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L'équipe de Mario Odyssey a proposé un jeu Donkey Kong en 3D

Authore: AlexanderMise à jour:Sep 17,2025

Donkey Kong Bananza Development Insights Reveal Origins

De l'équipe Odyssey à l'Aventure Singulière

Lorsque Donkey Kong Bananza a fait surface, les joueurs ont immédiatement fait le lien avec l'équipe de développement de Super Mario Odyssey. Si cette connexion s'est avérée exacte, les rumeurs selon lesquelles le projet aurait démarré comme DLC ou suite d'Odyssey se sont révélées infondées.

Dans une interview exclusive IGN, le producteur Kenta Motokura (précédemment directeur de Super Mario Odyssey) a levé le voile sur les origines de Bananza. Le projet a commencé lorsque Yoshiaki Koizumi, cadre de Nintendo, a directement approché l'équipe Odyssey avec une proposition audacieuse : créer une aventure 3D de Donkey Kong.

La Résurrection du Grand Singe

Interrogé sur le choix de Nintendo de revisiter Donkey Kong après deux décennies depuis Jungle Beat (le dernier jeu DK développé en interne), Motokura a livré une perspective intrigante : "Avec le large éventail de personnages de Nintendo, nous évaluons constamment quelle franchise susciterait le plus d'enthousiasme à un moment donné. Bien que," a-t-il rapidement ajouté avec un sourire, "vous devriez vraiment demander à M. Koizumi sa pensée exacte."

Consulter les Légendes

Le développement a commencé par deux consultations cruciales. D'abord, l'équipe a sollicité les conseils du créateur même de Donkey Kong, Shigeru Miyamoto. "M. Miyamoto a insisté pour mettre en valeur la puissance brute de DK à travers ses mouvements signature comme ses claques tonitruantes et ses attaques de souffle puissantes," s'est souvenu Motokura.

Ils se sont également tournés vers Koizumi, réalisateur de Jungle Beat, qui a souligné la physiologie unique de DK. "Ces longs bras puissants sont devenus un point central - une différence fondamentale avec les mouvements plus polyvalents mais moins musclés de Mario," a expliqué Motokura.

La Révolution Voxel

Pendant ce temps, les expérimentations voxel d'un programmeur d'Odyssey redéfinissaient la direction du jeu. Ces briques 3D (qui avaient fait des caméos dans les mécaniques de creusage de fromage et d'écrasement de neige d'Odyssey) ont été poussées plus loin - permettant aux joueurs de remodeler les environnements de manière spectaculaire.

"La magie opère quand on combine la force brutale de DK avec cette technologie voxel," a révélé Motokura. "Soudain, nous avions notre gameplay central - une destruction à grande échelle, physiquement satisfaisante, que seul DK pourrait offrir."

L'interview complète avec Motokura et le directeur Kazuya Takahashi explore plus en profondeur la place de Bananza dans l'univers DK et ses ambitions pour la Switch 2 de nouvelle génération. Retrouvez notre couverture intégrale et nos impressions hands-on via les liens ci-dessous.

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