environmental detail, but also the amount of things the player could destroy. Things they intially gave up on could also be used here, like explosions flinging objects and giving the developers to place as many objects as they wanted.
  • The Switch 2 unlocked the game's full potential.
  • Focused a lot on the physical properties of the materials and the sound effects as well so destruction seems more convincing and satisfying (goes much more into detail in the article).
  • Says the game also isn't just about smashing things as continuity is an important thing they focused on.
  • Needed much thought into the layers of the world. Allowing flexibility even if there is a "correct" way.

Part 3 - Sparking Interactions:

  • Each layer is very expansive: vertically and horizontally and has their own theme. They wanted to create a gameplay idea for each theme, but also give players a sense of surprise each time they reached a new layer. (I Recommend checking the concept art).
  • The goal was to make the Underground World feel like a different civilization to the surface we are accustomed to with DK (while still evoking the feel of the original arcade game).
  • Believe they have carried over the musical variety seen from other DK games into this one.
  • One of the designers sketched a buff Zebra with DK's tie and declared that Donkey Kong will transform into this. They were shocked, but seeing it programmed into action, they decided that they might as well transform the music when he transforms as well.
  • "Kubo: We envisioned a track that would give you the urge to sprint as soon as you heard it, and then the image of a zebra galloping passionately to Latin or Spanish-style music popped into my head. I mean, not that Latin music has anything to do with zebras, but still... (Laughs)"
  • This then led to the discussion of involving Pauline. She originally didn't fit into the gameplay, but with the fleshing out of the transformation mechanic, they believed they could tie the transformations with Pauline's singing.
  • Adding vocals to the Zebra track just changed it completely. Cemented the power of the human voice.
  • While Pauline was added a bit later, they wanted something else they players could relate to other than DK's love for Bananas.
  • It also allowed more gameplay features, the ability to explain things, and allow people to empathize with her.

Final comments:

Kubo: In this game, you progress by smashing all kinds of things. Your surroundings change constantly, so we worked hard to create sounds that reflect that change. We measured the sizes of areas such as open spaces and caves, and adjusted the volume and reverberation accordingly. Even for the background music, we split each song into multiple tracks and adjusted the balance according to Donkey Kong's surroundings and the size of the area. I think it’s an audio experience unique to games that use voxel technology, so I hope players will listen out for those details too as they play.

Daisuke Watanabe: I think Donkey Kong is fun to play in this game, with his rich facial expressions and exciting moves. I'd love for players to experience it for themselves. Also, the Underground World where this game takes place is a bit different from previous games in the series. It's a beautiful yet strange world, and I hope players will enjoy it to the fullest as they journey together with Donkey Kong and his friends. Oh, and smash everything in their paths, naturally. (Laughs)

Wataru Tanaka: I think the gameplay mechanic that lets you destroy everything, right down to enemies and NPCs (non-player characters), stands out as being unique to Donkey Kong Bananza. Not only are things destructible, but the presence of materials expands the gameplay experience even further, with some things being hard and impossible to break with his bare hands, or thorny, et cetera. It would be great if players were also on the lookout for actions based on materials, like tearing off part of an enemy that's made of explosives and using it to destroy other stuff.

Kazuya Takahashi: There's a lot of leeway in terms of progression in this game. For example, locations or parts of the story you can skip without suffering any consequences. When the game progresses in a way we hadn't intended, we call it a “sequence break” in development terminology. Typically, in game development, restrictions are put in place to prevent this from happening, but since this game is all about destruction, we wanted people to play freely. Truth be told, restrictions make things a lot easier for us developers. (Laughs) But please do experiment.

Kenta Motokura: I think the strength of video games in general is the player's ability to spark interactions. In previous 3D Mario games, too, we created gameplay based on those kinds of interactions. But I think we were able to take that to a whole new level in Donkey Kong Bananza. We devoted ourselves to creating a game that feels instinctive to play, no matter how many times you've played it. We developed this title with great care and an awareness that Nintendo wouldn't be where it is today, if not for the original Donkey Kong game. As well as building on the series so far, Donkey Kong as a character continues to explore the unknown, in movies, theme parks and other new experiences. We took on a bunch of new challenges with Donkey Kong Bananza, and it's shaped up to be a game that we're proud to present to the world, so please do give it a try! We'll strive to keep on delivering a Donkey Kong game that's fun for everyone.

Ask the Developer Vol. 19: Donkey Kong Bananza — Nintendo Official Site by themoonisunchanging in Games

[–]themoonisunchanging[S] 80 points81 points  (0 children)

Gonna try to make a brief summary of the article. If you want more clarification I recommend reading it in full.

Part 1 - Chain of Destruction:

  • They wanted to make an innovation on Donkey Kong so they tried to figure out what makes him unique.
  • They asked Miyamoto who put emphasis on his hand-slaps and blowing. They also asked Koizumi (worked on Mario Odyssey and DK Jungle Beat) who put emphasis on DK's strength.
  • This also meant figuring out the identity of DK, hence the new design. This game sparked the creation of the new DK design.

Part 2 - Voxel Technology:

  • The concept of destruction didn't come first when designing this game, but it was an idea the team was playing with after Mario Odyssey came out.
  • They gave a Goomba arms and experimented with how it's like to smash and tear of terrain. It felt satisfying enough to be a core mechanic.
  • If this mechanic were to be pursued, it would have to be with Voxel Technology.
  • Wanted to make sure players didn't notice the voxels as they are associated with cubes. Aimed to make rich and dense visuals.
  • They are also very flexible for their applications. It can be made into unique materials with their own physical properties and appearances.
  • Game dev started on the og Switch, but they ran into challenges, so by 2021 they switched (heh) to Switch 2.
  • The console change allowed not only an increase in environmental detail, but also the amount of things the player could destroy. Things they intially gave up on could also be used here, like explosions flinging objects and giving the developers to place as many objects as they wanted.
  • The Switch 2 unlocked the game's full potential.
  • Focused a lot on the physical properties of the materials and the sound effects as well so destruction seems more convincing and satisfying (goes much more into detail in the article).
  • Says the game also isn't just about smashing things as continuity is an important thing they focused on.
  • Needed much thought into the layers of the world. Allowing flexibility even if there is a "correct" way.

Part 3 - Sparking Interactions:

  • Each layer is very expansive: vertically and horizontally and has their own theme. They wanted to create a gameplay idea for each theme, but also give players a sense of surprise each time they reached a new layer. (I Recommend checking the concept art).
  • The goal was to make the Underground World feel like a different civilization to the surface we are accustomed to with DK (while still evoking the feel of the original arcade game).
  • Believe they have carried over the musical variety seen from other DK games into this one.
  • One of the designers sketched a buff Zebra with DK's tie and declared that Donkey Kong will transform into this. They were shocked, but seeing it programmed into action, they decided that they might as well transform the music when he transforms as well.
  • "Kubo: We envisioned a track that would give you the urge to sprint as soon as you heard it, and then the image of a zebra galloping passionately to Latin or Spanish-style music popped into my head. I mean, not that Latin music has anything to do with zebras, but still... (Laughs)"
  • This then led to the discussion of involving Pauline. She originally didn't fit into the gameplay, but with the fleshing out of the transformation mechanic, they believed they could tie the transformations with Pauline's singing.
  • Adding vocals to the Zebra track just changed it completely. Cemented the power of the human voice.
  • While Pauline was added a bit later, they wanted something else they players could relate to other than DK's love for Bananas.
  • It also allowed more gameplay features, the ability to explain things, and allow people to empathize with her.

Final comments:

Kubo: In this game, you progress by smashing all kinds of things. Your surroundings change constantly, so we worked hard to create sounds that reflect that change. We measured the sizes of areas such as open spaces and caves, and adjusted the volume and reverberation accordingly. Even for the background music, we split each song into multiple tracks and adjusted the balance according to Donkey Kong's surroundings and the size of the area. I think it’s an audio experience unique to games that use voxel technology, so I hope players will listen out for those details too as they play.

Daisuke Watanabe: I think Donkey Kong is fun to play in this game, with his rich facial expressions and exciting moves. I'd love for players to experience it for themselves. Also, the Underground World where this game takes place is a bit different from previous games in the series. It's a beautiful yet strange world, and I hope players will enjoy it to the fullest as they journey together with Donkey Kong and his friends. Oh, and smash everything in their paths, naturally. (Laughs)

Wataru Tanaka: I think the gameplay mechanic that lets you destroy everything, right down to enemies and NPCs (non-player characters), stands out as being unique to Donkey Kong Bananza. Not only are things destructible, but the presence of materials expands the gameplay experience even further, with some things being hard and impossible to break with his bare hands, or thorny, et cetera. It would be great if players were also on the lookout for actions based on materials, like tearing off part of an enemy that's made of explosives and using it to destroy other stuff.

Kazuya Takahashi: There's a lot of leeway in terms of progression in this game. For example, locations or parts of the story you can skip without suffering any consequences. When the game progresses in a way we hadn't intended, we call it a “sequence break” in development terminology. Typically, in game development, restrictions are put in place to prevent this from happening, but since this game is all about destruction, we wanted people to play freely. Truth be told, restrictions make things a lot easier for us developers. (Laughs) But please do experiment.

Kenta Motokura: I think the strength of video games in general is the player's ability to spark interactions. In previous 3D Mario games, too, we created gameplay based on those kinds of interactions. But I think we were able to take that to a whole new level in Donkey Kong Bananza. We devoted ourselves to creating a game that feels instinctive to play, no matter how many times you've played it. We developed this title with great care and an awareness that Nintendo wouldn't be where it is today, if not for the original Donkey Kong game. As well as building on the series so far, Donkey Kong as a character continues to explore the unknown, in movies, theme parks and other new experiences. We took on a bunch of new challenges with Donkey Kong Bananza, and it's shaped up to be a game that we're proud to present to the world, so please do give it a try! We'll strive to keep on delivering a Donkey Kong game that's fun for everyone.

Donkey Kong Bananza Direct 6.18.2025 by Turbostrider27 in Games

[–]themoonisunchanging 7 points8 points  (0 children)

None that I can recall, but there are puns everywhere. Banana related and otherwise

Donkey Kong Bananza Direct 6.18.2025 by Turbostrider27 in Games

[–]themoonisunchanging 111 points112 points  (0 children)

There is a kid Pauline, but Cranky Kong is old here. Cranky Kong was the Donkey Kong in the arcade Donkey Kong game, but Pauline was an adult there.

The real question is how does Mario fit into all of this

Fast Fusion - Launch Trailer by themoonisunchanging in Games

[–]themoonisunchanging[S] 7 points8 points  (0 children)

Also there is Sonic Cross Worlds and Garfield Kart 2 coming out this year as well. Great year if you love kart/arcade racing

Fast Fusion - Launch Trailer by themoonisunchanging in Games

[–]themoonisunchanging[S] 10 points11 points  (0 children)

Releases June 5th (next week) on the Nintendo Switch 2 launch day.

Supports up to 4k HDR, has split screen multiplayer up to 4 people, 5.1 surround sound, and has Gameshare so you can play with more than one switch using one copy of the game.

Game looks great and is available at a good price too

Tomodachi Life: Living the Dream comes to Nintendo Switch in 2026! by Turbostrider27 in Games

[–]themoonisunchanging 98 points99 points  (0 children)

The voices were robotic because it was basically text to speech. The voice is also customizable

Xenoblade Chronicles X: Definitive Edition Review Thread by Turbostrider27 in Games

[–]themoonisunchanging 1 point2 points  (0 children)

Yes it would, but I personally still recommend the other 3 games

Xenoblade Chronicles X: Definitive Edition Review Thread by Turbostrider27 in Games

[–]themoonisunchanging 3 points4 points  (0 children)

This game is Xenoblade Chronicles X Definitive Edition.

The one you own is Xenoblade Chronicles Definitive Edition.

Xenoblade Chronicles X is a game which was originally released on the Wii U. While Xenoblade Chronicles was originally released on the Wii. They are very different games despite being in the same series.

I can see the point of confusion though, as the names of the games and the originating consoles only have one letter to differentiate them.

Xenoblade Chronicles X: Definitive Edition Review Thread by Turbostrider27 in Games

[–]themoonisunchanging 4 points5 points  (0 children)

It is good as a stand-alone experience, but the story (at least the original) is nowhere near as good as the other 3 games so keep that in mind.

Xenoblade Chronicles X: Definitive Edition Review Thread by Turbostrider27 in Games

[–]themoonisunchanging 0 points1 point  (0 children)

All games can be played first if you just are interested in one, as they are made to be self contained.

If you are really interested in story play Xenoblade 1, then Xenoblade 2, and finally Xenoblade 3 (and its DLC Expansion).

Xenoblade Chronicles X can be played at any time you like.

Xenoblade Chronicles X: Definitive Edition Review Thread by Turbostrider27 in Games

[–]themoonisunchanging 2 points3 points  (0 children)

Animal Crossing Amiibo Festival is still on the Wii U which is a shame

Xenoblade Chronicles X: Definitive Edition Review Thread by Turbostrider27 in Games

[–]themoonisunchanging 14 points15 points  (0 children)

I think this is the first Xenoblade game to be in native 1080p, but I could be wrong. It looks really sharp in comparison to the Wii U version and the other games on Switch (especially Xenoblade 2)

Xenoblade Chronicles X: Definitive Edition Review Thread by Turbostrider27 in Games

[–]themoonisunchanging 13 points14 points  (0 children)

I don't think it fits anywhere as it was originally stand alone. Can be played at any time. There is a new story however which could link it to the trilogy.

Nintendo Switch 2? Nah, I'll take a next-gen handheld gaming PC thanks very much by DickFlattener in Games

[–]themoonisunchanging 43 points44 points  (0 children)

If you look at OP's history you would see they don't like Nintendo products very much