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Donkey Kong Bananza's Destruction Gameplay Can Be Traced Back To A Goomba With Arms

Donkey Kong Bananza

With Donkey Kong Bananza just two days away from launching on the Switch 2, Nintendo has released a three-part interview series with the game's leads. That's how we learned you can skip locations and part of the story in Donkey Kong Bananza, thanks to the game's destruction gameplay. It's also how we learned the game's destruction gameplay can be traced back to a Goomba with arms in Super Mario Odyssey. 

When asked by the interviewer about the origins of Bananza's destruction mechanics, one of the game's directors, Wataru Tanaka, explained the team (which also developed Super Mario Odyssey) had already been researching smashing mechanics before development on Bananza began. "Shortly after Super Mario Odyssey was released, we started running technical experiments with the idea of, 'What kind of game do you get if everything in the environment is destructible?'" 

That's when producer Kenta Motokura chimed in to add, "We even tried sticking arms on a Goomba." 

"That's right, we did," Tanaka said. "In Super Mario Odyssey, there's a boss called Knucklotec who attacks Mario with giant hands. The programmer who created him tried attaching those arms to a Goomba as an experiment. The Goomba could smash terrain, tear off pieces to use as weapons, and throw them. Those actions felt surprisingly satisfying, and we got a sense that this destruction-based gameplay could be a compelling core mechanic." 

The interview features a short behind-the-scenes clip showcasing this Goomba with arms smashing a prototype rocky environment – check out the screenshot below: 

Motokura concludes the question by explaining, "The results of our tests showed that destruction-based gameplay could work, and it was a good match for Donkey Kong's enormous strength. We felt that concept and the core gameplay clicked into place." 

Fast forward a few years, and Donkey Kong Bananza is just two days away from launching exclusively on Switch 2. 

In the meantime, read Game Informer's hands-on preview impressions after two hours with the game, and then check out this Donkey Kong Bananza New Gameplay Today. After that, check out the Donkey Kong Bananza amiibo and then catch up on everything we learned about the game during the Donkey Kong Bananza Direct last month.

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

The Outlast Trials Season 4 Adds Conjoined Twins Killer, Shopping Mall Level, And More Today

The Outlast Trials 4.0

The Outlast Trials Season 4, Project Diarchy, begins today, introducing a new trial environment and a fresh killer to stalk players. The season adds a twisted new Prime Asset in the form of conjoined twins Otto and Arora Kress. 

These wealthy lovers work as one, quite literally, to hunt players down using a combination of a chainsaw and a 360-degree vision scope to spot players wherever they hide. You can catch a glimpse of them in action in the launch trailer below. 

The Kress Twins occupy the new shopping mall trial environment, which houses a new Story Trial called Kill the Politician (guess the objective). Season 4 also adds two new MK-Challenges – Get Out the Vote and Sentence the Persecuted – along with a revamped Rebirth system offering two paths: original Rebirth (solo play) and Communal (team play), and a new Deluxe Catalog of cosmetic items. 

The Outlast Trials is available now on PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, and PC. 

You Can Skip Locations And Parts Of The Story In Donkey Kong Bananza, Thanks To The Game's Destruction

Donkey Kong Bananza

With Nintendo's next Switch 2 exclusive game, Donkey Kong Bananza, just two days away from launch, the company has released a three-part interview series about the game's development. In the final section of the series, one of Bananza's directors, Kazuya Takahashi, said players can skip locations and parts of the story in the game, thanks to its unique destruction gameplay. 

"There's a lot of leeway in terms of progression in this game," Takahashi said when asked about any final words he might have to close out the interview. "For example, locations or parts of the story you can skip without suffering any consequences. When the game progresses in a way we hadn't intended, we call it a 'sequence break' in development terminology. Typically, in game development, restrictions are put in place to prevent this from happening, but since this game is all about destruction, we wanted people to play freely." 

As you can see, it sounds like there's a lot of leeway given to players when it comes to destruction and what they're able to accomplish by destroying the environment around them. It can even lead to skipping story sections or locations; however, given Nintendo's typically high standard of quality, it's unlikely that players will be able to skip critical parts of the game. Regardless, Takahashi said this newfound freedom from restrictions makes things easier for the development team. 

"But please do experiment," he said. 

Fortunately, there are just two days left until everyone can begin experimenting with Donkey Kong's destructive abilities because Donkey Kong Bananza launches exclusively on Switch 2 this Thursday, July 17. 

In the meantime, read Game Informer's hands-on preview impressions after two hours with the game, and then check out this Donkey Kong Bananza New Gameplay Today. After that, check out the Donkey Kong Bananza amiibo and then catch up on everything we learned about the game during the Donkey Kong Bananza Direct last month. 

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

Eriksholm: The Stolen Dream Review – Stealth Excellence Slightly Obscured

Eriksholm The Stolen Dream River End Games Game Informer Review

Reviewed on: PC
Platform: PlayStation 5, Xbox Series X/S, PC
Publisher: Nordcurrent Labs
Developer: River End Games
Release:

Eriksholm: The Stolen Dream is the first game from newcomer studio River End Games, but it carries the confidence and ideas of a team that’s been working in the stealth genre for much longer. With its top-down view, wonderfully designed setting, and simple but engaging mechanics, each chapter feels like an hour-long play session in a beautiful diorama puzzle box. The gameplay is backed by a short and sweet story about home and perseverance against all odds, and includes stunning cinematics to match. When Eriksholm finally lays out all of its puzzle pieces on the board two-thirds through the game, the entire experience sings, inviting playful and smart experimentation. I just wish I had access to its tools sooner; when I fully grasped what I was capable of with all three protagonists simultaneously under my command, the credits soon began to roll.

Eriksholm The Stolen Dream River End Games Game Informer Review

The game begins in the Nordic-inspired city of Eriksholm, which brushes up against a whalepunk aesthetic with steam engines, hanging trolley carts, and verticality reminiscent of Arkane’s Dishonored series. It’s a gorgeous setting, with painterly visuals, jaw-dropping lighting, and a society that feels alive. After the city’s police kidnap her brother, protagonist Hanna sets out on an adventure to find him. She’s quickly pulled into a fun but straightforward conspiracy that leads her to abandoned mines, rusty and dank sewer canals, and ultimately, face to face with the most powerful people in the city. But she’s not without help, as she encounters a local resistance leader in the form of Alva, and the hardened but shy Sebastian, who join Hanna’s journey to save her brother and Eriksholm, too.

I like the dynamic between these three, as each represents a different aspect of the city and what it does to its less fortunate, less affluent citizens; Hanna, a child of the city just trying to survive, Alva, a young woman with a fire for revolution, and Sebastian, a solitary worker who keeps to himself. The way they play off each other narratively is great, backed by excellent voice work, but I enjoy the way these three harmonize mechanically even more.

Eriksholm The Stolen Dream River End Games Game Informer Review

Hanna can crawl through ventilation shafts, escaping through secluded buildings to reach new destinations and find hidden collectibles, and shoot sleep darts with a blowpipe. Alva can climb drainpipes, bringing her to the rooftops of Eriksholm, where she can use her slingshot to shoot pebbles that create diversions or light sources to darken an area. And finally, Sebastian can choke guards out with his brute strength and swim in the surrounding water to reach new (usually lower) locations. The real treat of Eriksholm is scouting out the threats ahead, be it illuminating light or an abundance of guards or something else, and figuring out what each of these playable characters needs to do to allow the others to succeed forward.

Perhaps Alva needs to climb to a rooftop to shoot a pebble at the street light above, allowing Hanna to move closer to a nearby guard and take them out with a sleep dart obscured by the darkness Alva’s shot provided. I learn this guard is a sentry, meaning a dart alone won’t take them out, but luckily, Sebastian is nearby and can finish the job by choking the sleepy guard out. With the sentry out of their way, all three advance to a nearby hedge maze, where I need to think even harder about how their movesets will get me through this labyrinth filled with half a dozen guards whose sightlines crisscross in stressful ways. If you’re spotted by a guard and don’t hide before their sightline fills up, you’re met with an instant game over screen.

 

Fortunately, for the most part, checkpoints are generous. The game’s trial-and-error stealth puzzles and frequent game overs rarely stall the fun. But there were a few times I felt betrayed by a poor checkpoint that set me back a bit too far, and it doesn’t help that the game’s realistic animations and overall movement speed are quite slow. Still, I’m usually just a few minutes away from another great head-scratching puzzle, bookended with a eureka moment that doesn’t get old.

Eriksholm’s biggest folly, though, is that you spend almost half the game with just Hanna before Alva joins the fray, and by the time Sebastian rounds the trio out, there are just a few hours left to enjoy. I see why River End Games did this – the first few chapters with just Hanna serve as an extended tutorial and opportunity to discover how Eriksholm’s world reacts to your stealthy moves – but it holds back too long how great the game can be when Alva and Sebastian enter the picture.

Chapters begin and end with cutscenes that feature mystifyingly gorgeous visuals that rival the industry’s best, and the story Eriksholm tells is simple but full of heart, even if I saw its twists from a mile away. By the time I wrapped up the game, some 15 hours into it, I was left wanting more of this crew and world. But Eriksholm also ends with a neat bow, wrapping up most loose ends in satisfying fashion. My favorite moments, though, came in the miniature stories told by citizens and guards as I stealthed forward. One about a woman professing her affair to her husband, who lay unconscious in the dark thanks to my actions, left me chuckling. It’s an almost physical type of comedy afforded by the game’s diorama-esque player viewpoint, and it provides moments of sharp writing and wit throughout.

 

Eriksholm is a great puzzle game under the guise of a stealth adventure, utilizing the mechanics of the latter to create the pieces for the former. With a focused cast, three playable characters that synergize harmoniously, and a world whose nooks and crannies beg to be seen (with collectibles to reward your efforts), I’m left wanting more. Eriksholm, for the most part, avoids the critical error of stealth puzzles that grow beyond complex into frustrating, and turns in a series of challenges that are almost always fun and, in the final handful of hours, brilliant. I just wish the rest of the game matched its later heights. 

Score: 8.25

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Summer Games Done Quick Raises More Than $2.4 Million For Charity During Annual Speedrun Event

Summer Games Done Quick 2025 Fundraising $2.4 Million Doctors Without Borders

Summer Games Done Quick 2025, this year's week-long, 24-hour speedrunning marathon, ended yesterday after raising more than $2.4 million for charity. More specifically, SGDQ 2025 brought in $2,436,614 for Doctors Without Borders/Médecins Sans Frontières.

This year, over 2600 attendees gathered at the Hilton Minneapolis in Minnesota from July 6 through July 13 to watch speedrunners blaze through games like Sekiro: Shadows Die Twice, Balatro, Super Mario Maker 2, Blue Prince, Mario Kart World, Beat Saber, AEW: Fight Forever, and more. 

Those 2600 attendees, alongside the thousands of others who tuned in to watch on the SDGQ Twitch channel, raised $2.4 million for Doctors Without Borders, which cares for people affected by conflict, disease outbreaks, natural and human-made disasters, and exclusion from health care in more than 70 countries.

This year's event featured the new Arist Alley, where artists and craftspeople sold products and more at booths, a live concert by the band The Megas, and more. 

You can catch up on all the speedruns on SGDQ's YouTube channel here