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7/26/2025, 2:05:08 AM
>>716448597
Be like what?
Be like what?
7/22/2025, 7:54:58 AM
>So, it was only decided later in development that Pauline would appear in the game?
>Motokura: It was after we'd created the destruction gameplay to a certain extent. In the story, Donkey Kong is motivated by his love of bananas, but we wanted to have something else that players could relate to. By featuring Pauline, we thought we could create an experience where players are part of Pauline's growth and the growth of Donkey Kong, adventuring alongside her. The best part was that it gave us the chance to incorporate various gameplay features using the power of song, such as breaking seals or showing the route to a destination.
>Takahashi: Because she’s a human character, she can take on the role of explaining things. And since she opens up about her feelings when she visits the Underground World for the first time, players can empathize with her, giving them the feeling that they're with her on the adventure.
>Watanabe: I think the story is also entertaining, and Pauline's presence played a big role in that. If Donkey Kong were on his own, we could never have included as many talking scenes.
>Takahashi: Donkey Kong and his friends, as well as their enemies, the Void Company minions, are all headed for the Planet Core in the hopes of having their wishes granted. Although they all have the same goal of heading underground, their motivations differ. Donkey Kong is just out for bananas, Pauline wants to return home to the surface, while the Void Company seeks to hog the wealth for themselves. I think the fact that their enemies are also Kongs is another thing that distinguishes Donkey Kong Bananza.
>Motokura: It was after we'd created the destruction gameplay to a certain extent. In the story, Donkey Kong is motivated by his love of bananas, but we wanted to have something else that players could relate to. By featuring Pauline, we thought we could create an experience where players are part of Pauline's growth and the growth of Donkey Kong, adventuring alongside her. The best part was that it gave us the chance to incorporate various gameplay features using the power of song, such as breaking seals or showing the route to a destination.
>Takahashi: Because she’s a human character, she can take on the role of explaining things. And since she opens up about her feelings when she visits the Underground World for the first time, players can empathize with her, giving them the feeling that they're with her on the adventure.
>Watanabe: I think the story is also entertaining, and Pauline's presence played a big role in that. If Donkey Kong were on his own, we could never have included as many talking scenes.
>Takahashi: Donkey Kong and his friends, as well as their enemies, the Void Company minions, are all headed for the Planet Core in the hopes of having their wishes granted. Although they all have the same goal of heading underground, their motivations differ. Donkey Kong is just out for bananas, Pauline wants to return home to the surface, while the Void Company seeks to hog the wealth for themselves. I think the fact that their enemies are also Kongs is another thing that distinguishes Donkey Kong Bananza.
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