Donkey Kong Bananza's director recognizes occasional frames, but prioritizes fun and playability

Foto del autor

By Rita Ora

Several media have had the opportunity to prove the final version of Donkey Kong Baniza to be able to analyze it or give their impressions, and some have also interviewed those responsible. Specifically, the avant -garde has spoken with Kazuya Takahashi and Kenta Motokura, director and producer of the game, respectively. In one of the questions the journalist says that the title moves fluently, but that he has noticed «certain falls of frames at certain times and levels, «so he tells the director if they are aware of it.

«You have to take into account several factors,» says Takahashi. «In the first place, we have intentionally used effects such as hit stop or the slow motion To emphasize the impacts. On the other hand, when using Voxel technology there are times when great changes and destruction occur on stage. We are aware that performance at this time can go down a bit. However, as you say, in general the game can be enjoyed fluently, and at the points where changes are produced on a large scale, we have given priority to fun and gameplay. «

The answer offered by Takahashi does not seem that the problem is too serious, at least in the opinion of the study, but the truth is that photograms have not gone unnoticed. On the other hand, we must bear in mind that Nintendo is a company that by general delivers its polished games and does not hesitate to give developers the time enough to finish the task. Zelda's team: Tears of the Kingdom dedicated a year to polish the game, according to the producer of the Eiji franchise Aonuma.

During the interview they also ask Kenta Motokura about Donkey Kong's redesign and Shigeru Miyamoto's participation in the game. The producer ensures that Donkey Kong's new design respects the original vision that Miyamoto had as a creator, while putting up «that wild image and cool by Donkey Kong as a character who lives in the jungle. «

«In the first recreational Donkey Kong, Miyamoto imagined a world where Donkey Kong and humans coexist,» says Motokura. «Therefore, in addition to the wildest image of the jungle, we have also incorporated that urban vision and aesthetics with which Miyamoto created the character.»

Finally, Motokura reveals that the development of Donkey Kong Baniza began after finishing Super Mario Odyssey (2017), two games whose bases are very similar «in the sense that you can interact with many things.» «The essence is the same, but the big difference is that Donkey Kong Baniza uses Voxel technology, which in the game we use in tune with the theme of destruction,» adds the producer.

Donkey Kong Baniza will be available on July 17 for Nintendo Switch 2.