Nintendo Needs to Give Its Villains a Voice

Nintendo’s Donkey Kong Bananza is a creative and clever take on DK as a character, expanding the existing universe and building something new for younger gamers. However, the game’s decision to have villains monologue and laugh maniacally in subtitled gibberish feels outdated and missed an opportunity.

The game’s design is laser-targeted at its young audience, with the character of Pauline feeling like an audience insert. Her inability to read means that players must rely on subtitles for her dialogue, which can be frustrating when trying to follow the narrative. This is particularly evident in dramatic cutscenes where characters emote and make noises, but their voices are still subtitled.

The game’s narrative is a triumph, fostering a lovely relationship between DK and Pauline that is recontextualized into a sweet protector/protectee dynamic. However, the lack of proper voice acting for the villains feels like a missed opportunity. With Nintendo’s focus on creating trans-media icons that will dominate kids’ lives in games and beyond, it’s time for them to start giving their characters more than just gibberish.

The game’s use of creative gibberish is convenient for localization purposes, but it doesn’t feel like the right way to bring Nintendo characters to life. The recent shift by other franchises, such as Zelda, where Ganondorf and others speak properly in cutscenes, shows that it’s possible to do better. As Nintendo looks to engage its audience more regularly through non-gaming experiences, it’s time for them to take a step forward in terms of voice acting.

Source: https://www.eurogamer.net/donkey-kong-bananza-voice-acting-villains