We all had a great time with Donkey Kong Bananza last year, didn’t we? The 3D platformer marked a great return for Nintendo’s great ape, and the developers haven’t been shy about the work that went into it — we got a three-part Ask the Developer interview on it shortly after launch, let’s not forget — but that doesn’t mean that the Odyssey team doesn’t still have a story or two to tell.
In a new interview with Game Informer, producer Kenta Motokura and programmer Tatsuya Kurihara did just that. While the pair reiterated tales about the game’s Switch 1 origins and its fancy voxel tech, they also confessed that the destructive power of one Bananza transformation in particular is perhaps a little bit overpowered.
Parkour Labs: Conquer Neon Skies and Defy Gravity in a Brutal Vaporwave Gauntlet
Diego Ortiz, Developer, SoyKhaler
Summary
First-person precision platformer in a neon-soaked Vaporwave world of lethal geometry.
60 brutal levels built around flow, timing, and absolute control.
Pure skill challenge – every fall is your fault and every victory earned.
Reclaiming Pure Movement: How Parkour Labs was created (Solo)
Parkour Labs arrives after two intense years of solo development and an additional year dedicated to polishing its adaptation to consoles. It’s the purest vision of movement brought directly to the Xbox ecosystem.
The journey behind Parkour Labs hasn’t been conventional. Its creator comes from the audiovisual world, where he worked for years editing videos for clients. Over time, the need arose to leave behind imposed aesthetics and reinvent himself by learning programming on his own to create something truly his own.
Parkour Labs is the result of that personal effort: a project in which every mechanic, model, and line of code has been built from scratch.
It was born in response to a growing trend in big-budget video games: visually spectacular experiences with automated gameplay, where much of the action occurs without the player having real and precise control.
The goal was to recapture raw, organic gameplay. This title is designed for lovers of extreme movement who, lacking modern alternatives, turn to mods and communities in other games, such as the surf maps in Counter-Strike: Global Offensive, the competitive scene in Warfork.
The game offers a home for this community seeking 100% free movement based on realistic physics, bringing that essence intact to Xbox.
Designed to Die and Learn Instantly
Control is the core of the game. Character movement was fine-tuned until the final months of development to achieve such a level of precision that, after just a few matches, it’s possible to play almost without looking at the controller, feeling a direct connection with the character. The challenge is demanding and deliberate: you’ll fall many times before mastering each level. However, frustration is completely eliminated thanks to the absence of loading screens. If you fall, a flash appears, and in less than 0.2 seconds, you’re back in action. The rhythm never breaks.
Tips for Mastering All 60 Levels
To get ahead of today’s release, here are the fundamental rules:
1. Momentum Defines your Jumps
The double jump isn’t a fixed animation: it’s the sum of forces. The distance depends on the speed and momentum at the moment of execution.
2. The Player Levels Up
There are no stats, experience points, or grinding. It’s a purely mechanical game. Improvement is structural and depends on mastering the controls.
3. Extreme Optimization
The game has been polished to push the hardware to its limits and maintain absolute technical fluidity. A stable frame rate on Xbox is key to perfecting reaction times
Laboratory Rules
Learn to read the environment or you will fall:
Yellow platforms: they blink and collapse. Don’t stop. Jump fast.
Red platforms: contact means instant death.
Violet platforms: stable platforming surfaces. Your only safe ground.
Blue platforms: they launch you upward with a bounce. Use them to reach the impossible.
Today’s launch marks the beginning of a new era for the console movement community. Parkour Labs is now available and ready to test your reflexes, precision, and consistency.
Welcome to Parkour Labs, a vaporwave-inspired parkour game.
Surf the waves of nostalgia and retro aesthetics, sliding down ramps and performing smooth turns.
Explore colorful and surreal landscapes inspired by the culture, music, and art of the 80s and 90s.
Collect glitch effects and artifacts to unlock new levels and secrets.
Experience the synthwave atmosphere in this unique and original game that challenges your mouse control and movement skills.
Hey, everybody! Tim and I are back this week to talk about the games they are playing, a busy news week, and some big contenders that are releasing soon. This week also features an interview with Darren Bridges, Lead Designer, Sucker Punch, for Ghost of Yōtei Legends.
Stuff We Talked About
Next week’s release highlights:
The Seven Deadly Sins: Origin | PS5
MLB The Show 26 | PS5
Crimson Desert | PS5
Death Stranding 2 | PC
Big Walk hands-on report blog — Explore a puzzle-filled open world in this upcoming multiplayer game, where any moment with friends becomes an adventure. Experience the chaos and cooperation as you journey together.
Helldivers 2 new Warbond — Suit up for the Entrenched Division Premium Warbond, arriving March 17 and featuring new weapons, armors, emotes, and rewards to enhance your missions.
Tomb Raider I-III Remastered New Challenge Mode — Dive into a free update today introducing Challenge Mode, a variety of new outfits, and a collection of fresh Trophies to earn as you explore iconic adventures anew.
Little Nightmares: Altered Echoes coming to PS VR2 — Step into a new dimension in the Little Nightmares universe on April 24. Connect the story between Little Nightmares 1 and 2 as you uncover secrets in a haunting VR adventure.
Seven Deadly Sins deep dive — Discover how haptic feedback and PS5 features elevate the anime-inspired world of Britannia when you enter on March 16, bringing the vibrant story and action to life.
MLB The Show 26 Early Access — Digital Deluxe Edition players can take the mound early, ahead of the March 17 launch. Enjoy the World Baseball Classic and new Diamond Dynasty updates before the rest.
Thanks to Dormilón for our rad theme song and show music.
[Editor’s note: PSN game release dates are subject to change without notice. Game details are gathered from press releases from their individual publishers and/or ESRB rating descriptions.]
The fastest player to beat the game Donkey Kong Bananza, as of now, is a runner going by Vytox, who finished the game in just under an hour. In fact, players have so thoroughly optimized Bananza that even runners who chose to play in categories that involve beating all bosses and collecting all Bananza forms can do it in not too much more time than that. That’s crazy fast for a game with so many literal layers, and is possible because runners have invented all sorts of tricks to speed their way through levels and even fly through the sky in ways that were pretty clearly not intended by the developers.
And yet, it turns out that the Donkey Kong Bananza developers have been watching all along.
I learned this when I spoke to producer Kenta Motokura and programmer Tatsuya Kurihara this week at the Game Developers Conference, following their talk at the show: Constructive Destruction: Fusing Voxel Tech and 3D Action Platforming in ‘Donkey Kong Bananza.’ While their talk focused on the ways in which they encouraged the player to do things like destroy terrain and discover hidden treasures, I followed up with them by asking how they prevented players from doing things they weren’t supposed to do — especially in a game that was so open ended.
Motokura initially responded by telling me that unlike previous games the team has designed, Bananza had a lot more things about the player experience that the developers were unable to anticipate when designing.
“In that sense, we have to give them the play space they can enjoy and everything else would be essentially unreachable,” Motokura said. He gave as examples surfaces that Donkey Kong couldn’t climb, as well as other engineering solutions that made some things simply impossible. I was reminded, for instance, of one of the major barriers remaining in Donkey Kong speedruns: an inability to proceed through a certain boss battle if you haven’t yet broken Pauline out of her Odd Rock prison.
I followed up by asking if they found it was getting harder and harder as time went on to block players from getting into things that the designers wanted them to stay out of. Motokura responded in the affirmative: “To answer your question very briefly, it is getting very hard to keep players from going all over the place. But certainly we take those sorts of things into account as well.”
And indeed, this team in some ways almost appears to have conceded in this battle somewhat. I recalled the Super Mario Odyssey team placing coins up in hard-to-reach places anticipating that players would find savvy ways to jump up there. Bananza, similarly, has special dialogue if the player manages to skip their way to the end of the Racing Layer without going for a Rambi ride.
Motokura alluded to this as well in his answer. “Sometimes there are sequence breaks in game that you can, once you learn about them, design around so that there is a gameplay experience on the other side of that sequence break. And certainly when we see players who actually get to those areas and experience those parts, we look around at each other and say, ‘I’m really glad we made that.'”
Later in the interview, I asked both developers if there was anything players had done since the release that surprised them. Kurihara told me he was surprised that so many people try to break every single voxel on a given layer. He knew this was possible, of course, but didn’t think so many people would do it.
Motokura called back to the speedruns: “One thing that really surprised me, and this is maybe going back to the discussion of the sequence break that we had a little bit earlier, was the surprising ways that people are using voxels for movement, not just double jump, but other movement techniques entirely that they discovered on their own to get to some very interesting places.”
So yes, Donkey Kong Bananza’s designers have seen the silly things people are doing to cross massive gaps and speed across stages, and while they stopped short of condoning the behavior, Motokura at least seemed mildly amused by it. As the team eventually moves to future games, it will be interesting to see if they embrace the chaos or continue to try and find cheeky ways to acknowledge player tricks while simultaneously gating off certain paths.
The Simpsons: Hit & Run remains one of the most beloved spinoffs in the franchise’s long history, even if that game still has yet to receive a remaster or sequel. But The Simpsons showrunner Matt Selman is adamant that fans shouldn’t give up hope on a Hit & Run revival, urging them to “Never say never.”
Selman offered this newfound hope as part of a larger interview with People surrounding the animated series’ recent 800th episode. The series’ showrunner also worked as one of the writers on the GTA-inspired game several decades ago, and he seems convinced that it’s simply a matter of showing the studio that the demand for more Hit & Run still exists.
“Nothing is set in stone. But my quote about Hit & Run would be, ‘Never say never,'” Selman said. “Because we know people love it. We know they want it, so that’s good. If we know people want it, never say never.”
“Hit & Run is so interesting,” Selman also said. “I’m a thousand years old, and when I was in my mid to late 20s, I helped write Hit & Run. I had no idea it would become a cult game, a cult success. Of all the games, the thousands of Simpsons games… that one…”
On the whole, Selman seems somewhat more optimistic about more Hit & Run than he was when IGN spoke to him in 2021. At the time, Selman noted it would be “a complicated corporate octopus to try to make that happen.”
Selman’s comments are well-timed, as it was just a few weeks ago that we learned the original The Simpsons: Hit & Run and Prototype developer Radical Entertainment has returned under the banner New Radical Games. It would certainly be fitting if the reconstituted Radical were tasked with developing a Hit & Run remake or a full-fledged sequel.
Roguelike deckbuilder Slay The Spire 2 continues its journey through early access with an update that fixes various crash bugs, adds new card art, changes how the game files mods, and implements some balancing changes. Item #1 on the balance change list: “Players, enemies, and pets can no longer have their HP increased above 999,999,999.” Yep, that sure sounds like a balancing problem. Thanks, Mega Crit.
After a half-hour of headset-on play in an early section of Little Nightmares VR: Altered Echos, I feel optimistic about the franchise’s jump to VR. While its 3D levels may dilute some of the precise puzzle-platforming I’ve come to enjoy from the ‘pancake’ (i.e. non-VR) entries in the series, its charmingly grotesque critters, tense stealth, and cheeky puzzles have seemingly all made the jump. But the differences from its predecessors that VR brings to the table might be the most interesting part of my demo.
Little Nightmares has always succeeded in making you feel small—often helpless. But that’s really the first thing that hit me the moment I stepped into Dark Six’s shoes in first person. As I pitter-pattered around a dreary train station, that’s really what stood out. Suddenly, things that felt secondary in previous flat games, like picking up and lugging around a big diode to pop into a circuit breaker, felt extremely weighty. Where detailed animations once sold something so laborious, when playing with a more objective camera, bending over and picking something up with both hands in first-person, as it drags next to your feet, hammers home how weak you are.
But the developers don’t use the personal sense of scale and perspective that VR provides as a crutch. The chunk I played felt just as moody and tense as the other games in the series. I constantly felt like I was being watched. Sometimes literally, as security cameras locked on and followed me across cavernous terminals, bag rooms full of luggage, and derelict offices littered with ominous, sparingly scattered human remains.
I constantly felt like I was being watched.
Starting out pushing luggage carts around as I got my VR legs back while getting used to looking around with a FOV restricted by Six’s hood, the gameplay itself is remarkably similar to the non-VR Little Nightmares, but in first-person. Eventually, I made it out of the leathery trove into a massive station terminal. This was when the sense of scale really started to hit. While still abstract in exactly the way you’d hope from this style of offbeat horror, the terminal felt much more real. As its massive, malfunctioning clock ticked back and forth, I felt like vermin, scurrying from corner to corner as the cameras leered at me.
A series of doors ominously opening in front of and behind me brought me to the station’s office. I spent a bulk of my college years doing IT maintenance in silent, spider-webbed offices and classrooms abandoned for Zoom classes during the pandemic, which revealed just how unsettling the modern office is, especially a silent one. This has made the contemporary office one of my favorite settings for horror, so that room was an unexpected highlight.
It did reveal my biggest gameplay issue, though: While Little Nightmares has dabbled in 3D in specific chunks, it mostly functions as a 2D game, occasionally playing with perspective. But building fully explorable 3D levels makes puzzles much more complex. Whether that complexity works or not tends to make or break the jump. In this case, it’s kind of a mixed result. One puzzle had me swapping in diodes into a circuit breaker to turn the power back on at the station. I tried different ones scattered throughout the room, but none worked.
After running from pillar to post, a small blue light underneath a desk caught my eye. Maybe it was the dark lighting in the room, but I just didn’t notice it. In fact, I walked right past it, not noticing the blue light was coming from a diode on the floor. This is a small issue, but I’m always frustrated when I can’t understand a puzzle just because I literally can’t see the missing piece. Again, this is a small problem, but when a camera is completely under the developer’s control, like in every other game in the series, giving the player a free camera while designing things with the same philosophy might overcomplicate what should be simple puzzles.
From there, I slunk through yet another impressive setpiece—an endless sea of people walking in unison between the station and the train. I worked my way to a car between their legs as they started, stopped, and started again. My perspective hardly put me up to their ankles, again reinforcing that immense sense of scale that I really liked in this demo.
Once on the train, I encountered a menagerie of grotesque creatures. All human-ish, but reduced to their most base, animal sensibilities, I dodged the watchful eye of a lizard-like conductor who patrolled the various cars of the train. He’s one of my new favorite monsters from the series, walking on all fours, almost like a komodo dragon. At the slightest sound, he’d crane his neck to catch stowaways in unassuming places. He got me a few times.
I really liked what I’ve played of Little Nightmares VR: Altered Echoes. While I have some concerns about the series’ translation into 3D, most of the demo felt right at home in the series. Aided by a more personal perspective and sense of scale, this entry is both different and similar to the originals in cool ways. I have faith that the rest of the game will live up. Thankfully, I won’t have to wait long, since it’s launching on Meta Quest 2 and 3, PS VR2, and Pico on April 24th.
I regret to announce that I have a theory. It involves handheld PCs, Project Helix – Microsoft’s next, PC game-running Xbox console – and least likely of all, an apparently sincere attempt at making Windows 11 less of a bulging, AI-infested colostomy bag. That attempt is better known as Xbox Full Screen Experience, and now that it’s finding its way onto portables outside the MS-branded Asus ROG Xbox Ally series (plus big-lad PCs as well), I’m convinced that it was introduced at least in part to test the waters of how a Windows PC/console hybrid could operate.
Apolune 2: Boost your Retro Space Mining Experience Solo or with Friends
Herb Gilliland, Founder, Lead Game Designer, Lost Astronaut Studios
Summary
Casual survival game of experimentation and discovery.
Supports up to eight controllers for group play on a single Xbox.
Pro tips to get the most out of your solo or co-op gameplay.
What Kind of Game is Apolune 2?
Apolune 2is a love-letter to those classic console experiences. Travel back to the early 1980s, when video games were in their infancy, and 8-bit gaming ruled the day.
Apolune 2 is a joke – and that’s intentional. It’s a funny little game that doesn’t cost much, but can give you and your friends hours of enjoyment. It has the R-word: replayability.
Apolune 2 is a discovery game. The controls are fairly simple, it’s what you do with them that’s challenging. You don’t need to read a manual or be told exactly where to go and what to do. You don’t have to be beaten over the head with arrows telling you what to do next. It’s up to you. You just pick up a controller and start trying out buttons. You may not do the thing you intended, and that’s okay. You find a new item and learn the hard way: trial and error! So try, try again.
One thing to keep in mind is that Apolune 2 doesn’t require you to break your hand to play it. It’s impulse driven. You press a button. You hold a button. You don’t need to mash it or strain yourself. Pace yourself. Go for the long haul.
The target audience for Apolune 2 is anyone who wants to casually experience something with someone else. If you are someone who wants to just explore and experiment, with friends or on your own, Apolune 2 is for you.
Oh yeah, and you mine asteroids for a living. That’s the job you play in this game.
Is Apolune 2 Hard?
The game doesn’t offer “saving”. Once you start the game, you’re in it, start to finish.
To quote a famous galactic traveler: don’t panic.
If you get knocked down, just get up again. Start over. Play it differently. Push harder. There are secrets, even if they don’t seem obvious at first. There are variations, it’s not always going to be exactly the same. Apolune 2 has replayability. If you get discouraged, try, try again. It’s not really meant to be won, just to be experienced.
“A ship in harbor is safe, but that is not what ships are built for,” famously attributed to John A. Shedd, is a metaphor urging people to leave their comfort zones, embrace risks, and fulfill their true purpose. It signifies that life’s value lies in taking risks, seeking adventures, and enduring challenges rather than merely staying safe and secure.
Multiplayer Party Game
With Apolune 2, if you’re all alone on the couch, maybe pick up the second controller and play two. Or three. If you’ve got some friends over, see if they’ll give it a go. Ask them to bring their controllers – did you know you can hook up eight to an Xbox?
This game is even more fun with a bigger group of friends. In a dorm room, or frat house, in your neighbor’s basement, at a party, on a weekend, in the attic, Apolune 2 is something, for an hour or two, that can bring people together. Try it again, see what zany things happen.
Apolune 2 is a game for people who want to push the limits, break records and explore the unknown. On LostAstronaut.com, you can find our Discord, and visit the #apolune2 channel where we love to see pics of people’s high scores. No one has yet completed the game by buying all six contracts. So, I hope it will be you who stops by one day and posts a picture of your interstellar casino, mall and deli, etc.
A friend of mine recently sent me this:
Six Years on, and it’s Still Evolving
In 2020, if you had asked me if I would be still working on Apolune 2 in six years, I would have scoffed. What a journey it’s been. It all started when someone suggested I make a new game. So, I spent an afternoon getting the basics together. One astronaut, one station. Two months later, I had most of what you see today. Up to eight players, all tethered to the same station, lugging it around the screen, busting asteroids and cracking eggs.
For years, I worked on the game when I had time. I would add something new to it, then it was time to balance the game. Then rebalance. Iterate. Test. Add new items. Make it easier? Make it harder. Made it better? Balance it again. Fix bugs. The hard work of doing quality assurance, marketing, really everything, as just one guy.
Eventually, I got some fans, so I put their ideas into the game. It took a village, even if I’m just one lone developer punching away at the keys. Now, you get to enjoy it.
I hope you’ll play it with someone you love, your friends and comrades, who will mine the asteroids with you, and enjoy the rewards and bonuses that come with cooperation and real-time collaboration.
By the way, the name of this game series, “Apolune”, is actually a term from astronomy that means “the point at which a spacecraft in lunar orbit is furthest from the moon” …and is part of a group of words that begin with apo- including its synonyms, aposelene, apoapsis, apocynthion. The words appeared in Jules Verne’s“All Around the Moon”.
To give you one important tip, it’s to do the obvious: mine the asteroids. Get the bonus every time if you can. That’s the most important thing. Another tip is not to press any buttons during the title screen – I know, players are impatient, they want to play the game, after all, it’s why they buy Xboxes and stuff – but if you hold off for a little while, it will tell you a bunch of other hints that might help you save the day and extend your career as an asteroid miner in Apolune 2.
I’m happy to bring Apolune 2to Xbox, so fans and newcomers alike can get together for some challenging fun today.
Mine. Shoot. Collect! Repair. 2D retro arcade-style, comedic and fun roguelike single player or party game! Couch co-op adventure in space as an asteroid miner! Apolune 2 is a hilarious and shocking resource management game where one player (or more) experience life on an asteroid mining team in deep space. Immerse yourself into the life of an OreCorp asteroid miner. It’s a galaxy full of opportunities including: weapons, aliens, asteroids, space pirates, merchants and … ICE CREAM! Apolune 2 is a stand-alone adventure single player and local co-op game set in the asteroid belt. You and your team of astronauts are asteroid miners on a mission to make spacebucks, survive and thrive in deep space. Fill the local high scores to challenge your friends and family to a fantastic experience. Collect resources, buy upgrades and fight aliens and space pirates! Apolune 2 is a controller-friendly game that is super easy to pick up and play.
“Fun for five!”
-Bacon Ice Cream Productions
“A lengthy co-op game with up to 8 local friends … it’s far more engaging than you might expect. The game can be addicting.”
-Mockduck Plays Games
“I’m mining away, and ah ha ha ha …. oh no! Aliens! Fortunately I have a gun…”
-Coffee and a Game
The anime-inspired open-world RPG The Seven Deadly Sins: Origin launches March 16 on PlayStation 5. Ahead of release, we’ve unveiled a brand-new Immersion Trailer that highlights how the game leverages PS5 features to deliver a deeply tactile and responsive experience.
This latest trailer goes beyond simply showcasing the world. By actively utilizing the unique capabilities of PlayStation 5, the game is designed so players don’t just see Britannia. They feel it, react to it, and move within it. Freely explore the vast, faithfully recreated world of Britannia, and experience a heightened sense of realism through nuanced haptic feedback and precise control that makes you feel as though you’ve stepped directly into the anime itself.
Every action comes alive at your fingertips
The Seven Deadly Sins: Origin features finely tuned haptic feedback through the DualSense wireless controller, physically conveying the tension of battle and the weight of every strike.
Dynamic combat responses
Distinct vibration patterns are applied to key combat actions, including character switching, combination jump attacks, and powerful ultimate abilities. The impact of strikes, explosive skill effects, and the urgency of taking damage are each expressed through unique rhythms that bring the battlefield’s momentum to life in your hands.
Weapon-specific tactile differentiation
Vibration intensity and patterns vary according to weapon concepts and skill visuals. Beyond visual differences, players can physically sense shifts in combat style, adding a new layer of immersion to every encounter.
Controls you can truly feel
The DualSense adaptive triggers enhance both exploration and combat with intuitive, situational resistance. Pressing a button becomes part of the experience itself.
Fishing activities
When a fish bites, trigger resistance changes instantly. The increasing tension heightens excitement and clearly distinguishes success from failure through tactile feedback.
Charged attack skills
Certain adventure skills build power based on trigger pressure. Gradually increasing resistance creates the sensation of energy gathering before release, amplifying the satisfaction of unleashing powerful abilities.
Mounted weapon operation
When controlling cannons or ballistae, players feel heavy trigger resistance that conveys the force of large-scale weaponry. The moment of release delivers a strong, satisfying recoil that reinforces the impact of each shot.
Step into the anime world
The Seven Deadly Sins: Origin is more than an adaptation. It is designed to let players step directly into the anime universe.
Built in Unreal Engine 5, the seamless open world stretches uninterrupted from the royal capital of Liones to sweeping plains and ancient ruins. Lighting shifts, dynamic weather, environmental depth, and dense combat effects are all elevated by the power of PS5 hardware.
Players are no longer just watching the anime unfold — they are moving within it, making choices, and forging their own path through Britannia.
Strategic depth that elevates combat
Players assemble a team of four heroes and can switch between them in real time during battle to adapt to changing situations.
Skills and combination abilities evolve based on hero and weapon pairings
Three weapon selection paths shape distinct combat styles
A tactical structure that rewards sharp decision-making
Combined with the DualSense feedback system, combat goes beyond action alone — delivering a tactical experience where sensation and strategy operate simultaneously.
Deep solo play, even more intense together
The Seven Deadly Sins: Origin naturally bridges immersive single-player progression with strategic cooperative play.
Seamless co-op storytelling
Main and side quests can be completed in a party. Players can join based on the party leader’s progression, enabling cooperative adventures without friction.
Co-op focused dungeon challenges
Multiplayer dungeons feature elemental mechanics that require coordination between players with different abilities. Smart role distribution and strategic responses determine success or failure.
Explore the world at your own pace — and when greater challenges arise, join forces with allies to overcome them together.
The Seven Deadly Sins: Origin launches March 16 on PS5
Wishlist now on PlayStation Store and prepare to journey across Britannia. The legend begins not just on your screen — but at your fingertips.