Nintendo Switch 2 Hands-On Preview Part 2: Donkey Kong and Metroid
Welcome to the second part of SUPERJUMP's Nintendo Switch 2 hands-on preview coverage. In the previous update, we took a close look at the Switch 2 hardware, controllers, and Mario Kart World. Today I'm going to delve into Donkey Kong Bananza and Metroid Prime 4: Beyond.
Donkey Kong Bananza
Can you believe it's been more than a decade since the last Donkey Kong game? Donkey Kong: Tropical Freeze for the Wii U was, in my not-so-humble opinion, a masterpiece. It's exciting to see Nintendo's original mascot return with all the triple-A glitz and glamour he so deserves.
One of the things I love most about Nintendo is that they aren't afraid to explore bold new territory with their most treasured characters. This is often the goal, in fact. Familiar, beloved characters represent friendly, trusted faces beckoning players to explore the unknown. Mario took us to gravity-defying spherical worlds in space, Zelda dropped us into an open-world chemistry and physics experiment, while humble Luigi beckoned us to probe a ghostly labyrinth with only a flashlight and trusty vacuum cleaner in tow. These characters reassuringly hold our hands as we take the plunge into frontiers of the imagination.
I'm waxing poetic here because Donkey Kong Bananza is one of these experiences; or at least, that's its clear and bold mission statement.
The moment you arrive on Donkey Kong Island - specifically, Ingot Isle - you're encouraged to act a complete fool. You'll immediately realise that this new iteration of everyone's favourite ape can smash up the surrounding environment using only his bare fists. See that boulder in your way? Punch it to smithereens! Can't find a path forward? Smash your palms into the ground and dig your way to victory! Is that pesky flying enemy bothering you? No sweat! Just tear a chunk of rock out of the ground by your feet and fling it at your target. Easy. When I say that almost everything in Donkey Kong Bananza is completely destructible, I'm actually at risk of understating the degree of freedom on offer here.
It's as though the environments are made of clay and the player is a kind of sculptor. There's something obviously cathartic - dare I say, stress relieving - about running around and smashing up the place. But you might be wondering, as I was, if the wanton destruction comes at the expense of an underlying gameplay structure. I could see the novelty of smashing-and-grabbing wearing off after a couple of play sessions, leaving me with the question and then what? Well, the good news here is twofold. Firstly, the malleable nature of the world isn't just a visceral gimmick; it quickly becomes apparent that there's quite a bit of nuance to these mechanics. And secondly, all this mayhem occurs within a broader cohesive level design that incorporates many other platforming concepts (including some wonderful Donkey Kong staples, like Barrel Cannons, mine carts, and underwater exploration).
Let's dig a little deeper on some of these ideas (sorry).
Creative destruction
Although I was playing a limited vertical slice of the game - and likely an older build - the demo clarified some of my questions and concerns about the destructible environment. One of my biggest questions was whether or not the player would get lost. It's possible to stand almost anywhere in a level and simply dig your way down. From there, you can dig in virtually any direction. Donkey Kong Bananza has a few tricks up its sleeve to keep you orientated. The most important of these is the camera perspective: while you're digging around underground, it's possible to move the camera through the surrounding terrain. This enables you to see Donkey Kong from any point of view as well as any nearby caverns or secret areas. It's important to emphasise that many of the game's secrets are hidden underground, including some surprisingly large explorable areas. So, digging and tunnelling is highly encouraged, and the game does a good job of sign-posting points of interest as you explore. Also, if you're really lost, you can also pull up a handy world map.
But don't let me leave you with the impression that all the shenanigans are going on exclusively underground. Donkey Kong Bananza is impressive in part due to the scope and scale of its environments. When you're on the surface of a world, the experience feels much like any great Nintendo 3D platformer thanks to tight controls and a multitude of platforming and combat challenges. But where Donkey Kong Bananza departs from, say, Super Mario Odyssey, is that Donkey Kong can climb just like Link in Breath of the Wild/Tears of the Kingdom. Better yet, there's no stamina meter keeping you in check; you're free to climb and dig to your heart's content. As a result, you'll want to ensure you're reaching for the sky just as often as you plumb the depths; the game's primary collectible McMuffin - Golden Bananas - are hidden all over the place, after all.
Let me return for a moment to the game's destructible environment mechanics, because there's a lot more to say. Yes, you and dig and tunnel your way through the earth, but that's just the tip of the iceberg. Not all materials in Donkey Kong Bananza are made equal; while most of the world can be shattered at the touch of a button, some rocks require extra effort to break apart - these stronger materials are, in turn, useful for defeating highly-armoured enemies. You'll encounter explosive materials, too. And Donkey Kong's enormous hands aren't simply useful for smashing stuff; sometimes you can grab an enemy's projectile and throw it back at them, for example. You can even grab a large piece of earth and surf your way downhill if you so desire.
Donkey Kong Bananza. Source: Nintendo.
When I say that almost everything in Donkey Kong Bananza is completely destructible, I'm actually at risk of understating the degree of freedom on offer here.
Return of the King?
Any game demo is inherently just a taste of the full experience. But it's fair to say that I came away from Donkey Kong Bananza with a keen potassium craving; I'm eager to play more, and that's definitely a very good thing.
I think my only concern at this stage is the game's performance. These huge 3D spaces with almost limitlessly-deformable terrain (there are actually limits - each environment is undergirded by a kind of bedrock that can't be destroyed) is obviously taxing from a hardware point of view. The demo I played showed noticeable signs of slowdown here and there, which was really the only blemish on an otherwise highly-polished experience. This wasn't a show-stopper for me, but I'm hopeful Nintendo can achieve further optimisation prior to launch.
Overall, though, Donkey Kong Bananza feels like a triumphant return for the franchise. It pulls no punches - pun definitely intended - in its pursuit of a bold, innovative approach that contains all the hints of Nintendo's unique brand of game design brilliance.
Metroid Prime 4: Beyond
The Metroid series has faced some challenges in recent years. Metroid Prime 4 was first announced way back in 2017 and was rumoured to be in development at Bandai Namco Studios across Japan and Singapore. In 2019, Nintendo announced its decision to restart the project under Retro Studios, noting that the project simply wasn't meeting Nintendo's standards. While this news may have disappointed some fans at the time - it would mean an even longer wait for the next game - I'm sure that Nintendo didn't make the decision lightly. And, given Nintendo's track record and the importance the place on quality, I felt it was better to wait for a game that would truly live up to the company's vision even if that meant delayed gratification on my part. Well, here we are in 2025: a shiny new Nintendo console awaits as does a shiny new Metroid game, crafted by the beloved developers who established the Metroid Prime series in the first place.
The Metroid Prime 4 demo doesn't muck around; after an initial briefing (you're tasked with repelling an in-progress attack on a Federation Research Facility on Planet Tanamaar), the action kicks off. It's worth noting that Metroid Prime 4 is releasing on both the Switch and Switch 2; I was playing the Nintendo Switch 2 Edition (in glorious 4K at 60 frames per second).
It's very clear right off the bat that Retro Studios are going for something completely different with Metroid Prime 4. You arrive on Tanamaar in the midst of a rolling and desperate battle between the IGF and the Space Pirates. Ominous rolling storm clouds blanket a sky populated by invading spacecraft. Gaping fissures in the planet's surface belch glowing violet gas into the atmosphere. Buildings are engulfed in flame, ladders of anti-aircraft fire sway back-and-forth across the horizon, and exhausted IGF troopers frantically chatter over the radio, expressing relief that Samus has finally arrived. This first impression bears no relationship whatsoever to the muted isolation of past Metroid games; Samus is here to chew bubblegum and kick ass, and she's all outta bubblegum.
Does this description sound surprising? It should, at least if you're familiar with previous Metroid games.
The demo presents an experience that feels much like a traditional first-person shooter with Metroid trappings. I played through a condensed experience that ends with a boss fight (although you might miss the boss fight if you don't reach the encounter before the pre-set demo timer ends). It's clear that this demo focuses on two key aspects of the game: its epic cinematic quality and its slick control scheme. Past Metroid games have made overtures toward cinematic elements, but none have gone remotely as far as Metroid Prime 4. You're dropped into a large-scale battle that continuously rages in the background as you make your way through the research facility. Every time you look out a window, you'll see some new and exciting set piece involving dozens of IGF troopers taking on waves of Space Pirates. Spacecraft zoom overhead, gunfire fills the air, and the action is occasionally paused for brief cut scenes that contextualise Samus' evolving mission objectives. I noticed a great deal of both subtle and overt environmental storytelling here; as you make your way through the facility, you'll sometimes move through rooms full of exhausted IGF troopers who might be laying down or doubled over as they take a breather between gunfights. You'll also come upon fierce, active battles where your decisive arrival proves a great relief for the beleaguered IGF.
Metroid Prime 4: Beyond. Source: Nintendo.
It's very clear right off the bat that Retro Studios are going for something completely different with Metroid Prime 4.
It's an explosive, action-packed experience. But is it Metroid? Well, there are certainly many familiar Metroid elements here. You're equipped with your trusty arm cannon (which can fire regular shots as well as charged shots), you'll need to scan certain doors to open them, and navigating your way through the collapsing research facility sometimes requires shifty morph-ball-through-air-vent shenanigans. But there's no question that the demo, as presented, didn't showcase any of the core elements that really form Metroid's DNA (puzzle-solving, environmental exploration, or upgrades granting access to previously-inaccessible areas). I assume that the final game will include these elements, but I am not in a position to judge what I haven't seen. I can only tell you that the demo included none of these things. It very much felt like a slick action-packed first-person shooter with a Metroid skin. I don't mean that as a criticism, either; I thoroughly enjoyed what I played. The art design on display here is absolutely stunning and very much feels like it adheres to the best traditions of the Metroid Prime games. And the cinematic elements were thoughtfully and impressively executed, providing just enough context without stalling the action. It's certainly true that Metroid Prime 4 is a glorious demonstration of the Switch 2's capabilities, in that it looks and sounds every bit like the high-end spectacle you'd expect from a next-generation Retro Studios game.
The other major focus for this demo was the control scheme, which is absolutely a critical aspect of the experience here. You can play the game with regular twin-stick controls or you can turn the Joy-Con on its side and use it as a mouse. What's super impressive here is that the Switch 2 instantaneously oscillates in and out of mouse mode depending on how you hold the controllers. There's no need to dive through menus or change settings; it all happens on the fly. It's so seamless, in fact, that it feels almost like a magic trick. It helps, too, that mouse mode works beautifully here. I found it to be just as precise and accurate as I'd expect if I were using PC mouse controls. And if you bump up the mouse sensitivity, you can definitely achieve ultra-fast twitchy mouse movement. It's glorious. Better still, you don't necessarily need to use a table or mouse pad; you can use your thigh as a surface if you like. Believe me, it's a whole lot more intuitive than it sounds in practice. The ability to effortlessly switch to mouse mode - and to be able to do so while sitting on the couch in front of a TV - is an experience that is difficult to overstate in terms of how significant it really feels. I'm excited about Metroid Prime 4, but I'm equally excited to see what both Nintendo and third-party developers will do with this capability in the future.
I had two gripes with the mouse mode, though: for one thing, I couldn't invert the mouse controls in the demo (yes, I'm one of those people). This meant that my analogue stick look controls were inverted but my mouse controls weren't, which made for a pretty jarring experience. I'm hopeful that the option to invert both will make it into the final release. My other gripe is tricky to explain. When you hold the Joy-Con on its side to use it as a mouse, you're sort of holding it in your fingers rather than comfortably in your palm. This is because the Joy-Con is so thin compared to the wider, rounded shape of a mouse. After a few minutes of play, I found this somewhat uncomfortable. It might just be a question of getting used to the experience, but it might also require a third-party accessory. Some accessory makers are already promoting mouse-shaped 'cradles' for the Switch 2 Joy-Con. This is a great idea, but it does arguably make rapid switching between controller modes more cumbersome.
I came away thoroughly impressed by Metroid Prime 4. I think the demo really sold the two major aspects of the experience that I outlined above: the impressive cinematic quality and the remarkable controls. It looks, sounds, and feels great. But I do wonder if the entire game will place such emphasis on action at the expense of a more traditional Metroid experience. I'm truly hopeful we'll see both the fast-paced action and the haunting solo exploration and puzzle-solving in the final release. If so, I suspect this will be a must-own game for the Switch 2.