So, I hear you want a new 3D Mario. If that means you’re looking for a console-defining platformer with satisfying, expressive movement, innovative mechanics that constantly grow and evolve, and expertly crafted challenges that unleash the interactive potential between said movement and mechanics, then I’m beyond thrilled to share that Donkey Kong Bananza is all of that and so much more. Bananza is no mere “side project” from the team behind Super Mario Odyssey – it’s a brilliant successor to that masterpiece, a tremendous reinvention for one of Nintendo’s original mascots, and a groundbreaking adventure in every sense of the word.

Every breakable corner of DK’s world (which is most of them) is bursting with timeless Nintendo magic and equally fresh ambition. Bananza wonderfully balances honoring its star’s various incarnations over the decades – with lovely nods to both Shigeru Miyamoto’s seminal arcade original and Rare’s classic Donkey Kong Country trilogy – while also fearlessly punching through a mountain to forge its own path. It also tells a light, sweet story about DK and his spirited sidekick Pauline pursuing an underground legend that will allegedly grant them one wish (Pauline hopes to return home, and DK just wants more bananas, of course), and the deeper the pair dives toward the Planet Core, the deeper the gameplay becomes. Bananza is a constant crescendo across its 20-hour campaign that hits its pinnacle with an unforgettable finale that cements this as one of the best 3D platformers I’ve ever played.

Nintendo builds each new 3D Mario around one big idea: Sunshine’s water pack, Odyssey’s body-snatching hat, and so on. Mario is nowhere to be seen here but, in that same tradition, Bananza’s fully destructible environments suit a hulking, rampaging gorilla far better than the Mushroom Kingdom’s usual leading man, and this exciting concept is truly fit for a Kong. Practically everything in this world is designed for Donkey Kong to punch and break, and the extent to which Bananza commits to letting you tear through its environment is both technically impressive and a ton of fun. It’s refreshing to experience a Nintendo 3D platformer with an almost completely new toolkit, and DK’s set of abilities is endlessly enjoyable and fulfilling to pull off. Donkey Kong is powerful, and that’s regularly reflected across his moves.

The simple action of tearing a chunk from the ground – which you can do almost anywhere – leads to so many dynamic possibilities: DK can hurl it at airborne enemies, swing it to break through walls, bounce off it to double jump, or surf on it to get around faster and safely cross dangerous terrain. When he’s empty-handed he can punch in any direction, slap the ground to instantly gather loose gold and reveal nearby collectibles, and perform a satisfying roll-jump-roll combo cut from the same cloth as Mario throwing Cappy and bouncing off him for distance. Plus, he takes a page out of Link’s book and can climb basically any non-slippery surface, granting an extra sense of freedom to the entire journey.

Crunchy sound effects that change depending on the material DK’s interacting with make it even more entertaining to wreck stuff – like the loud crumble of breaking down a sturdy wall of stone, or the juicy splash of tearing into a watermelon. The controls for doing all of this are so polished, and when you chain together a combo (like tearing a chunk out of the ground, smacking it into an enemy to weaken them, and slamming into it with a roll to finish the job) everything sings together in perfect harmony.

Bananza is one of the best 3D platformers I’ve ever played.

To slightly misquote Shrek, Bananza is like an onion – its levels are called layers, and each one is a sprawling playground constructed to maximize the potential of DK’s destructive abilities. There’s so much to find both on their surfaces and tucked away in hidden caves and tunnels you find by bashing your way through the environment. But Bananza rarely relies on mindless destruction for the sake of it, so you almost never have to stumble onto random discoveries just by beating the snot out of everything. Instead, it excels at rewarding discoveries by way of smart destruction, and it’s remarkable how intentional and well-designed its dense, vertical layers are. Visual cues masterfully draw your eye to areas worth exploring, similar to how veteran Zelda players know to place a bomb in front of any suspicious crack. See a tantalizing gold piece or fossil embedded in the wall? Chuck an explosive Boom Rock at it and there’s a good chance you’ll reveal a new path to explore.

Sure, the open-world nature of these maps means you can occasionally happen upon a collectible by skipping the intended puzzle entirely and just carving a tunnel straight to it. In my experience as I played naturally, though, it didn’t happen that often, and it fits in with modern Nintendo trends seen in games like Tears of the Kingdom where the designers don’t care how you get from point A to point B as long as you have fun doing it. On the other hand, there are limits to that freedom: Bananza smartly walls off most of its main objectives behind terrain the nefarious Void Kong has turned indestructible in order to force you to go through the proper steps of the story, so it’s not like DK can just punch his way straight down to the end credits. That said, I can’t wait to see how speedrunners will find ways to optimize their routes through different levels – I’m sure there are some crazy demolition techniques and shortcuts waiting to be found.

What’s interesting about how the world and objectives are designed is that Bananza isn’t really about destroying everything. Instead, it’s about exploring, platforming, fighting, and collecting in a vast world where you can destroy everything, which is an important distinction. It never feels like a gimmick or the only tool you have to solve every problem, but rather one integral part of Bananza’s larger game design philosophy. I was rarely asked to create random tunnels underground with no guidance like you might in Minecraft, and DK’s upgradeable sonar ability helped me find buried collectibles hidden to the naked eye. And, Pauline helps out with the search, too, as using her singing ability reveals waypoints to collectibles marked on your map, making it easy to pick your next destination. That keeps the hunt for completion focused and fun, even if the camera occasionally struggles with the weird angles you force it into when digging yourself a nice hole. Of course, if you want to rip an entire level down to the studs for the fun of it, you can do that, too.

Romping around the sublevels hunting for treasure is a blast, and the fact that I still felt totally in control of the action even with so much fast-paced chaos unfolding on screen at any given time is an impressive feat. I love how the world crumbles around DK when I’m on a rampage: it makes everything feel more alive and really sells the weight and heft of this character, like the way he leaves a crater when crash landing after a high jump off a cliff (there’s no fall damage, naturally). To some extent, it’s made returning to past Mario games feel less dynamic in comparison – what do you mean Mario’s ground-pound doesn’t shatter the terrain around him?

There was some pre-launch concern that the world’s malleable nature might leave each layer feeling like a palette swap of one big underground region, but fortunately, that’s not the case. Every world has something unique to offer both visually and mechanically, from the Freezer Layer’s icicles you have to knock down to create platforms, to the Resort Layer’s tropical vibes and Liftoff Ore that sends DK soaring into the sky when you grab a chunk of it.

Bananza never stops pulling fresh ideas right off the vine.

And Bananza never stops pulling fresh ideas right off the vine over its 20+ hours. Without spoiling anything, I was stunned at the ingenuity on display as I dove to some of its deeper, late-game layers. There are tons of different material types that make up the world, and there are set rules to how they all interact with each other. A simple example is how throwing ice onto lava creates a hardened rock platform, but the chemistry and interplay between different elements gets more complex as you progress, and learning these relationships and using your knowledge of them to solve increasingly smart puzzles is supremely gratifying.

Those puzzles are often found in standalone challenge rooms, the entrances to which are scattered across each layer. There’s a nicely curated mix of fights, logic puzzles, and platforming sequences that offer a welcome change of pace from the open-ended, explorable layers themselves, and I was consistently impressed with how the challenges take full advantage of the systems Nintendo built for Bananza. After more than 50 hours, I’m still finding new challenge rooms that mix and match enemies, materials, and abilities in brand-new ways. Some of the best examples are sections of blue and pink slime that are inverses of each other: If the blue slime section is completely full, its pink counterpart is totally empty; destroying part of the blue slime fills in the matching part of the pink slime area. Bananza builds several brilliant puzzles off this one idea, and gets similar mileage out of every toy in its toybox. It’s astonishing how frequently I discovered clever challenges that forced me to think about something I’d already seen before in a new way.

On its own, exploration is gratifying, but it helps that there are great rewards for finding Bananza’s heaps of collectibles as well. Fossils are used to buy region-specific outfits that add different perks to DK and Pauline – like increasing your chances of finding a treasure chest – and it’s also just fun to give them both a fresh look. You’ll also collect mountains of gold, and while I was swimming in cash for the first several hours, I eventually had to pay for some optional content that ran my wallet dry. Trust me when I say collecting as much gold as you can will be worth it in the end.

Of course, the main collectible in Bananza is its Banandium Gems, which are comparable to Odyssey’s Power Moons in that they’re plentifully stashed around the levels in places that are often challenging to reach. Unlike Odyssey, though, Bananza doesn’t require you to gather a certain number of Gems before moving onto the next area. Instead, the main story relies on its own linear set of objectives (which often reward you with Gems anyways), while collecting five earns DK a skill point which can be used to upgrade his health, moves, and Bananza transformations. The skill tree doesn’t have a ton of surprises that’ll radically change your playstyle, but it’s nice knowing that grabbing a Gem is always working toward a specific short-term goal, whereas Odyssey’s Moons didn’t really serve a purpose after the credits rolled other than unlocking the far-off final challenge or for the simple sake of being a completionist.

There are tons of Gems to find. I had found literally hundreds by the time I cleared the main story after 20 hours, I’ve spent 30 additional hours collecting hundreds more, and likely have double-digit hours left to reach 100% completion. Going for 100% is a massive undertaking, but with how enjoyable Bananza is to play, I’m not slowing down until I’ve collected every last one. And, unlike Mario Kart World’s lackluster Free Roam map, it’s easy to track your progress this time with a helpful list of your Gems in each layer and a really cool 3D map that accurately reflects the current state of the terrain you’ve destroyed.