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Everything We Learned During Today's Donkey Kong Bananza Direct
Game Updates

Everything We Learned During Today’s Donkey Kong Bananza Direct

by admin June 19, 2025


The Donkey Kong Bananza Direct just wrapped up, and if the 15 minutes of gameplay shown during it is any indication, it’s shaping up to be an exciting Nintendo Switch 2 exclusive, and it launches in less than a month. During the showcase, we learned a lot about the game, including that the Odd Rock companion from previous trailers is none other than aspiring singer Pauline, alongside details about Donkey Kong’s various Bananza forms, the evil Void Company, and more. 

Here’s Everything We Learned About Donkey Kong Bananza

Donkey Kong makes the discovery of the century on Ingot Isle in the form of special golden bananas, but just as he’s about to enjoy all that potassium, a sudden tempest over the island sends him deep into the underground. Here, through extraordinary circumstances, he teams up with Odd Rock, who we learn is actually Pauline, a character whose lineage goes way back to Donkey Kong’s beginnings. The duo learns that if they reach the planet’s core, they will be granted a wish: Pauline wants to become a singer, and Donkey Kong wants to enjoy the golden bananas. So the two set off into the underground core. 

Nintendo says each layer of the underground presents a new biome and unique scenery to enjoy, and if today’s Direct is any indication, we can expect lava stages, ice ones, tropical levels, and more. As the two venture through layers of the planet, they discover Banandium Gems, which are golden bananas you’ll find throughout the game. Some are simply visible and easy to collect; others are buried in walls, the ground, and elsewhere, and Donkey Kong will have to use his various moves to collect them. You can even receive them as rewards for completing Ancient Ruin challenges, which include time-limited battles, obstacle courses, side-scrolling stages, and more. 

And speaking of moves, Donkey Kong has all kinds of tools in his arsenal in Donkey Kong Bananza. 

Donkey Kong and Pauline’s Moveset

 

He can punch and smash through enemies, the ground, and most things he can get his hands on with incredible force. This destruction can lead to special discoveries or set off chain reactions that can drastically change the scenery around you. 

Dive Punch lets Donkey Kong smash deep into the ground, while Roll Forward lets him roll at high speeds, which can be combined with jumps and punches, to extend traversal mechanics. With Hand Slap, Donkey Kong can collect nearby items and discover hidden ones using Sonar. Tear Off lets Donkey Kong grab a chunk of terrain and, well, tear it off. He can then throw this chunk at enemies or the environment to discover new pathways. Tearing turnips out of the ground will also lead to finding new items. Chunk Jump can be used to double jump and reach new heights. It’s clear there’s a lot of discoverability and exploration tied to chaining together Donkey Kong’s various moves, and I’m excited to see what kind of tech players make of this. 

If you throw chunks of softer material, you can stick them to surfaces and pile them up, helping you reach new heights and secret areas. And finally, Donkey Kong’s Turf Surf lets you slide through levels on chunks of terrain, carving out new paths and taking out enemies along the way. Pauline has her own powers, too, including Make Music; with this, Pauline can show you the way forward and remove strange seals left behind by the evil Void Company. 

Collectibles

 As you work through the environment, you’ll discover not only Banandium Gems, which lead to Skill Points that you can use for different upgrades like better sonar and stronger punches, but Banandium Chips, too. These banana slices can be traded for Banandium Gems at the Chip Exchange. You can exchange the Gold you find in your adventures at the Stuff Shop for useful items, and you can trade Fossils at local style shops for additional outfits and more for Donkey Kong and Pauline. Both Donkey and Pauline can be customized with different outfits, and you can even change the color of Donkey Kong’s fur. 

You can find additional Banandium Gems and Fossils by opening up Treasure Chests, which contain Treasure Maps that lead to these collectibles and more. Today’s Direct revealed that the game tracks which Fossils and Banandium Gems you’ve collected, too, making it easy to stay on top of what you need to do if you’re looking to find everything. 

Bananza Forms and The Void Company

Donkey Kong will get help from the DK family, including Cranky Kong and his rhino companion, Rambi, and the Giant Elders that call the subterranean home. These Elders possess ancient powers that Pauline can help Donkey Kong utilize. If you collect enough gold, your Bananergy meter will fill up, and once it’s full, you can transform into different Bananza forms, including the massive gorilla Kong Bananza, the speedy Zebra Bananza, and the flying Ostrich Bananza form. There’s likely even more forms waiting in the full game. These forms have limited use, and you’ll need to fill up your Bananergy meter to use them again. However, you can swap forms on the fly. 

These Bananza forms will be essential to taking down the Void Company, “the mightiest mining operation both above ground and below,” according to Nintendo. Grumpy Kong creates gigantic corporate soldiers, while Poppy Kong is responsible for subterranean information gathering. Void Kong is in charge of both of them and the entire company, and this company is behind the banana-stealing maelstrom threatening Ingot Isle. The company has blocked off routes to the lower layers to stop anyone wishing to thwart their plans to reach the core and receive a wish. Donkey Kong and his pals will face off against massive enemies guarding these sealed routes, and you’ll need to utilize Donkey Kong’s entire arsenal of moves to defeat them. 

Getting Around

As you progress through Ingot Isle’s underground, you might want to double back for collectibles and more. Subterranean Eels (Eelevators) can be used to fast travel between different layers, and they can also “Teeleport” you to different areas within a single layer, too. When you need a break from the action, find a bed for a quick (and sleepy) getaway. Here, you can listen to new and classic tunes via the Music Player, and as you progress through the game and defeat enemies, you’ll earn more music discs for this player. 

You can capture memories from your adventure with Donkey Kong Bananza’s robust Camera Mode, too, which includes different angles, filters, and more. 

Co-Op and More

If you’re looking for some co-op fun, Donkey Kong Bananza includes plenty of ways to do that. You can share a second Joy-Con 2 controller, or a second set entirely, to let another person control Pauline separately from Donkey Kong. They can unleash Vocal Blasts using the Joy-Con 2 Mouse Controls. And with GameShare, you only need one copy of the game because you can share the game to another player on their Switch 2 to get them in on the action. This can be done locally, even to a Switch 1 player, or via an online connection using GameShare via GameChat. 

If you need extra help in the game, the Assist Mode will automatically guide you toward the objective and halve the damage you receive. 

Outside the main game, there’s a mode called DK Artist, reminiscent of the Super Mario 64 title screen. Here, you can use Joy-Con 2 mouse control to rotate a sculpture of Donkey Kong, carve material out of him (or add some back on), paint it, and more. The Direct shows off unique Donkey Kong sculptures and others inspired by art in the real world. You can change the lighting, too, and add special effects for a quick photo op. 

Amiibo

The Donkey Kong Bananza direct ended with the reveal that a special Donkey Kong and Pauline Amiibo figure will be released the day the game comes out on July 17. Scanning it into the game unlocks Pauline’s Diva Dress. Nintendo has also revealed that every other Amiibo released thus far, including Donkey Kong ones and the special bands from Universal’s Super Nintendo World theme parks, can be used to receive special giant spheres that do unique things in-game. 

And that’s everything we learned about Donkey Kong Bananza during today’s special Direct.

Donkey Kong Bananza launches exclusively on Nintendo Switch 2 next month on July 17. 

While waiting for its release, read Game Informer’s hands-on Donkey Kong Bananza preview, and then watch the game’s reveal trailer. After that, read Game Informer’s Switch 2 review, and then check out our list of the Switch 2 games to play when you’re done with Mario Kart World. 

Are you picking up Donkey Kong Bananza next month? Let us know in the comments below!



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June 19, 2025 0 comments
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CDPR releases 37 minutes of Cyberpunk 2077 Switch 2 video - so what have we learned?
Game Reviews

CDPR releases 37 minutes of Cyberpunk 2077 Switch 2 video – so what have we learned?

by admin May 26, 2025



Developer CD Projekt RED has uploaded a generous batch of Switch 2 Cyberpunk 2077 footage week – 37 minutes of direct 4K capture to be exact – giving us an early glimpse at the state of its docked 30fps quality mode. Since it releases on 5th June as a Switch 2 launch title, we don’t really have too long to wait to see the real thing in action, though given that this footage comes with no “early build” disclaimer or suchlike it appears CDPR is confident in what it’s showing in this material – and for good reason. Poring over all the assets, we have plenty to work with for some preliminary comparisons and even frame-rate analysis. In short, the prospects for this Switch 2 rendition are encouraging overall.


In terms of content, CDPR is showing all manner of gameplay: driving, combat, major mission set pieces – you name it, it’s included. Some clips even reveal, quite openly, the challenges Switch 2 faces in running such a complex open world game – notably for high speed car action. To its credit, frame-rate delivery at 30 frames per second is strong based on this footage overall, with drops into the 20-30fps range mainly being a problem while speeding through Night City’s streets. Especially at points where multiple AI cars clog up its roads, it appears drops and traversal hitches are possible, something we’re keen to re-test on its release. It’s a positive showing overall, though: on-foot exploration around its markets, the bustling parade sequence teeming with NPCs, and even combat during the Phantom Liberty DLC all run at a perfect 30fps here.


In performance terms, this showing is perhaps best put in the context of what’s currently possible on last-gen consoles, and also Series S. In re-testing the base PS4 version today for example, it’s sobering to find that open world roaming there still plays out with hitching, geometry pop-in and drops to 20-30fps – certainly more than is evident in this Switch 2 footage. Going hands-on with the final build ourselves is a must for any final word on this, but early signs point to fewer glaring issues in traversal and battle.

Sit back, relax and enjoy another massive episode of DF Direct Weekly.Watch on YouTube

  • 0:00:00 Introduction
  • 0:00:39 News 1: 37 minutes of Cyberpunk 2077 Switch 2 footage released!
  • 0:18:51 News 2: AMD introduces 9060 XT
  • 0:31:43 News 3: AMD teases “FSR Redstone”
  • 0:44:15 News 4: Doom has hidden performance metrics on Xbox
  • 0:53:38 News 5: Mario Kart World originally planned for Switch 1
  • 1:02:49 News 6: Hellblade 2 coming to PS5
  • 1:11:29 Supporter Q1: What do you make of the Nvidia/Gamers Nexus controversy?
  • 1:19:41 Supporter Q2: If Microsoft is working on an Xbox emulator for Windows, does that signal the end for traditional Xbox consoles?
  • 1:28:56 Supporter Q3: Should Nintendo release a non-portable, home-only Switch 2?
  • 1:35:32 Supporter Q4: Could Switch 2 become a dumping ground for last-gen games?
  • 1:40:29 Supporter Q5: What are your hopes and concerns for Switch 2?

On the other hand, Xbox Series S’ performance level – in its own 30fps quality mode – is a more aspirational target for Switch 2. We described this version as ‘what last-gen should have been’ in our original review, thanks to it boasting a broadly rock-solid 30fps experience, and it even went on to receive a 60fps mode post-release. A question mark hovers over the viability of Switch 2’s own 40fps performance mode though, where we have no recent assets. More to come on this when we get the game ourselves.


In terms of comparisons, image quality is a plus point for Switch 2 when compared to the older PS4 release, and even Series S. Much of this boils down to Nvidia’s DLSS upscaling technology being available to Switch 2’s Tegra 239 processor. CDPR has already confirmed the use of DLSS to hit a 1080p target in docked play in this case (and a 720p target in handheld mode). However, the actual native pixel counts are typically lower than 1080p – with dynamic scaling taking us to 1280×720 at its nadir during the most extreme 20fps drop on record here while driving. More typically though, numbers like 792p, 810p and 864p crop up at less taxing points in the footage, which is a high enough base pixel count for DLSS to (usually) work its magic and reconstruct a 1080p frame.


For perspective, Series S’ quality mode renders at a 1296p-1440p range using AMD’s FSR 2 as its upscaler (as of a late 2022 patch 1.61, following an upgrade from TAA). Meanwhile, base PS4 continues to run at a 720p-900p range using CDPR’s own in-house temporal AA solution. In both cases Switch 2 has an advantage in temporal stability, at least. Even though it runs at a lower pixel count than Series S, DLSS more adeptly cleans up the game’s visual noise in certain scenarios compared to FSR 2. Shimmer is minimised across the dampened floors of the market area, while during static moments, fences and character detail up-close resolve with added sharpness via Switch 2’s upscaler.


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On the downside, for all its benefits, DLSS does not always hide its lower base pixel input. Driving at speed reveals blocking artefacts on Switch 2, while a later Johnny Silverhand dialogue sequence shows similar break-up around two background NPCs playing basketball. There are some limits on show, then, but it’s a respectably competitive result next to Series S all things considered. In fact, it’s similar to what we found with Street Fighter 6 comparisons between these two consoles, where Switch 2 pushes a sharper, less visibly noisy frame via DLSS – and despite Capcom’s fightert running at a lower native res in that case.


Focusing on visual quality, it’s a surprise to find Switch 2 is on par with both PS4 and Series S in a great many of its core settings. Paired side-by-side with each, there is scarce evidence of any differences in recreated shots: texture quality is a match, SSR is enabled across the floors, and motion blur is engaged too. There is a difference in ambient occlusion (resulting in thicker pockets of object shading on Switch 2) that needs further investigation – and it’s clear that Switch 2 also loses the lens flare effect of the Series S release. That aside, the variance in time of day and NPC placement account for a majority of the differences in the open city – whereas in confined interiors that are perfectly matched, the main difference is again DLSS’ impact on image quality.


It’s a positive peak at CDPR’s optimisation efforts so far and it appears to be an improvement on the build I played at Nintendo’s Switch 2 event in London last month. We’re just ten days away from what’s undeniably one of the most technically challenging third party games on Switch 2, and it’s certainly a big one for coverage plans at Digital Foundry. In fact as I type this, there’s an ongoing effort to bank as much Cyberpunk 2077 footage on other platforms for comparison. Roll on June 5th!



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May 26, 2025 0 comments
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Viking Boat Rebuild
Product Reviews

An Archaeologist Sailed the Seas Using Only Viking Tech. Here’s What He Learned

by admin May 25, 2025


Vikings were formidable Scandinavian warriors and sailors who, from around 800 to 1050 CE, raided, traded, and settled throughout northern Europe, Iceland, Greenland, and even as far as North America. Most of what scholars know about Viking maritime networks, however, has to do with their start and end points. After all, they could have taken any number of routes in between. To shed light on this gap, an archaeologist decided to follow in the Vikings’ footsteps—or, more accurately, their wake.

In order to reconstruct their seafaring itineraries, Lund University archaeologist Greer Jarrett sailed functional Viking-like boats along the Norwegian coast in a series of experimental voyages. By experiencing these journeys firsthand, the archaeologist hoped to understand where it would have made most sense for Viking sailors to seek shelter along the way to their destination. In this way, he identified four natural harbors that could have served as pitstops hundreds of years ago.

“A lot of the time, we only know about the starting and ending points of the trade that took place during the Viking Age. Major ports, such as Bergen and Trondheim in Norway, Ribe in Denmark, and Dublin in Ireland. The thing I am interested in is what happened on the journeys between these major trading centres,” Jarrett explained in a statement. “My hypothesis is that this decentralised network of ports, located on small islands and peninsulas, was central to making trade efficient during the Viking Age.”

Between September 2021 and July 2022, Jarrett and his crew undertook 15 sailing trials and two approximately three-week-long trial voyages in seven different Nordic clinker boats: traditional, small, open, wooden sailboats whose use in Nordic regions dates back almost 2,000 years. It wasn’t always smooth sailing—once, the pole supporting the mainsail snapped over 15 miles (25 kilometers) from the coast, and they had to tie two oars together to secure the sail until they managed to return to land. Overall, they covered 1,494 nautical miles.

The experimental archaeologist decided that possible “havens” along maritime itineraries should have provided fresh water, shelter from swells and winds, and a good view of the sea. Furthermore, they had to be reachable in low visibility, big enough to host several boats, approachable and exitable from different directions, and located in a “transition zone”: coastal points between exposed regions and inner areas.

Along with these criteria, Jarrett’s investigation integrated a digital reconstruction of Viking Age sea levels, pre-established knowledge of large Viking maritime centers, and information about traditional 19th and early 20th century sailboat routes from sailors and fishermen. The archaeologist also clarified that his work regards long-range Viking expeditions rather than voyages for raiding and war purposes.

“This study’s emphasis on practical seafaring knowledge and experience seeks to counter the common academic bias towards terrestrial and textual sources and worldviews,” he wrote in the study, published earlier this month in the Journal of Archaeological Method and Theory.

In this way he claims to have identified four potential Viking havens. These remote locations along the Norwegian coast each have varying degrees of pre-existing archaeological evidence indicating past human presence. Presumably, Jarrett is the first to suggest they may have also been pit stops along Viking maritime journeys.

“The list of possible Viking Age havens,” he explained, indicating a diagram in the study, “is intended as a working document, which can shape and be shaped by future archaeological surveys and excavations.”

It’s worth remembering that, even with digital reconstructions of the Viking-era seascape, experimental voyages can never provide evidence of Viking activity to the degree of direct archaeological evidence. Nevertheless, creative and practical approaches such as Jarrett’s stand as a reminder that sometimes the solution to a problem requires a different perspective—literally. It remains to be seen whether his work will inspire future archaeological surveys.



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May 25, 2025 0 comments
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