Shake It! Ten Rat-Tastic Reasons Why Ratshaker Will Change Your Life Forever

Shake It! Ten Rat-Tastic Reasons Why Ratshaker Will Change Your Life Forever

Ratshaker key art

With Ratshaker, you take control! Feel the satisfaction of watching the meter rise as you shake the cartoon Rat into submission. The more you shake, the closer you get to solving your problems for good.

Fast-acting, easy to use, and highly effective, Ratshaker ensures your space stays problem-free in no time. But make no mistake, this is no ordinary game. This is a ritual. You must perform it. It is coming for us.

Launching today on Xbox Series X|S, this $3.49 nightmare will burn itself into your psyche. You are not prepared. You never were.

To celebrate this momentous occasion, our most unhinged Rat-gineers have curated ten of the most rat-tastic, most cursed reasons why Ratshaker will change your life—forever.

1. Ratshaker Deceives Your Mind

You will be lulled into a state of confusion as the world around you is not what it seems. You will see a Ratshaker Meter overhead while a 2D cartoon Rat rests firmly in your fist.
Gaze upon The Pale Fields and despair, for you are not ready for the descent into self-destruction you will endure in just a few shakes.

2. A Balance of Horror and Humour

Ratshaker will mercilessly throw you into a blend of liminal dread and absurdism that you need to experience.
You’ll wonder why you’re laughing at all. Maybe the game is laughing at you. It knows what you have done.

3. The Golden Voice of the Rat

Did you expect the Rat in Ratshaker to have a deep, silky, posh voice as it screams with every shake?
Of course it does! Not only does the Rat look absurd, it talks! The Rat offers its commentary as you spiral.

  • You can skip the Rat’s commentary with just a quick squeeze!

4. Many Have Been Cast Into the Basement

Countless content creators have willfully given in to the strange call from the other side of the meat wall—beckoned to open the door with a fist full of Rat and jump right in.
From Markiplier’s climactic playthrough of the original build, to that guy from two doors down who just hates having fun, many of them went on to make videos—scared and confused—about what Ratshaker is.
They could not stop shaking. They loved it. They had to.

5. Feel the Burn. Wiggle Until It Hurts. Can You Endure?

Ratshaker will challenge your “I can press the A button really fast” championship that you and your friends made up.
Unnecessary quick time events have nothing on the finger punishment that is shaking this cartoon cross-eyed Rat.

Seriously, it calls for some real handwork. Shake it!

6. Nostalgia Will Snare You. You Can’t Escape Its Trap.

Don’t let the pixelated visuals fool you! There’s something in the walls, something shaped like your guilt. You know what you did (or are going to do)!
You can shake (and/or squeeze) that silly Rat all you want, it’s not going to save you. Your surroundings might look familiar—but there is something waiting around the next corner. Always.

Ratshaker screenshot

7. Completionists Love Shaking the Rat

You’ve done this before. What’s a few more shakes? Collect everything to fill that Rat-shaped hole in your soul.
From clever achievement names to two different outcomes you deserve, Ratshaker gives you the feeling that maybe it really was all your fault, and you need to go back.
Go back and face it again and again and again and again and again. Over and over. Forever.

Ratshaker screenshot

8. Secrets That Only Appear on Special Occasions

Ratshaker will regularly drag you back to your favourite suffering chamber, 2778-B.
During those cold winter months, remember who gave you a gift? That’s right. Ratshaker.
Boot the game up during the festive season and receive a twisted surprise.
Come Valentine’s Day, fire it up again and receive something even stranger!

9. No Matter How Fast You Are, It Never Ends

They tried to run through as fast as possible—all just to start again. What about you? Do you prefer ripping it off like a sticky bandage, or do you just like to take it all in?
Sink deeper into the atmosphere, feel the negative space pulse with every inch it gets closer to you.
Maybe you should try to clear it in seven minutes. Don’t let it get you.

10. The Hive Mind Is Growing. Join Us

Take the first real breath in six years. Go on. Breathe in. Breathe out. There are people out there with eyes like ours.
You and I are the same. You want Ratshaker, I want Ratshaker for you.
We’ve already tasted the cycle of eternity. What about you?
You don’t want to be left out here alone, out here in The Pale Fields. Something is out here. Something is watching.

Just. Shake. The. Rat.
Join us. Ratshaker, Ratshaker, Rat, Rat, Rat.

Ratshaker can soon be yours!
Don’t miss the gaming phenomenon that is the simple act of shaking a cartoon Rat and walking through your personalised torment.
All for the low, low price of a coffee…

Ratshaker

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$3.49

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The post Shake It! Ten Rat-Tastic Reasons Why Ratshaker Will Change Your Life Forever appeared first on Xbox Wire.

Cyberpunk 2077 update 2.3 motors into your life this week with new cars, auto-driving, a taxi service and more

Cyberpunk 2077‘s previously delayed update 2.3 drops tomorrow, July 17th, CD Projekt have revealed in their latest livestream. It’s mostly about giving you more options in terms of traversing the world, because adding in a whole metro system post-launch didn’t do enough in that regard.

The studio will not stop, even though they’re now making Cyberpunk 2. They’ve worked with fellow developers Virtuos to add-in some new cars, a taxi system, self-driving cars, and other stuff not related to getting from A to B.

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Cyberpunk 2077 Patch 2.3 Contents and Release Date Confirmed, Although Nintendo Switch 2 Owners Will Have to Wait

Cyberpunk 2077 update 2.3 launches on July 17, CD Projekt has confirmed, across PC, PlayStation, and Xbox — but not Nintendo Switch 2.

In a livestream, CD Projekt developers said the studio needs more time to work on patch 2.3 for the Switch 2 version of the game. No release date was mentioned.

Paweł Sasko, Cyberpunk 2 Associate Game Director, said this patch focuses on vehicles and customization. Adrien Jouannet, Lead Designer at support studio Virtuos, which has helped CD Projekt with Cyberpunk 2077 updates, confirmed 2.3 adds three new cars and one new motorcycle, which is the first customizable motorcycle in the game. The new vehicles are each unlocked by completing a small quest. Sasko said it will be “intuitive” to trigger the quests. The new quests do not contribute to 100% completion for achievement hunters.

Elsewhere, update 2.3 adds the new AutoDrive feature, which lets you drive vehicles hands free. In-universe, AutoDrive hits all the vehicles in the game via a software update. You can set a marker, sit back and let the car drive there for you. (It’s worth noting to use AutoDrive you have be driving on a road.) There’s also a wandering mode, where the vehicle will drive automatically endlessly in free roam, which sounds fun for explorers. Helpfully, the Delamain AI taxi company can be hired for AutoDrive, so he can just drive you around if you’d like.

This, accompanied with the cinematic camera you can activate while driving, will let you see Night City in a much more cinematic way. This, Sasko said, was inspired by fan-made videos of driving around Night City for hours on end. You can use Photo Mode while using AutoDrive.

Speaking of Photo Mode, there’s a lot of new features with 2.3. You can now change the time of day and the weather for the scene. There are 27 new NPCs for Photo Mode, too, as well as new outfits and natural poses for the main characters. CD Projekt teased a new Photo Mode contest for fans.

On the technical side, PC gamers can expect AMD FidelityFX Super Resolution 3.1 (FSR 3.1) support with 2.3 tomorrow. Cyberpunk 2077 will support FSR 4, Sasko said, but it will arrive alongside an AMD driver release. HDR10+ gaming is now properly supported. VRR is coming to the console versions of Cyberpunk 2077.

And finally, CD Projekt talked about the already-announced Mac version of Cyberpunk 2077, which launches alongside 2.3 tomorrow, July 17.

Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Free shooter Straftat gets a 2v2 update and if my maths are correct this makes it twice as intense 1v1

You already knew hectic 1v1 bullet sprayer Straftat was going to add 2v2 matches and a four-player free-for-all mode. You knew because I told you months ago. Don’t pretend you forgot. Please, it’s insulting. Anyway, the update that adds these modes arrived yesterday and it also adds – surprise! – a ton of new maps. Which brings the game’s total number of killing arenas to over 300. Straft THAT, other shooters.

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Round Up: The Reviews Are In For Donkey Kong Bananza

A smash hit?

Well folks, the reviews are now in for Donkey Kong Bananza; Nintendo’s first proper 3D platformer for the Switch 2. So, what’s the verdict?

At the time of writing, the game is sitting at 90 on Metacritic, though it’s worth considering that new reviews will likely make themselves known in the coming days, so this might change in either direction. Regardless, it sounds like DK’s first 3D outing in decades has been worth the wait.

Read the full article on nintendolife.com

New Content, New Looks, and Movie Tie-Ins: Minecraft Is More Lively Than Ever This Summer

New Content, New Looks, and Movie Tie-Ins: Minecraft Is More Lively Than Ever This Summer

Minecraft Chase the Skies Hero Image

Wherever you look, Minecraft is doing something new right now. From a blockbuster movie to some huge game drops and upgrades, there’s never been a livelier time for fans to jump in and try something new. 

In fact, there’s so much, we thought it might be a good idea to round up everything in one place. From happy ghasts to smash hit songs, here’s every piece of news from the world of Minecraft this summer: 

Chase the Skies Game Drop – Out Now

Minecraft’s latest game drop isn’t just focused on what’s under your feet, but what’s above your head. Chase the Skies introduces the happy ghast, a new rideable mob that lets you take to the air alone or with friends. While exploring the Nether, you can now come across a dried ghast – return it to the Overworld, then hydrate it with water, and you’ll net yourself a ghastling, who will then grow into your new flying mount after you’ve waited long enough, or fed it enough snowballs. Just make sure you also have a ghast harness to use your smiley new ride! 

Chase the Skies also introduces a number of new features, from craftable saddles, to new Amos Roddy music tracks, to a player locator bar to help make playing with friends that little bit easier, and even the ability to leash multiple mobs together like you’re the Overworld’s strangest dog walker. Why not leash a boat to your new happy ghast and help carry even more players through the skies? 

Vibrant Visuals – Out Now for Compatible Minecraft: Bedrock Edition Devices 

One of the biggest shifts in Minecraft history is here – Vibrant Visuals transforms the look of the Bedrock Edition, retaining the game’s iconic style while adding improved graphical elements – directional lighting, volumetric fog, pixelated shadows and reflections, and much more. 

It’s a truly stunning change, turning Minecraft into the game you’ve always imagined in your head (but, if you like the original look, you can always switch back!). You can read all about the upgrade on Xbox Wire, but trust me, you really should play it for yourself. 

Vibrant Memories Camera Add-On – Out Now for Minecraft: Bedrock Edition 

Minecraft Vibrant Memories Add-on image

Want to make the most of those Vibrant Visuals vistas? The Vibrant Memories camera add-on (available in the Minecraft Marketplace) introduces multiple features to let you take the perfect shot – from saving camera angles, to changing the weather, or controlling time itself. Each shot will be saved to your personal album, and you can even add music to capture the perfect mood. 

Realms Plus – New Content Available Now 

Minecraft Realms Plus image

Realms Plus subscribers can now add Chase the Skies and Vibrant Visuals content to their own personal servers – and there are also new Marketplace drops included in your subscription. 

The One Slime Block Adventure world by Mush Co throws you into an adventure featuring 5 unique boss battles, 6 dimensions, and a lot of slime, from enemies to weaponry. Meanwhile the Aquaculture add-on by Team Metallurgy will turn you into the ultimate angler, adding 60 new underwater creatures, rare equipment, new cooking mechanics, and more. Both are included as part of Realms Plus. 

A Minecraft Movie – Now Streaming on HBO Max  

A Minecraft Movie poster image

This year’s blockiest buster is available to stream now. After becoming a phenomenon in theaters, with an HBO Max subscription, you can now watch ‘A Minecraft Movie’ at home.  

Join Garrett (Jason Momoa), Dawn (Danielle Brooks), Natalie (Emma Myers), and Henry (Sebastian Hansen) – four misfits who are pulled through a portal to Minecraft’s Overworld as you’ve never seen it before. After meeting Steve (Jack Black), they’ll need to harness the power of creativity to repel a Piglin invasion and return to the real world. 

Whether it’s your first time venturing into the live-action Overworld, or you already know all the words to Steve’s Lava Chicken, it’s easier than ever to watch. 

Steve’s Lava Chicken Remix Music Disc and Dennis Painting – Out Now 

MInecraft screenshot showing the Lava Chicken music disc in-game

Speaking of Steve’s Lava Chicken, you’ve got two new ways of listening to the song inspired by the movie. It’s available to stream now, and in Minecraft. Get your blocky hands on a music disc that will let you play the song from your jukebox. 

Plus, pay tribute to man’s (well, Steve’s) best friend by crafting a new painting of Dennis, the pale wolf hero of ‘A Minecraft Movie’. 

Claim Your Community Challenge Rewards 

Minecraft community challenge rewards image

In its latest Community Challenge, Mojang asked the Minecraft community to work together to spawn 50 million happy ghasts in Creative mode, and feed snowballs to 1 million ghastlings in Survival mode – and you delivered! As your reward, every Bedrock Edition player can now access the Ghast Rider Floatie and the Happy Ghast Pilot Gear in the Dressing Room, while every Java Edition player can download the Ghast Riding Swimmer and Happy Ghast Pilot skins here

Minecraft

Microsoft Studios


2004


$19.99

$15.99
Xbox One X Enhanced
Xbox Game Pass

CREATE
Build whatever you can imagine in your own infinite world that’s unique in every playthrough.

EXPLORE
Discover biomes, resources and mobs, and craft your way through a world filled with surprises in the ultimate sandbox game.

SURVIVE
Experience unforgettable adventures as you face mysterious foes, traverse exciting landscapes, and travel to perilous dimensions.

PLAY TOGETHER
Have a blast with friends, whether you’re sitting on the same couch in split screen or miles apart in cross-platform play for console, mobile and PC. Connect with millions of players on community servers or subscribe to Realms Plus to play with up to 10 friends on your own private server.

EXPERIENCE MORE
Get creator-made add-ons, thrilling worlds, and stylish cosmetics on Minecraft Marketplace. Subscribe to Marketplace Pass (or Realms Plus) to access 150+ worlds, skin & textures packs, and more – refreshed monthly.

The post New Content, New Looks, and Movie Tie-Ins: Minecraft Is More Lively Than Ever This Summer appeared first on Xbox Wire.

Amazon Relists New Destined Rivals Pokémon Card Set, But With a 78% Markup

The Pokémon TCG’s Destined Rivals expansion has been as elusive as any of the others, but the coveted Elite Trainer Boxes are back in stock at Amazon and ready to order right now. The only reason that this isn’t sold out already, though, is that they’re being sold for a massive mark-up.

While being advertised on its product page at “11% off from $99.99”, Amazon is now selling Destined Rivals ETBs for an inflated $88.95. As a reminder, that’s $38.96 up from the base price of $49.99, which it’s usually sold for at other retailers like Best Buy.

You’ll still get the exact same contents featured in the Destined Rivals ETB in this case. For the uninformed, this includes nine boosters, a full-art foil promo Team Wobbuffet, 45 Energy Cards, 65 card sleeves, a player’s guide, damage-counter dice, a coin-flip die, condition markers, four dividers, and the collector’s box to keep it in.

Unfortunately, this increasingly seems to be one of the strategies implemented by retailers to combat bots and scalpers instantly scooping all of the stock as soon as it’s available.

While Amazon UK has implemented the invitation system for Destined Rivals, keeping the price at RRP as it should be, Amazon US and Walmart have instead jacked up the price, presumably to scare scalpers off, but still take the money from whoever’s willing to pay.

Granted, both are keeping in line with the price points that seem to have become standard. While you can save a few dollars with sealed Destined Rivals ETBs on eBay, for as cheap as $84-85, dedicated storefronts like TCG Player have listings going for three times the price.

Despite pulling some of the most expensive Pokémon cards in Destined Rivals could easily help you recoup the investment, we acknowledge $88.95 for a $59.99 is still a rip-off price.

Be that as it may, if you’re dead set on buying one of these Elite Trainer Boxes no matter the cost, Amazon and Walmart are still your best bets in terms of retailers.

Although, you can go through eBay to save a few bucks, if you’re feeling trusting enough in the wild west that is the current world of the TCG.

Ben Williams – IGN freelance contributor with over 10 years of experience covering gaming, tech, film, TV, and anime. Follow him on Twitter/X @BenLevelTen.

“You can short a baby” in the sequel to Space Warlord Organ Trading Simulator

I hesitate to call Space Warlord Organ Trading Simulator “the best organ trading sim of 2021”, because Cruelty Squad also came out in 2021 and I worry about starting a localised flame war. But it means Strange Scaffold’s sci-fi stockbroker sim was, at the very least, 2021’s second best organ trading sim. Nice to see it’s getting a sequel then, called… oh no. Space Warlord Baby Trading Simulator.

“We aren’t monsters. You aren’t going to be trading babies,” says head of studio, Xalavier Nelson Jr. “You’re going to be trading stocks based on babies, which means you can short a baby.”

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Donkey Kong Bananza Review

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.

Bananza looks great, with expressive animations and colorful environments.

Unfortunately, that map does occasionally suffer from minor framerate drops, as does the rest of Bananza. The action generally stays at a solid 60 fps both while docked on the TV and when playing handheld, but it can briefly dip below that when you’re going crazy with the destruction or when you first drop into a brand new level. It’s not great that we’re already talking about performance issues on Nintendo’s brand new console, but it’s never too noticeable or distracting, either. It’s easier to forgive the occasional dropped frame when it’s because so much beautiful chaos is happening at once, and the ambition of this fully interactable, destructible world is definitely worth that tradeoff.

Bananza really does look great, with amazing, expressive animations for DK himself and colorfully detailed environments, NPCs, and enemies. It also constantly pulls inspiration from DK history, such as the opening level being littered with fallen girders from the original Donkey Kong arcade game and sidescrolling segments that reference classic Donkey Kong Country levels, including a lovely new arrangement of Stickerbush Symphony that’s just one tune in Bananza’s awesome soundtrack. This may be from the 3D Mario team, but Bananza regularly pays respects to all of DK history and, at times, feels like a modern follow-up to Rare’s golden era from the SNES and N64. Even the friendly rocks with googly eyes look as if they were plucked right from Banjo-Kazooie.

Some of the flashiest moments happen during DK’s Bananza transformations: a variety of powered-up, time-limited states that are unlocked as you progress deeper into the planet. Kong Bananza is essentially a souped-up version of DK himself who can disintegrate the harder materials you’d usually need a Boom Rock to break through. Zebra Bananza is all about speed, where you can run over terrain that would crumble underneath DK’s ordinary giant feet, while Ostrich Bananza lets you glide through the air. The character design is hilarious, and each Bananza is accompanied by a catchy tune performed by Pauline, so it’s always fun to mutate into one of these fierce forms. They all feel fleshed out and great to control, and even better, you can instantly swap between the Bananza transformations when you’re in the powered-up state, giving you even more flexibility in how you want to tackle challenges.

If I had to say something critical about the Bananza powers, it’s that sometimes they’re too powerful. You can only enter a Bananza if you have enough Bananergy, which is a meter filled by collecting gold, so in theory, the Bananzas should be somewhat limited. However, gold is so plentiful that you’ll pretty much always earn enough Bananergy to transform almost immediately after spending it. This can sometimes trivialize otherwise interesting puzzles in the overworld – for example, if there’s a Gem surrounded by poison water and the “intended” route involves creating your own path to it using vines, you can instead just skip the whole challenge by gliding to it as Ostrich Bananza. That’s admittedly still a real solution that fits in with Nintendo’s recent love of designing puzzles where any answer that works is a correct one, but having that power so readily available can feel cheap compared to the fun actually figuring an obstacle out. I was usually able to restrain myself from using the most streamlined options Bananzas sometimes provided, but if you’re someone who was unable to resist relying on Tears of the Kingdom’s convenient-but-boring hoverbike, I could see them being a dangerous temptation.

The gloves truly come off during the post-game content.

The sheer power of Bananzas also come into play during the boss battles, which are cool but pretty easy for the most part. The decision to give the big bads a traditional health bar instead of using the “expose the weak spot, hit it, and repeat three times” Mario template fits DK’s brawler-focused style perfectly. Still, thanks to the Bananza powers, that meant I defeated some of newcomer Grumpy Kong’s earlier creations in less than 30 seconds. The bosses all have exciting designs and are very fun to look at, like a giant stone squid made up of dozens of smaller squids that feels clearly inspired by Splatoon, so I would have liked if they had been able to take a few more punches before being ground into the dirt. That said, it does eventually right the ship: some of the late-game bosses put up much more of a fight, so I had few complaints on that front by the end.

Even so, it’s fairly simple to reach the end credits of Bananza if that’s all you’re looking to do. As with most Nintendo games, much of the enjoyment comes from surprise, delight, and poking around for secrets rather than white-knuckle difficulty. That’s not a complaint, given how fantastic the mechanics are and how many optional challenges Bananza presents off the beaten path for veteran players. For example, the platform challenge rooms each hold three Gems within. One is usually not that tough to reach, but the other two are often hidden in shrewd places you’ll have to keep your eyes peeled to spot. It strikes a great balance where most people should be able to get to the end of the story (especially since there’s an optional Assist Mode that increases DK’s health if needed, and a two-player mode great for letting younger players help out by firing Pauline’s vocal projectiles using the Switch 2 Joy-Con’s mouse controls) while still offering plenty to keep hardcore fans entertained. And the gloves truly come off during the post-game content, which continues to push the mechanics in more extreme, exciting ways.

Subnautica 2 studio will get their bonus, says Krafton, but it’s not the $250 million promised

Publishers Krafton have told workers at Subnautica 2 studio Unknown Worlds they would still get a promised bonus if they ship enough of the game by the end of 2026. In other words, they’ve been given an extension to hit their targets. The bonus money was in question after the surprise firing of senior staff a couple of weeks ago, and the enforced delay of the survival game by Krafton. After worker concerns and fan outrage, now the corp says “don’t worry, we’ll pay!” Although it’s not the huge $250 million they were originally supposed to.

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