Дом Новости Койзуми представил 3D-игра «Донки Канг», вызвавший бурю в серии «Донки Канг»

Койзуми представил 3D-игра «Донки Канг», вызвавший бурю в серии «Донки Канг»

Автор : Harper Обновлять : Mar 28,2026

При первом объявлении Donkey Kong Bananza быстро возникли слухи о том, что игра разрабатывается той же командой, что и Super Mario Odyssey. Оказалось, что это верно, что усилило дальнейшие слухи о том, что игра изначально планировалась как дополнение или продолжение Odyssey, а позже перешла к образу Донки Кона. Этот конкретный момент, как мы теперь узнали, неверен.

В интервью IGN продюсер Donkey Kong Bananza Кентаро Мотокура — который также являлся режиссёром Super Mario Odyssey — рассказал о происхождении проекта. Он объяснил, что исполнительный директор Nintendo Йосияки Коидзуми обратился к команде Odyssey и прямо предложил им рассмотреть возможность создания 3D-игры о Донки Коне.

Когда Мотокура сообщил об этом, я спросил его, знает ли он мотивацию Коидзуми, учитывая, что Nintendo не разрабатывала игру о Донки Коне внутри компании с выхода Donkey Kong: Jungle Beat более двадцати лет назад. Мотокура колебался, отвечая от имени Коидзуми, но добавил: «Поскольку у Nintendo широкая коллекция персонажей, мы всегда задумываемся о подходящем времени, чтобы создать новую игру с определённым героем, чтобы как можно лучше порадовать наших поклонников. Но это лишь моя личная догадка. Для точного ответа вы действительно должны спросить самого мистера Коидзуми».

Независимо от причин, команда Odyssey приняла вызов. Первым шагом стало консультирование создателя Донки Коне Сигеру Миёмото по поводу первоначальных идей.

«Он подчеркнул уникальные действия могучего персонажа, как Донки Кона, например, хлопок ладонью или мощную атаку дыханием», — вспоминал Мотокура.

«Я также говорил с мистером Коидзуми, который руководил Jungle Beat. Для него ключевым отличительным качеством по сравнению с персонажем вроде Марии было более длинные и сильные руки Донки Кона. Мы собрали все эти особенности характера и думали, как превратить их в захватывающий геймплей для нового проекта».

В то же время один из программистов команды Odyssey экспериментировал с технологией вокселей. Воксели — это по сути трёхмерный эквивалент пикселей, и этот программист изучал способы, при которых игроки могли бы взаимодействовать с окружением с их помощью. Эта технология использовалась в меньшем масштабе в Super Mario Odyssey в Королевстве Ланч, где Мария копает сквозь сыр, и в Снежном королевстве, где он наступает на снежные заносы. Однако программист развивал её дальше, разрабатывая системы, позволяющие игрокам бросать воксели или прорывать через них.

Мотокура отметил, что именно сочетание обсуждений о физической мощи Донки Кона и экспериментов с технологией вокселей помогло сформировать основные механики разрушения в Donkey Kong Bananza.

«Когда мы поняли синергию между уникальными качествами Донки Кона — его громадной силой и длинными руками — и потенциалом технологии вокселей, мы увидели идеальное сочетание. Это побудило нас принять разрушение в качестве центральной игровой механики для этой игры».

Мы обсудили с Мотокурой и режиссёром Казуя Такахаши множество тем, включая место Bananza в каноне серии Donkey Kong и решение о выходе на Nintendo Switch 2. Полное интервью вы можете прочитать здесь, а обзор игры — здесь.

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