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  • From Beta to Bedrock: Build Products that Stick.

    From Beta to Bedrock: Build Products that Stick.

    As a solution developer for too many years, I can’t recall how many times I’ve seen promising ideas go from being heroes in a few weeks to being useless within months.

    Financial items, which is the area of my specialization, are no exception. It’s tempting to put as many features at the ceiling as possible and expect something sticks because people’s true, hard-earned money is on the line, user expectations are high, and crowded market. However, this strategy will lead to disaster. Why, you see this:

    The fatalities of feature-first growth

    It’s easy to get swept up in the enthusiasm of developing innovative features when you start developing a financial product from scratch or are migrating existing user journeys from papers or telephony channels to online bank or mobile applications. They may believe,” If I may only add one more thing that solves this particular person problem, they’ll enjoy me”! But what happens if you eventually encounter a roadblock as a result of your security team’s negligence? don’t like it? When a difficult-fought film fails to win over viewers or fails owing to unanticipated difficulty?

    The concept of Minimum Viable Product ( MVP ) is applied to this. Even if Jason Fried doesn’t usually refer to this concept, his book Getting Real and his audio Rework frequently discuss it. An MVP is a product that offers only sufficient value to your users to keep them interested, but not so much that it becomes difficult to keep up. Although the idea seems simple, it requires a razor-sharp eye, a ruthless edge, and the courage to stand up for your position because it is easy to fall for” the Columbo Effect” when there is always” just one more thing …” to add.

    The issue with most fund apps is that they frequently turn out to be reflections of the company’s internal politics rather than an experience created exclusively for the customer. This implies that the priority is to provide as many features and functionalities as possible to satisfy the requirements and desires of competing inside sections as opposed to a distinct value statement that is focused on what people in the real world actually want. These products may therefore quickly become a muddled mess of confusing, related, and finally unlovable client experiences—a feature salad, you might say.

    The significance of the foundation

    What’s a better course of action then? How may we create products that are user-friendly, firm, and, most importantly, stick?

    The concept of “bedrock” comes into play here. The mainstay of your product is really important to consumers, and Bedrock is that. The foundation of worth and relevance over time is built upon it.

    The rock has got to be in and around the standard cleaning journeys in the world of retail bank, which is where I work. Individuals only look at their existing account once every five minutes, but they also look at it daily. They purchase a credit card every year or every other year, but they at least once a month examine their stability and pay their bills.

    The key is in identifying the main tasks that individuals want to complete and therefore persistently striving to make them simple, reliable, and trustworthy.

    How can you reach the foundation, though? By focusing on the” MVP” strategy, giving ease the top priority, and working toward a distinct value proposition. This means avoiding pointless extras and putting your people first, making the most of them.

    It also requires some nerve, as your coworkers might not always agree on your eyesight at first. And in some cases, it might even mean making it clear to clients that you won’t be coming over to their home and prepare their meal. Sometimes you may need to use the sporadic “opinionated user interface design” ( i .e. clunky workaround for edge cases ) to test a concept or to give yourself some room to work on something more crucial stuff.

    Functional methods for creating financially successful items

    What are the main learnings I’ve made from my own research and knowledge, then?

    1. What trouble are you trying to solve first, and make a distinct “why”? Who is it for? Before beginning any project, make sure your vision is completely clear. Make certain it also aligns with the goals of your business.
    2. Avoid putting too many features on the list at again; instead, focus on getting that right first. Choose one that actually adds benefit, and work from that.
    3. When it comes to financial items, clarity is often more important than difficulty. Eliminate unwanted details and concentrate on what matters most.
    4. Accept ongoing iteration as Bedrock is a powerful process rather than a fixed destination. Continuously collect customer feedback, improve your product, and work toward that foundational state.
    5. Stop, look, and listen: Don’t just go through with testing your product as part of the delivery process; test it frequently in the field. Use it for yourself. Work A/B tests. User opinions on Gear. Speak to users and make adjustments accordingly.

    The “bedrock dilemma”

    This is an intriguing conundrum: sacrificing some of the potential for short-term progress in favor of long-term stability is at play. But the reward is worthwhile because products built with a focus on rock will outlive and surpass their rivals over time and provide users with long-term value.

    How do you begin your quest to rock, then? Get it gradually. Start by identifying the underlying factors that your customers actually care about. Concentrate on developing and improving a second, potent function that delivers real value. And most importantly, check constantly because, whatever you think, Abraham Lincoln, Alan Kay, or Peter Drucker are all in the same boat! The best way to foretell the future is to build it, he said.

  • An Holistic Framework for Shared Design Leadership

    An Holistic Framework for Shared Design Leadership

    Picture this: Two people are conversing in what appears to be the same talk about the same pattern issue in a conference room at your tech company. One is talking about whether the staff has the proper skills to handle it. The various examines whether the answer really addresses the user’s issue. Similar place, the same issue, and entirely different perspectives.

    This is the lovely, sometimes messy fact of having both a Design Manager and a Guide Designer on the same group. And you’re asking the right question if you’re wondering how to make this job without creating confusion, coincide, or the feared” to some cooks” situation.

    The conventional solution has been to create a table with clear lines. The Design Manager handles persons, the Lead Designer handles art. Best, problem is fixed, best? Except that fresh organizational charts are fantasy. In fact, both roles care greatly about crew health, style quality, and shipping great work.

    When you begin to think of your style organization as a style organism, the magic happens when you accept collide rather than fight it.

    The biology of a good design team

    Here’s what I’ve learned from years of being on both sides of this formula: consider of your design team as a living organism. The design manager has a focus on the internal safety, career advancement, team dynamics, and other aspects. The Lead Designer is more focused on the body ( the handiwork, the design standards, the hands-on projects that are delivered to users ).

    But just like mind and body aren’t totally separate systems, but, also, do these tasks overlap in significant ways. Without working in harmony with one another, you didn’t have a healthier person. The technique is to recognize those overlaps and how to manage them gently.

    When we look at how good team really function, three critical devices emerge. Each requires the collaboration of both jobs, but one must assume the lead role in maintaining that system sturdy.

    Individuals & Psychology: The Nervous System

    Major caregiver: Design Manager
    Supporting position: Direct Artist

    Signs, comments, emotional health are all important components of the nervous program. When this technique is good, information flows easily, people feel safe to take risks, and the staff may react quickly to new problems.

    The main caregiver here is the Design Manager. They are keeping track of the team’s emotional state, making sure feedback loops are good, and creating the environment for growth. They’re hosting job meetings, managing task, and making sure no single burns out.

    However, the Lead Designer has a significant encouraging position. They provide visual feedback on build development requirements, identifying stagnant design skills, and assisting with the Design Manager’s potential growth opportunities.

    Design Manager tends to:

    • discussions about careers and career development
    • mental stability and dynamics of the group
    • Job management and resource planning
    • Performance evaluations and opinions management methods
    • Providing understanding options

    Direct Custom supports by:

    • Providing craft-specific coaching for staff members
    • identifying opportunities for growth and style ability gaps
    • Providing design mentoring and assistance
    • indicating when a group is prepared for more challenging tasks.

    The Muscular System: Design, Design, and Execution

    Major caretaker: Lead Designer
    Design Manager supporting part

    Strength, cooperation, and skill development are the hallmarks of the skeletal system. When this technique is healthy, the team can do complicated design work with precision, maintain regular quality, and adjust their craft to fresh challenges.

    The Lead Designer is in charge of everything here. They are raising the bar for quality work, providing craft instruction, and ensuring that shipping work is done to the highest standards. They’re the ones who can tell you if a design decision is sound or if we’re solving the right problem.

    However, a significant supporting role is played by the Design Manager. They’re making sure the team has the resources and support they need to perform their best work, such as proper nutrition and time for an athlete recovering.

    Lead Designer tends to:

    • Definition of system requirements and design standards
    • Feedback on design output that meets the required standards
    • Experience direction for the product
    • Design choices and product-wide alignment
    • advancement of craft and innovation

    Design Manager supports by:

    • ensuring that all members of the team are aware of and adopting design standards
    • Confirming that the right course of action is being taken
    • Supporting practices and systems that scale without bottlenecking
    • facilitating team-wide design alignment
    • Providing resources and removing obstacles to outstanding craft work

    The Circulatory System: Strategy &amp, Flow

    Shared caretakers: Lead Designer and Design Manager, respectively.

    The circulatory system is about how decisions, energy, and information flow through the team. When this system is healthy, strategic direction is clear, priorities are aligned, and the team can respond quickly to new opportunities or challenges.

    True partnership occurs in this area. Although both roles are responsible for maintaining the circulation, they both have unique perspectives to offer.

    Lead Designer contributes:

    • The product fulfills the user’s needs.
    • overall experience and product quality
    • Strategic design initiatives
    • User needs for each initiative are based on research.

    Design Manager contributes:

    • Communication to team and stakeholders
    • Stakeholder management and alignment
    • Team accountability across all levels
    • Strategic business initiatives

    Both parties work together on:

    • Co-creation of strategy and leadership
    • Team goals and prioritization approach
    • organizational structure decisions
    • Success frameworks and measures

    Keeping the Organism Healthy

    Understanding that all three systems must work together is the key to making this partnership sing. A team will eventually lose their way despite excellent craftmanship and poor psychological safety. A team with great culture but weak craft execution will ship mediocre work. A team that has both but poor strategic planning will work hard on the wrong things.

    Be Specific About the System You’re Defending.

    When you’re in a meeting about a design problem, it helps to acknowledge which system you’re primarily focused on. Everyone has context for their input.” I’m thinking about this from a team capacity perspective” ( nervous system ) or” I’m looking at this through the lens of user needs” ( muscular system ).

    This is not about staying in your path. It’s about being transparent as to which lens you’re using, so the other person knows how to best add their perspective.

    Create wholesome feedback loops

    The partnerships that I’ve seen have the most effective partnerships that create clear feedback loops between the systems:

    Nervous system signals to muscular system:” The team is struggling with confidence in their design skills” → Lead Designer provides more craft coaching and clearer standards.

    Nervous system receives the message” The team’s craft skills are improving more quickly than their project complexity.”

    We’re seeing patterns in team health and craft development that suggest we need to adjust our strategic priorities, both systems say to the circulatory system.

    Handle Handoffs Gracefully

    When something switches from one system to another, this partnership’s pivotal moment is. This might occur when a design standard ( muscular system ) needs to be implemented across the team ( nervous system ) or when a tactical initiative ( circulatory system ) requires specific craft execution ( muscular system ).

    Make these transitions explicit. The new component standards have been defined. Can you give me some ideas for how to get the team up to speed? or” We’ve agreed on this strategic direction. From here, I’ll concentrate on the particular user experience approach.

    Stay curious and avoid being territorial.

    The Design Manager who never thinks about craft, or the Lead Designer who never considers team dynamics, is like a doctor who only looks at one body system. Even when they are not the primary caretaker, great design leadership requires both people to be as concerned with the entire organism.

    This entails posing questions rather than making assumptions. ” What do you think about the team’s craft development in this area”? or” How do you think this is affecting team morale and workload”? keeps both viewpoints present in every choice.

    When the Organism Gets Sick

    Even with clear roles, this partnership can go wrong. Here are the most typical failure modes I’ve seen:

    System Isolation

    The Design Manager ignores craft development and only concentrates on the nervous system. The Lead Designer ignores team dynamics and only concentrates on the muscular system. Both people retreat to their comfort zones and stop collaborating.

    The signs: Team members receive conflicting messages, poor morale, and poor communication.

    Reconnect with other people’s goals in the treatment. What are you both trying to achieve? It’s typically excellent design work that arrives on time from a capable team. Discover how both systems accomplish that goal.

    Poor Circulation

    There is no clear strategic direction, shifting priorities, or accepting responsibility for keeping information flowing.

    The symptoms are: Team members are unsure of their priorities, work is duplicated or dropped, and deadlines are missed.

    The treatment: Explicitly assign responsibility for circulation. Who is communicating with whom? How frequently? What’s the feedback loop?

    Autoimmune Response

    One person feels threatened by the expertise of the other. The Design Manager thinks the Lead Designer is undermining their authority. The Design Manager is alleged to believe that the Lead Designer doesn’t understand craft.

    The signs: defensive behavior, territorial disputes, team members stifled in the middle.

    The treatment: Remember that you’re both caretakers of the same organism. When one system fails, the entire team suffers. The team thrives when both systems are strong.

    The Payoff

    Yes, this model calls for more interaction. Yes, it requires that both parties be confident enough to assume full responsibility for team health. But the payoff is worth it: better decisions, stronger teams, and design work that’s both excellent and sustainable.

    The best of both worlds can be found in strong people leadership and deep craft expertise when both roles are healthy and effective together. When one person is overly sick, on vacation, or overworked, the other can help keep the team’s health. When a decision requires both the people perspective and the craft perspective, you’ve got both right there in the room.

    Most importantly, the framework is flexible. You can apply the same system thinking to fresh challenges as your team expands. Need to launch a design system? Both the muscular system and the nervous system are more prevalent in the work environment and communication, and the design manager is more focused on the implementation and change management.

    The End result

    The relationship between a Design Manager and Lead Designer isn’t about dividing territories. It’s about multiplying impact. Magic occurs when both roles are aware that they are tending to various components of the same healthy organism.

    The mind and body work together. The team receives both the craft excellence and strategic thinking they need. And most importantly, users benefit from both perspectives when they receive the work.

    So the next time you’re in that meeting room, wondering why two people are talking about the same problem from different angles, remember: you’re watching shared leadership in action. And if it’s functioning well, your design team’s mind and body will both become stronger.

  • Adapting Agencies for the AI Era

    Adapting Agencies for the AI Era

    Adapting Agencies for the AI Era written by John Jantsch read more at Duct Tape Marketing

    Listen to the full episode: Overview On this episode of the Duct Tape Marketing Podcast, John Jantsch interviews Brent Weaver, CEO of E2M Solutions—the leading provider of white label WordPress, SEO, content, and AI solutions for agencies. Brent shares his view from the front lines of agency evolution as AI, automation, and changing client expectations […]

    Adapting Agencies for the AI Era written by John Jantsch read more at Duct Tape Marketing

    Listen to the full episode:

    Brent Weaver (1)Overview

    On this episode of the Duct Tape Marketing Podcast, John Jantsch interviews Brent Weaver, CEO of E2M Solutions—the leading provider of white label WordPress, SEO, content, and AI solutions for agencies. Brent shares his view from the front lines of agency evolution as AI, automation, and changing client expectations reshape the digital marketing landscape. They dive into the real impact of AI on agencies, the future of marketing leadership, the enduring value of strategy over tactics, and why human expertise still matters more than ever.

    About the Guest

    Brent Weaver is the CEO of E2M Solutions, a top white label provider of WordPress, SEO, content, and AI solutions for digital marketing agencies. With deep experience both running and supporting agencies, Brent is a recognized voice on AI, agency growth, and the new skills required to thrive in a fast-changing industry.

    Actionable Insights

    • AI is rapidly raising the bar—not just for agencies, but for clients who now expect faster, better results and more transparency.
    • The white label model is evolving fast, with providers like E2M embracing “AI first” internal training, education, and even offering fractional AI services to agencies.
    • The hype of AI often exceeds reality—experiments abound, but many projects never deliver, so agencies and business owners must remain adaptable and strategic.
    • There’s still no “all-in-one” AI marketing operating system, but the industry is heading toward more integrated, seamless solutions.
    • SEO is far from dead; but marketers must get creative, focus on proprietary expertise, and optimize for both LLMs and Google—especially for local businesses.
    • Human leadership and strategy are more vital than ever. AI makes agencies more competitive, but also increases client expectations and the need for specialization and niche expertise.
    • The human element remains central: The future belongs to those who can combine AI tools with strategic thinking, EQ, and deep client understanding.
    • Agencies—and marketers—need to retool, learn continuously, and be ready to lead and manage, not just “do.”

    Great Moments (with Timestamps)

    • 01:10 – The Elephant in the Room: AI’s Impact on Agencies
      Brent shares how AI is changing agency operations, results, and client expectations.
    • 02:25 – White Labeling in the Age of AI
      How E2M is retooling with “AI First Saturdays,” fractional AI services, and ongoing education.
    • 04:46 – Will We Ever Get a True AI Marketing OS?
      The reality (and limits) of current AI tools and what’s coming next.
    • 06:18 – The Hype vs. Reality of AI Projects
      Why many AI initiatives fail—and why experimentation is still worth it.
    • 08:10 – Is SEO Dead?
      Brent’s take on what’s changed, what still works, and how local and LLM optimization are evolving.
    • 11:55 – Why Agencies Are Working Harder, Not Less
      AI may automate, but competition, complexity, and client demands are rising.
    • 13:31 – The Human Element and Future-Ready Skills
      Why strategy, specialization, and leadership will define the next era of agency growth.
    • 15:17 – AI Agents, Frictionless UX, and What’s Next
      How AI will reshape customer journeys, jobs, and digital marketing roles.
    • 18:17 – From Doing to Managing: Evolving Careers and Teams
      The growing need for strategic thinkers, EQ, and continuous learning.

    Insights

    “AI has raised the bar for agencies and clients alike—faster, better results are expected, but human expertise is still at the center.”

    “There’s no magic all-in-one AI solution yet, but those who combine tools with strategy and leadership will win.”

    “SEO is evolving, not dying—marketers must focus on unique value, local search, and optimizing for new AI-driven experiences.”

    “Agencies need to retool for an AI-first world, but the need for deep specialization, leadership, and EQ is greater than ever.”

    “The future of digital marketing belongs to those who can marry the best of AI with strategy, creativity, and relentless learning.”

    John Jantsch (00:01.405)

    Hello and welcome to another episode of the Duct Tape Marketing Podcast. This is John Jantsch and my guest today is Brent Weaver. He is the CEO of E2M Solutions, the leading provider of white label WordPress SEO content and AI solutions for digital marketing agencies. So guess what we’re going to talk about today? We’re going to talk about agencies and we’re going to talk about digital marketing. So Brent, welcome to the show.

    Brent At E2M (00:28.728)

    Great to be here. Thanks, John.

    John Jantsch (00:30.427)

    I did get the title right. Didn’t I? You’re the CEO currently. Yeah. Okay. I was.

    Brent At E2M (00:34.446)

    Yeah, yeah. Joined E2M in June of 2025. So I’m wrapping up my ninth week on duty. So it’s been a new adventure for me.

    John Jantsch (00:40.198)

    Yeah.

    Ha ha ha.

    John Jantsch (00:47.197)

    Well, E2M is not new necessarily, so it worked with hundreds of agencies. Just in your time and what you’ve learned or from the folks there, what do you see as some of the biggest changes in the agency landscape right now? And I know it’s evolving rapidly, but I’m curious what you’re hearing because you pretty much talk to agencies all day long.

    Brent At E2M (01:10.722)

    Yeah. I mean, the obvious elephant in the room is artificial intelligence and what that’s doing both in terms of how agencies are run and also how they’re deploying services and also how clients are expecting, you know, what the clients are doing with AI as well. So it’s not just like the agency using it, but the clients are using it. So I think some expectations are changing and also speed to results is changing because a client might say, well, Hey, if I can just have AI do this in

    three minutes, right? Like, why is it gonna take you three or four days and just kind of working on how to up level your level, know, what you’re doing for your clients in terms of results. mean, that bar has certainly been raising very, very quickly in terms of what expectations are. And so I think a lot of agencies are feeling a little bit of squeeze, but at the same time, they’re feeling a lot of excitement. So there’s that whole topic, yeah.

    John Jantsch (02:00.833)

    Well, so to tag, I was going to say to tag onto that though, of course, your primary function is to, in most cases, act as a white label support for that agency. So I’m curious, has the white label mode evolved? mean, how are you, because it’s affecting agencies. So how’s it then in turn affecting what a white label provider like yourself is doing?

    Brent At E2M (02:25.614)

    And we’ve really like planted a flag that we want to be an AI first agency. And so we are doing lots of internal, kind of retooling education. have a thing called AI for Saturday where our whole company comes in every first Saturday of the month. some of that time has been dedicated to education, working on projects kind of, you know, within the teams doing demo days, hackathons. and so we’re definitely taking AI very seriously. Our team’s taking AI very seriously.

    we’re also doing fractional AI services for agencies. So actually going in and helping the agency implement AI solutions. And so I think it’s, you know, people want better results. They want them faster, right? It’s kind of like, you know, dealing with Amazon, right? Like people used to think, I ordered something on the internet. It’s okay that it takes seven to 10 days to show up, right? But in the post Amazon world, you’re like, well, like my kids, for example, they’re like, why I ordered this

    30 minutes ago, why is it not already at the front door? I think some of that impatience is seeping its way into the business to business service model. And I also think some of that kind of what people expect in terms of a customer centric centered business, like Amazon will give you refunds on just about anything. think customers are expecting some of that for some of their agency customers, but you know, it’s certainly having a huge impact on the overall industry.

    John Jantsch (03:40.967)

    Yeah.

    John Jantsch (03:49.917)

    So, since you opened the AI can of worms, I’ll go there directly. You know, what I’m seeing a lot of people do is, you know, it’s like we’re in this wild west days still where there’s 473 tools. People are hacking this $20 a month thing together with this $20 a month thing. They’re talking about agents and what they can do. What I’m seeing on the business side, the small business side, it’s like, okay, I get it. I get it. We need to do AI.

    but this is exhausting. And, you know, is, there ever going to be a day you think where some, a business owner can actually buy the full like marketing operating system that is AI run and installed in their business and not, you know, have to lean on their agency to do this and an SEO person to do that with AI to me. And again, I’m, just asking your opinion because it doesn’t exist today, but, but I feel like that’s where we’re going to go.

    Brent At E2M (04:42.083)

    Yeah.

    John Jantsch (04:46.237)

    There’s going to be the $5.99 a month solution that’s sort of an all in one as opposed to custom this and custom that and custom, you know, whatever.

    Brent At E2M (04:56.494)

    And perhaps, you know, I think John that the more I’ve gotten into AI personally and the more Like projects and use cases that I’ve seen it. It’s it’s like the more, you know The more you realize you don’t know and I certainly think that that’s true with AI and and we’re seeing a lot of people do some what I would almost consider to be magical things with AI but then there’s also this like

    maybe they do something where they don’t really have the foundational skillset. They’re using a tool like lovable and they’re doing vibe coding and they build an application that gets to a certain point. And then the client says, well, hey, we actually need this for a business requirement thing to do this other thing. And then all of a sudden that other thing maybe isn’t possible within the vibe coding interface. And all of a sudden you have this thing that an agency has spent weeks on in terms of a vibe coding application build.

    John Jantsch (05:27.292)

    Yeah, yeah.

    Brent At E2M (05:49.6)

    And then the thing that they needed to do from a business case is not possible within the AI. And so then we’re hitting this wall and we have to go, my gosh, we’re going to have to completely, we have to build this new ground up without vibe coding in order to make the business case work. I there was a study that said that something like 40 to 60 % of enterprise AI projects, and I should probably have a source on this of them quoted, but 40 to 60 % of AI projects at the enterprise level are being abandoned or never seen the light of day.

    John Jantsch (06:18.609)

    Yes.

    Brent At E2M (06:18.85)

    and if we all know, from reading wall street, like how much money is being invested in AI, that means like over half of the investment that major corporations are making are, basically being thrown in the trash. And I I’m seeing that same level of kind of experimentation, happened at the agency level and also at the small business owner level. And so I think there’s still, gosh, there’s just so much learning that has to be done. And the upside though, is you find an AI, automation or

    agentic workflow that, that works, it gets to a hundred percent. it can have game changing impact on the business, right? Like the ROI on it can be, you know, infinity. And so it’s certainly worth making these investments, but it doesn’t mean that every investment is going to pay off.

    John Jantsch (06:51.869)

    Mm-hmm.

    John Jantsch (06:57.223)

    Peace.

    Mm-hmm. Yes.

    Yeah, I think one of the challenges in the the window that we’re in right now is, is in some cases, the hype of AI is actually outrunning the reality of it. And I think that a lot of people are like, we can fire everybody and do it all with AI. I mean, you see these people, you know, on Facebook ads, like, I have a $16 billion company and I only have two employees, you know, you’re like, you know,

    Brent At E2M (07:13.848)

    Sure.

    Brent At E2M (07:26.982)

    They like show this big like screenshot of all their automation crazy I’ve replaced 64 employees right like maybe I don’t know I mean usually I find when you kind of double click on those things and you go in there’s there’s usually some smoke and mirrors around those things but I don’t want to like bash anybody that’s

    John Jantsch (07:31.482)

    You

    John Jantsch (07:35.909)

    Yeah.

    John Jantsch (07:41.341)

    Well, they’re 100 % there is. And I think that, you know, it’s like all things. It’s kind of like taking advantage of the craze is actually making the reality a lot worse and a lot harder for that business owner that just needs a couple things, you know, figured out to, you know, to make, to not even to replace people, you know, but to actually empower their people in ways to do better and more work. All right. So I’ll get off my soapbox on that one and move to, let’s talk about SEO.

    Brent At E2M (08:06.993)

    Hahaha.

    John Jantsch (08:10.727)

    you know, which is a tactic, of course, a channel, if you will, that, that you guys play in quite a bit. There’s that’s another one of those where there’s, you know, like, it would take me about two minutes to find somebody who, who today put on LinkedIn SEO is dead. And so, you know, how are you, how are you, by the way, it’s not, but how are you advising clients? How are you changing even your routine and working around the reality that a lot of top of funnel

    Brent At E2M (08:10.819)

    Yeah.

    John Jantsch (08:40.679)

    types of content that used to generate traffic has certainly gone away. We can debate whether or not it was that valuable anyway. But how are you evolving your model when you think about SEO practices?

    Brent At E2M (08:54.414)

    I mean, if there’s a piece of content that you could easily just ask, you know, chat, and you would get a great answer for that content, if that’s what you’re gonna be putting on your client’s website to help them grow their rank or grow their traffic from the LLMs and things like that, I mean, that’s certainly probably not gonna be a great strategy. And I think most people got that memo when they saw how much traffic decreased for…

    John Jantsch (08:58.781)

    Right.

    Brent At E2M (09:19.566)

    Those kind of common things right like how do I make great guacamole? Right is just going to be the user experience to ask that question on On chat is going to be far better than on a Google browser unless somebody has some type of proprietary ingredient or approach or they can actually build some intellectual property around it and kind of protect that unique recipe right in that case or they have a really great personality around

    John Jantsch (09:36.199)

    Yeah, right.

    John Jantsch (09:42.727)

    Mm-hmm.

    Brent At E2M (09:47.054)

    teaching people how to make guacamole or whatever, and they’re a great YouTuber, and there’s some type of thing that’s unique that AI cannot replicate that they can bring to the marketplace. So I do think marketers have to be a little bit more creative. There’s kind of a reinvention that’s going on. That being said, there’s also a ton of people that are now using LLMs to search for business recommendations, to search for services. And certainly there’s…

    John Jantsch (10:09.307)

    Yeah, 100%.

    Brent At E2M (10:13.248)

    a whole cottage industry. our, amount of SEO business that we’ve had has, has categorically gone up year over year, right? And that’s kind of in the post AI world. And a big thing on the, on the E2M team is how are we optimizing our clients’ websites and search strategy for the LLMs, right? Kind of the AEO strategies while we’re also using, you know, continuing to invest in Google. And I think Google, for instance, I I don’t know if search traffic, you know, the

    John Jantsch (10:15.035)

    the

    John Jantsch (10:21.661)

    Mm-hmm.

    Brent At E2M (10:40.738)

    The Google usage has necessarily gone down. mean, I think they’re still driving a lot of traffic to businesses. Google Local, massively important for businesses to be active, right? Especially if they’re a service business or they’re working locally or regionally, right? That’s something that I think the LLMs aren’t doing nearly as well as Google. And so there’s certainly still lots of blue oceans, I think, on the SEO side.

    John Jantsch (10:47.132)

    Mm-hmm.

    Yeah.

    John Jantsch (11:02.119)

    Yeah.

    John Jantsch (11:05.853)

    Yeah, and I think you’re 100 % right. mean, I’m speaking in a conference next month of all remodeling contractors. And they’re all talking about like, what do need to be doing to change? And it’s like, hey, you know, show up in that map pack, do a better job of your reviews, you know, that, you know, answer, you know, have a lot of FAQs, you know, that answer questions that people would have about remodeling, because that the trust, I think, with the map pack, whether it’s deserved or not, you know, that the consumer has is going to, I think, give that

    a life for a long time. And I don’t think you’re going to see the AI overviews for somebody that’s, I mean, you can go there and say, you know, in AI mode, you can say, what’s the best for modeling contractor in this town. And it will give you an opinion. But I think people still value the map pack and the proximity and all the things that come with it.

    Brent At E2M (11:55.086)

    You know, one thing I think there was this like undertone of like, is AI going to make agencies like obsolete or something? And, and it’s weird because like I’ve asked this to a lot of agency groups have been like, okay, in the post AI world, like who here is working less, right? And I asked people like raise their hands and like, nobody raised their hand. I’m like, okay, the, the right, they’re working more. They’re working way more. Right. It is weird. It’s a weird paradigm, right? Because you would think, Hey, artificial intelligence, the computer is going to do all the work for me.

    John Jantsch (12:00.955)

    Yeah, yeah, you bet.

    John Jantsch (12:11.133)

    It’s more. They’re all working more, in fact.

    Brent At E2M (12:24.718)

    You know, it’s like the logical outcome of that would be that we wouldn’t have to work as hard. And, you know, even though these tools do magical things, I don’t think they make finding leads and customers any easier. If anything, they’re just making it even more competitive. They’re giving advanced marketing tools to a lot larger group of people. And so it’s getting more competitive out there. And that means that businesses…

    John Jantsch (12:42.993)

    Yeah.

    Brent At E2M (12:52.51)

    still need agencies and specialists now more than ever. In fact, they need specialists that are specialized in specializations instead of specializations. And that was the other thing I was going to kind of bring as a theme is, is looked like knowing who your customer is, having niche expertise, you know, really knowing your market backwards and forwards, knowing your market better than your clients know their industry, I think is now more important than ever. You know, the idea of just being a general

    John Jantsch (13:15.783)

    Mm-hmm.

    Brent At E2M (13:21.432)

    Hey, I’m Brent, I’m the web guy, right? Like I don’t think that’s gonna fly in 2026 and beyond if it is even flying right now.

    John Jantsch (13:24.401)

    Yeah, right.

    John Jantsch (13:31.293)

    So let’s talk about the human element. think a lot of people are wringing their hands around. mean, every time you see these headlines that, you know, Microsoft says are 40 % of all jobs will go away by, you know, the next three years. I think you have a lot of people kind of wringing their hands around about like, is this going to destroy the world? know, if people, 40 % of people are out of jobs. How are…

    I tell you what we see is I see a lot of people that are working more, as you said, and a lot of it’s because the consumer or the business owner behavior has changed a little bit in that they expect more. So that’s part of it. our mantra has always been strategy before tactics. We actually feel that if you develop a great marketing strategy, marketing becomes less complicated, but far more effective.

    and, and so, you know, what I see is a whole lot of agencies that were, have always been delivering tactics are now just using AI to deliver a new set of tactics. and not still not thinking strategically. I think what Mark, what businesses are going to need in the future is marketing leadership and not marketing doers.

    Brent At E2M (14:48.78)

    Yeah. Yeah. mean, I think we’re running this event. It’s all about AI for agency owners. And I promise this is not just a direct plug for our event, but obviously it’s my duty to promote our event right now. But one of our attendees, and he’s kind of an AI first person, he registered for our event, right? Went in and purchased a ticket.

    John Jantsch (14:50.845)

    I should have posed that as a question, but it was really more of a statement.

    Brent At E2M (15:17.166)

    All using his chat GPT agent. So he literally just you know driving in the car Said hey Go buy a ticket to Vistara and his agent, know went and it takes screenshots and says hey This is what I’m doing along the way, but you know, he just kind of had to say yep Yep in the agent already has all of his information and it has all of the information that it needs in order to make that fill out the web forums and actually purchase a product and

    It’s, it’s almost like every business from that perspective, every business’s website just became kind of the Amazon one click shopping experience. You know, if, we fast forward two, three years, if we all have these agents that have, you know, secure access to our banking details and to our PII and they know kind of our preferences. mean, what could you do if you can line up an experience that you know is going to meet the needs of a specific target audience? you know, you have.

    very few barriers standing between you and them making a transaction, becoming a customer. And I think in that way, AI is going to be disrupting some of these workflows, some of these user interfaces, just as web professionals and digital agencies, how we view creating those experiences. And so I think that while AI is certainly going to destroy some number of jobs, whether it’s 40%, 20%, I don’t know what the number is.

    John Jantsch (16:40.976)

    This is…

    Brent At E2M (16:42.646)

    I trust Microsoft, they’re now worth $4 trillion. They must be doing something right. But I think for every job that it destroys, there’s going to be new jobs created. You know, if I was, if I lived in a Waymo city, I was just out in California. I rode in my first driverless taxi. Would I still have a car? I don’t know because I’m like, well, what if I just used Waymo to get everywhere I needed to go? And when I’m in the car, I’m going to work on

    John Jantsch (16:45.309)

    You

    John Jantsch (16:52.625)

    Yeah, I’m seeing that already, right.

    Brent At E2M (17:10.094)

    I’m going to be productive. I’m going to do work. I’m going to be calling, I’ll call 10 more agencies to see if they can come to my event. Right. So I do think that there’s like some things that are not super exciting in terms of jobs in the marketplace right now that likely are going to go away, right? Like data entry, data harvesting from the internet, you know, content editors, right? Like I can get a lot of my content. can dictate it to chat and

    John Jantsch (17:28.943)

    Mm-hmm. Just basic research. Yeah.

    Brent At E2M (17:38.52)

    gives me pretty good content. It even gives me some suggestions on how to evolve it and gives me different, know, hey, here’s a version for LinkedIn. Here’s a version for Facebook. Here’s a version for Instagram, right? Here’s a script that you can go and put, take a video and record, right? So things that I would have relied on three, four or five people before I can get done myself. And a lot of times I don’t think I was necessarily hiring those people. I just wasn’t doing it, right? I’d post maybe on one platform instead of four and I wouldn’t hire a social media person to do that.

    John Jantsch (17:45.917)

    All right. Yep.

    Brent At E2M (18:07.022)

    And so I think that some of these things are certainly going to destroy jobs, but you know, like what will my kids’ jobs be in 15, 20 years? I have no idea, but they’ll have something to do, I’m sure.

    John Jantsch (18:07.867)

    Yes.

    John Jantsch (18:17.841)

    Yeah. Yeah. I’m even seeing that in our organization. you know, people that, that really were good doers, good implementers, you know, we’re really pushing them to, know, they have to be more, they, whether they have employees under them or not, they have to really think more like leaders and think more like managers, who are going to optimize, you know, some of these tools, as opposed to, you know, writing the, every bit of social media content, they’re going to be, you know,

    looked more as managers. And I think that that from a skill set standpoint, that’s, that’s probably not everybody’s sweet spot. I mean, there definitely are people that are just very good at give me an SOP and I’ll follow it. But I do think that from a career standpoint, you know, if you’re one of those people, you probably need to really start looking at how do I, know, how do I, my strategic thinking, my EQ skills, you know, over and above, you know, being able to, to manage a spreadsheet.

    Brent At E2M (19:15.79)

    And sometimes, you know, not to like be like capitalist or whatever, but like, think at some point, right, if people aren’t willing to move towards that opportunity voluntarily, they will, you know, maybe have to earn some, learn some hard lessons. And in those, some of those might be expensive lessons. think certainly as an entrepreneur, I’ve had to learn some expensive lessons when I didn’t pivot hard enough or, you know, change my business or change my mindset fast enough. And then you…

    John Jantsch (19:32.327)

    Yeah, Yeah.

    Brent At E2M (19:43.51)

    And then you’re like, was a hard lesson. I’m never going to do that again. So I think, you know, people don’t evolve right now and they don’t invest time. Like again, we’re doing these AI first Saturdays as a team. And at first people were like, I to come in on Saturday. we’re like, Hey, look, this is the reality. Like we’re all working an extra, an extra day right now to make sure that we can properly retool and learn enough about this tech because during the week, we’re all very focused on client work. We’re focusing on.

    John Jantsch (19:46.097)

    Right, Yeah.

    John Jantsch (19:55.121)

    Yeah, right.

    Brent At E2M (20:11.758)

    know, doing the day-to-day business. so, you know, we’ve, we’ve made that as a priority all the way up to our leadership team. Right. I mean, I’m waking up at four o’clock every Saturday, joining, joining the team and you know, working on AI stuff.

    John Jantsch (20:25.713)

    Well, Brent, we’ve frittered away a perfectly good 20 minutes here trying to help people talk people off the cliff a little bit. Is there some place you’d invite people to learn more about e2m’s solutions?

    Brent At E2M (20:39.34)

    Yeah, you can definitely check us out at e2msolutions.com. You can always email me brent at e2msolutions.com. We’re running an event called Vistara at the end of September, depending on when this episode airs, join vistara.com. So we’re doing two full days on artificial intelligence and agency growth. So, I mean, we’re, think this is such an important topic. We’re running a full two day event on this in Denver, Colorado. So if you’re interested, certainly reach out.

    John Jantsch (21:01.319)

    Yes.

    John Jantsch (21:06.791)

    Well, I’m just down the road. should probably come down and speak at the event. Well, let’s make, let’s, let’s make it happen then. All right. Awesome. Well, again, I appreciate you stopping by and hopefully we’ll see you soon out there on the road.

    Brent At E2M (21:10.606)

    I think so. I think so. should. Let’s make it happen.

    Brent At E2M (21:20.942)

    Thanks, John.

    powered by

  • Alien: Earth’s Eyeball Monster Taps Into Primal Fears

    Alien: Earth’s Eyeball Monster Taps Into Primal Fears

    Episode 4 of Alien: Earth has trailers in this article. No Mysterious project can possibly recover the feeling of cosmic scary upon seeing H. R. Giger’s extract for the first time. But Noah Hawley, the father of the prequel series Alien: Earth, went for the eye when it came time to design a circle of brand-new monsters. ]… ]

    The first article on Den of Geek was Alien: Earth’s Eyeball Monster Taps Into Primal Worries.

    Nintendo‘s breakthrough name was never Mario Bros. or The Legend of Zelda, but somewhat Donkey Kong, with the eponymous monkey headlining the agency’s 1981 arcade game that helped Nintendo create a prominent hold in the American gambling industry. Since then, Donkey Kong has become a fixture for the business, either as a supporting figure for Mario-led outfit game or as a member of his own collection of starring titles for Nintendo‘s numerous portable and home consoles. This has continued into the company’s fledgling Nintendo Switch 2 era, with the console’s Donkey Kong Bananza the most positively buzzed-about title from the Switch 2’s launch library.

    Although Donkey Kong’s number of games he primarily stars in aren’t quite as prolific as some of his other Nintendo counterparts, he has a long history in the video game industry. With that said, Donkey Kong has starred in at least one game on virtually every major Nintendo system and remains a cornerstone property for the company. Without including his supporting character ensemble appearances, these are the top ten Donkey Kong games.

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    10. Donkey Kong 64 ( 1999 )

    We’re starting off this list with a relatively divisive entry, as many have not inaccurately derided 1999’s Donkey Kong 64 as an overstuffed collect-a-thon on the Nintendo 64. To the credit of many critics, the game does allow you to replay many of the same levels with different characters, which the 2004 Super Mario 64 DS also did without much controversy, but that overlooks the point. Indeed, not only catapulting Donkey Kong and his friends into the world of 3D platforming, Donkey Kong 64 rose above its contemporaries in the genre.

    Donkey Kong 64 has an underappreciated depth, particularly in its rich level design and atmospheric musical score, which was composed by Grant Kirkhope. What a lot of retrospective reviews also don’t take into account is that there was a ton of 3D platforming slop flooding the market after the success of Super Mario 64 and Banjo-Kazooie, slop that Donkey Kong 64 clearly stood a cut above during its release. Donkey Kong 64 certainly has its flaws, but it still deserves much more love or at least a less dubious reputation than it does these days.

    9. Donkey Kong Jungle Beat ( 2005 )

    Nintendo home consoles have a longstanding legacy of quirky peripherals, a tradition that was continued by the Nintendo GameCube at the dawn of the 21st century. In 2004’s Donkey Kong Jungle Beat, the peripheral was given a more optimized gameplay experience after introducing the DK Bongos, a bongo drum peripheral for the GameCube and 2003’s Donkey Konga. The game continues the rhythm-based gameplay from Donkey Konga, albeit within a side-scrolling platformer controlled by the drums.

    Jungle Beat is one of the most playable Donkey Kong games in terms of difficulty and places the DK Bongos at their logical apex. More than just providing a unique mechanic in moving across the levels, there is something fundamentally cathartic about pounding on a set of bongos to pummel an imposing boss. Given the possibilities presented by Nintendo’s continued motion control support, Donkey Kong Jungle Beat, a forgotten Donkey Kong entry due to its signature peripheral, should receive an update.

    8. Donkey Kong vs. Mario vs.

    While Mario and Donkey Kong may be nominal buddies now, palling around throughout various Nintendo sports titles, Mario Kart, and Mario Party, there was a time when they were bitter rivals. The spiritual follow-up to Donkey Kong from 1994 is Mario vs. Donkey Kong for the Game Boy Advance, which brings that antagonistic past to life. The game’s offbeat story has Mario own and run his own toy factory, which is raided by Donkey Kong for the factory’s popular line of wind-up Mini-Mario figures.

    Mario vs. Donkey Kong raises the bar from the traversal and puzzle-solving gameplay from the 1994 Game Boy game, adding a fresh dimension with the presence of the Mini-Marios that must be navigated safely. The game received a surprise remake on the Nintendo Switch in 2024, making the controls more intuitive to the modern console while significantly upping the technical presentation. While we’re certainly happy that Donkey Kong and Mario once again play nice, Mario vs. Donkey Kong is a fresh take on one of video game’s oldest conflicts.

    7. ( 2010 ), Donkey Kong Country Returns

    After completely revitalizing the Metroid franchise, developer Retro Studios did the same for Donkey Kong with 2010’s Donkey Kong Country Returns for the Wii. Returning to the side-scrolling platforming that made Rare’s original Donkey Kong Country trilogy such a big hit on the Super Nintendo, the game features Donkey and Diddy Kong taking on a brand-new Tiki Tak Tribe. In a change-up from previous titles in the series, the game also allows for two-player simultaneous co-op, with the second player controlling Diddy.

    Donkey Kong Country Returns is a welcome, hurm, return to form for the franchise, though there are some flaws in its execution. Boasting a faster pace than the original trilogy, the Wii revival is markedly more difficult than many games in the series, something that highlights how frustrating the console’s motion controls can be. Although the game’s gameplay flaws are still present, the slightly improved remasters on the Nintendo 3DS and Switch don’t significantly improve the overall experience.

    6. Dixie Kong’s Double Trouble in Donkey Kong Country 3! ( 1996 )

    One final Donkey Kong Country game for the SNES was released in 1996’s Donkey Kong Country 3: Dixie Kong’s Double Trouble, which was released at the tail end of the Super Nintendo’s lifecycle and after the Nintendo 64 had already been released. Just as Donkey Kong Country 2 ditched Donkey Kong himself, its sequel also discards Diddy, replacing him with the new playable character Kiddy Kong. In a northern region with its geography inspired by Scandinavia and Canada, Dixie and Kiddy set out to save Donkey and Diddy from Baron K. Rool.

    Though Donkey Kong Country 3 may be the weakest entry of the original trilogy, it is by no means a bad game and brings some fresh changes to the series, specifically, an open hub map and vehicles. Even with the protagonist swap to introduce Kiddy, the game just doesn’t feel as inspired as its two predecessors. A solid if seemingly obligatory coda to the original Donkey Kong Country trilogy, Donkey Kong Country 3 retains the core appeal as it goes through well-worn territory.

    5. Donkey Kong Country: Tropical Freeze ( 2014 )

    Cranky Kong, who has been relegated to being a supporting character for years, makes his playable debut in 2014’s Donkey Kong Country: Tropical Freeze for the Wii U, joined by a returning Dixie. The game has Donkey Kong’s birthday party interrupted by the attacking Snowmads, an army of arctic animals plotting to conquer Donkey Kong Island and plunge it into endless winter. The Kongs fight their way back to the island’s center, overthrow the Snowmads, and defrost their home from its slushy condition.

    Tropical Freeze is an all-around improvement over Donkey Kong Country Returns, significantly refining the gameplay mechanics and level design. The difficulty is unchanged at the same time as it was when the overall number of levels dropped from its predecessor. A solid addition to the series, the definitive Tropical Freeze experience is its enhanced remaster on the Nintendo Switch, adding Funky Kong as a playable character.

    4. Donkey Kong Country ( 1994 )

    The original Donkey Kong Country was a huge deal when it debuted on the Super Nintendo that year, to anyone who was present and playing video games in 1994. With its crisp, pre-rendered graphics, there was nothing else that looked that good on the console market at the time, helping steer the industry towards more 3D aesthetics. The plot of the video game is straightforward: King K. Rool storms Donkey Kong Island and plunders the enormous stash of bananas, prompting the ape and his nephew Diddy to retrieve their purloined fruit.

    If it was just about that initial wow factor from its pre-rendered presentation, we wouldn’t still be talking about Donkey Kong Country over 30 years after its launch. Beyond its stunning visuals, the game completely redefined Donkey Kong and made him a core Nintendo trademark. That legacy stems from a combination of impressive technical presentation, an instant-classic score composed primarily by Grant Kirkhope, and an engaging side-scrolling platformer experience that this first game all brings to the table.

    3. Donkey Kong ( 1994 )

    Donkey Kong on the Game Boy, which was released in 1994, appears to be a smoother, more intuitive adaptation of the popular 1981 arcade game of the same name. However, after completing the four levels from the arcade title, the 1994 game expands into a full-on adventure as Donkey Kong kidnaps Mario’s girlfriend Pauline again and hightails it across 97 additional levels in nine-themed worlds. Donkey Kong Jr. and the mustached plumber acquire a new set of moves to keep up with the apes while battling to stay one step ahead of Mario.

    The Game Boy Donkey Kong is a love letter to both the original arcade and its 1982 sequel Donkey Kong Jr. while ambitiously building upon these foundations. The game is more of a puzzle-solving experience than a platforming one at its core, with the level design demonstrating this more as players advance. That helps elevate 1994’s Donkey Kong tremendously from similar games in the franchise and a refreshing twist on a familiar premise.

    2. Donkey Kong Country 2: Diddy’s Kong Quest ( 1995 )

    If Donkey Kong Country had radically altered the way we thought of side-scrolling platformers, its 1995 follow-up Donkey Kong Country 2: Diddy’s Kong Quest used that as a starting point for the creation of the ultimate side-scrolling Donkey Kong experience. As the title suggests, Diddy steps up as the protagonist, teaming up with his newly introduced girlfriend Dixie Kong to rescue Donkey from Kaptain K. Rool. The pair uses their unique abilities to cross 52 levels and rescue Diddy’s uncle on Crocodile Isle before heading to the pirate warlord’s hideout on Crocodile Isle.

    Donkey Kong Country 2 is one of those cases where bigger does actually mean better, with more secrets, more animal buddies to temporarily control, and more enemy types to take down. More ambitious levels are being created, and how much more complex and richer each play is for Diddy and Dixie than its predecessor is due to how they are each played. An all-around improvement over the original Donkey Kong Country, the sequel stands as the apex of side-scrollers and one of the best games that developer Rare ever made.

    1. Donkey Kong Bananza ( 2025 )

    Donkey Kong Bananza, which was released a full month after the Nintendo Switch 2’s launch, outperformed Mario Kart World in terms of gameplay. This praise is well-earned, with Donkey Kong Bananza successfully catapulting its heroic ape into a full-on 3D platformer experience built around the character’s notable strength by placing him in destructible environments. No matter how much money the environment costs, Donkey Kong and a teenage Pauline battle the evil VoidCo mining company, which is attempting to extract Banandium Gems from Ingot Isle.

    From its immersive level design, side-scrolling detours straight out of the original Donkey Kong Country in a fun and emotional tribute, and a redesigned Donkey Kong character design with plenty of personality, Donkey Kong Bananza repositions DKas a marquee Nintendo franchise. Bananza is just a lot of fun despite its celebration of Donkey Kong’s entire history, which is incredibly cathartic. This game lets players go nuts and bash and smash everything around them. Donkey Kong Bananza is Nintendo’s best 3D platformer since at least 2017’s Super Mario Odyssey, and it is the most unashamedly enjoyable Donkey Kong game ever. It is a subtle rehash of what is possible for a Donkey Kong game.

    The post Donkey Kong Video Games Ranked from Fun to Absolute Bananas appeared first on Den of Geek.

  • Does Star Trek Still Need to Be a Movie Franchise? The Eternal Debate

    Does Star Trek Still Need to Be a Movie Franchise? The Eternal Debate

    As of right now, there are 947 Star Trek shows streaming, totaling 820 days of viewing time, from Star Trek: The Original Series to Star Trek: Weird New Worlds. There are also 13 theatrical Star Trek movies in circulation, plus one direct-to-streaming movie, which rack up another roughly ]… ]

    Does Star Trek Also Need a Franchise in Film? The Eternal Discussion appeared initially on Den of Geek.

    Donkey Kong, the titular ape headlining the bank’s 1981 arcade game, helped Nintendo create a popular foothold in the American gaming industry. It wasn’t Mario Bros. or The Legend of Zelda that were Nintendo‘s breakout titles. Since then Donkey Kong has become a fixture for the business, either as a supporting figure for Mario-led outfit matches or his own collection of starring trophies across Nintendo‘s many household and portable computers. The company’s burgeoning Nintendo Switch 2 period has seen this, with Donkey Kong Bananza the most talked-about name in the Switch 2 build collection.

    Donkey Kong has a longstanding record within the video game industry, though the number of activities that he generally stars in aren’t quite as talented as some of his other Nintendo rivals. Having said that, Donkey Kong has appeared in at least one sport on nearly every major Nintendo console and continues to be a key asset to the business. Here are the leading 10 best Donkey Kong game ranked, not counting his supporting figure opera performances.

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    10. Donkey Kong 64 ( 1999 )

    Many people have no poorly demonized the 1999 film Donkey Kong 64 as an stuffed collect-a-thon on the Nintendo 64, so we’re starting off with a somewhat controversial access. To this popular criticism’s funds, the activity does have you record many of the same levels with various characters—something 2004’s Super Mario 64 DS even did without as much backlash—but that overlooks the stage. In fact, Donkey Kong 64 surpassed its contemporaries in the genre, not only catapulting Donkey Kong and his friends into the world of 3D platforming.

    There is an under-appreciated depth to Donkey Kong 64, particularly in its rich level design and atmospheric musical score composed by Grant Kirkhope. After the success of Super Mario 64 and Banjo-Kazooie, slop that many retrospective reviews don’t take into account also, which was a ton of slop that Donkey Kong 64 clearly stood a cut above when it first came out. Certainly not without its flaws, Donkey Kong 64 deserves far more love than it gets these days, or at least a less dubious reputation.

    9. Donkey Kong Jungle Beat ( 2004 )

    The tradition of quirky peripherals that were present in the Nintendo GameCube at the beginning of the 21st century is still present in the Nintendo home consoles. After introducing the DK Bongos, a bongo drum peripheral for the GameCube and 2003’s Donkey Konga, the peripheral was given more optimized gameplay experience in 2004’s Donkey Kong Jungle Beat. The game moves in a side-scrolling platformer controlled by the drums, continuing the rhythm-based gameplay from Donkey Konga.

    One of the most accessible Donkey Kong games in terms of difficulty, Jungle Beat takes the DK Bongos to their logical apex in usage. There is something fundamentally cathartic about pounding on a set of bongos to defeat an intimidating boss, in addition to providing a unique mechanic for moving across the levels. A forgotten entry in the Donkey Kong franchise because of its signature peripheral, Donkey Kong Jungle Beat should receive an update given the possibilities through Nintendo’s continued motion control support.

    8. Mario vs. Donkey Kong ( 2004 )

    There was a time when Mario and Donkey Kong were bitter rivals, even though they may now be merely pals playing various Nintendo video games like Mario Kart and Mario Party. That antagonistic history is revisited in 2004’s Mario vs. Donkey Kong for the Game Boy Advance, the spiritual successor to 1994’s Donkey Kong on the original Game Boy. Mario owns and runs his own toy factory, which Donkey Kong raids for its well-known line of wind-up Mini-Mario figures, according to the game’s offbeat plot.

    Mario vs. Donkey Kong ups the ante from the puzzle-solving gameplay and traversal present in the 1994 Game Boy game, adding a new wrinkle with the presence of the Mini-Marios which have to be navigated to safety. The Nintendo Switch received a surprise remake in 2024, significantly improving the technical presentation and making the controls more user-friendly for the contemporary console. While we’re certainly happy that Mario and Donkey Kong play nice again these days, Mario vs. Donkey Kong is a fresh take on one of gaming’s oldest beefs.

    7. Donkey Kong Country Returns ( 2010 )

    Developer Retro Studios did the same for Donkey Kong with the Wii’s Donkey Kong Country Returns in 2010 after completely revitalizing the Metroid franchise. Returning to the side-scrolling platforming that made Rare’s original Donkey Kong Country trilogy such a major success on the Super Nintendo, the game has Donkey and Diddy Kong take on a new villain, the Tiki Tak Tribe. In a change from the previous series titles, the game also allows for two-player simultaneous co-op, with the second player controlling Diddy.

    Donkey Kong Country Returns is a welcome, hurm, return to form for the franchise, although not without a few bumps in its execution. The Wii revival has a faster pace than the first three games, which highlights how frustrating the console’s motion controls can be. The game received slightly enhanced remasters on the Nintendo 3DS and Switch, upgrading the visual presentation, though its gameplay flaws are still present and these remasters don’t add all that much to the overall experience.

    6. Donkey Kong Country 3: Dixie Kong’s Double Trouble! 1996 )

    At the twilight of the Super Nintendo’s lifecycle, and after the Nintendo 64 had already launched, Rare released one final Donkey Kong Country game for the SNES: 1996’s Donkey Kong Country 3: Dixie Kong’s Double Trouble! In the same way that Donkey Kong Country 2 removed Donkey Kong himself, its sequel also removes Diddy, making him the new playable character Kiddy Kong. Together, Dixie and Kiddy set out to rescue Donkey and Diddy from Baron K. Rool in a northern region with its geography inspired by Scandinavia and Canada.

    Although Donkey Kong Country 3 may be the series ‘ weakest entry, it still manages to be a good one and introduces some interesting additions, most notably an open hub map and vehicles. But the game just doesn’t quite feel as inspired as its two predecessors, even with the protagonist swap to introduce Kiddy. Donkey Kong Country 3 retains the core appeal as it traverses stale territory in Donkey Kong Country 3, a strong but seemingly obligatory coda to the original Donkey Kong Country trilogy.

    5. Tropical Freeze ( 2014 ): Donkey Kong Country

    Relegated to being a supporting character for years, Cranky Kong makes his playable debut with 2014’s Donkey Kong Country: Tropical Freeze for the Wii U, joined by a returning Dixie. The attacking Snowmads, an army of arctic animals plotting to conquer Donkey Kong Island and plunge it into the unending winter, interrupt Donkey Kong’s birthday party. The Kongs battle their way back to the heart of their native island, defeat the Snowmads and defrost their home from its newly icy condition.

    Tropical Freeze significantly improves the gameplay mechanics and level design compared to Donkey Kong Country Returns. At the same time, the difficulty remains as high as ever while the overall number of levels is reduced from its predecessor. The definitive Tropical Freeze experience is enhanced by the Nintendo Switch’s improved remaster, which adds Funky Kong as a playable character.

    4. Donkey Kong Country ( 1994) )

    To anyone who was around and playing video games in 1994, the original Donkey Kong Country was a huge deal when it debuted on the Super Nintendo that year. There was nothing else that looked that good on the console market at the time thanks to its crisp, pre-rendered graphics, which helped orient the industry towards more 3D aesthetics. The game’s story is simple: King K. Rool raids Donkey Kong Island and steals Donkey Kong’s vast stash of bananas, prompting the ape and his nephew Diddy, in his first appearance, to recover their purloined fruit.

    We wouldn’t still be talking about Donkey Kong Country 30 years after its launch if it had only had that initial wow factor from its pre-rendered presentation. But more than just its eye-catching visuals, the game completely redefined Donkey Kong down to his character design and reestablished him as a core Nintendo property. This first game brings together impressive technical presentation, an instant-classic score composed primarily by Grant Kirkhope, and an engaging side-scrolling platformer experience that all others combine to create a legacy.

    3. Donkey Kong ( 1994 )

    Initially 1994’s Donkey Kong on the Game Boy looks and feels like a smoother, more intuitive port of the classic 1981 arcade game of the same name. The 1994 video game turns into a full-on adventure after completing the four levels of the arcade title, which includes 97 more levels in nine different worlds. Joining Donkey Kong in trying to stay one step ahead of Mario is Donkey Kong Jr. while the mustached plumber gains a new set of moves to keep up with the apes.

    While ambitiously building upon these foundations, The Game Boy Donkey Kong is a love letter to both the original arcade and its 1982 sequel Donkey Kong Jr. At its core, the game is more of a puzzle-solving experience than a platforming one, with that distinction more evident in the level design as players progress. That provides a fresh take on a well-known premise and a significant improvement over the franchise’s 1994 version of Donkey Kong.

    2. Diddy’s Kong Quest, Donkey Kong Country 2, and Donkey Kong Country 2 ( 1995 )

    If Donkey Kong Country revolutionized the way we looked at side-scrolling platformers, its 1995 sequel Donkey Kong Country 2: Diddy’s Kong Quest used that as a springboard to make the ultimate side-scrolling Donkey Kong experience. As the title suggests, Diddy steps up as the main character, working with his recently engaged girlfriend Dixie Kong to save Donkey from Kaptain K. Rool. The duo travel to the pirate warlord’s hideout on Crocodile Isle where they each use their unique abilities to traverse 52 levels and rescue Diddy’s uncle.

    Donkey Kong Country 2 is one of those situations where bigger does actually mean better, with more secrets, more animal companions to temporarily control, and more enemy types to defeat. The level design is more ambitious and just how differently Diddy and Dixie each play make for a much deeper and richer experience than its predecessor. The sequel stands as the apex of side-scrollers and one of the best games that developer Rare has ever made. It is an overall improvement over the original Donkey Kong Country.

    1. Donkey Kong Bananza ( 205 )

    Released a full month after the Nintendo Switch 2’s launch, Donkey Kong Bananza became the most buzzed-about game from the console’s library, even over Mario Kart World. Donkey Kong Bananza successfully transformed its heroic ape into a full-fledged 3D platformer experience based on the character’s veritable strength by placing him in destructible environments, earning both praises. The game has Donkey Kong travel to Ingot Isle to harvest Banandium Gems, teaming up with a teenage Pauline against the sinister VoidCo mining company eager to obtain the Banandium Root, no matter the cost to the environment.

    Donkey Kong Bananza repositions the marquee Nintendo franchise, starting with the immersive level design, side-scrolling homages straight from the original Donkey Kong Country in a fun and moving tribute, and a redesigned Donkey Kong character with plenty of personality. But for all its celebration of the entire history of all things Donkey Kong, Bananza is just a lot of fun, with its key gameplay mechanic of literally tearing through environments being incredibly cathartic. In this game, players can go crazy and smash everything in their path. A subtle reinvention of what’s possible for a Donkey Kong game, Donkey Kong Bananza is Nintendo’s best 3D platformer since at least 2017’s Super Mario Odyssey, and the most unabashedly fun Donkey Kong game in, well, ever.

    On Den of Geek, Donkey Kong video games were first ranked among absolute bananas.

  • Donkey Kong Video Games Ranked from Fun to Absolute Bananas

    Donkey Kong Video Games Ranked from Fun to Absolute Bananas

    Donkey Kong, the studio’s 1981 arcade game, helped Nintendo become a significant force in the American entertainment sector, rather than Mario Bros. or The Legend of Zelda, Nintendo’s breakthrough name. Since then Donkey Kong has become a fixture for the business, either as a supporting figure for ]…]

    The second post Donkey Kong Video Games Ranked from Fun to Absolute Bananas appeared on Den of Geek.

    Nintendo‘s breakthrough name was never Mario Bros. or The Legend of Zelda, but somewhat Donkey Kong, with the eponymous monkey headlining the agency’s 1981 arcade game that helped Nintendo create a prominent hold in the American gambling industry. Donkey Kong has since grown a device for the business, whether playing in Mario-led opera games or his own collection of starring games for Nintendo‘s numerous portable and home consoles. This has continued into the bank’s budding Nintendo Switch 2 time, with the game’s Donkey Kong Bananza the most favourably buzzed-about name from the Switch 2’s start library.

    Although Donkey Kong’s number of games he primarily stars in aren’t quite as prolific as some of his other Nintendo counterparts, he has a long history in the video game industry. With that said, Donkey Kong has starred in at least one game on virtually every major Nintendo system and remains a cornerstone property for the company. Not including his supporting character ensemble appearances, these are the top 10 best Donkey Kong games ever ranked.

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    10. Donkey Kong 64 ( 1999 )

    We’re starting off this list with a relatively divisive entry, as many have not inaccurately derided 1999’s Donkey Kong 64 as an overstuffed collect-a-thon on the Nintendo 64. To the credit of many critics, the game does allow you to replay many of the same levels with different characters, which the 2004 Super Mario 64 DS also did without much controversy, but that overlooks the point. Indeed, not only catapulting Donkey Kong and his friends into the world of 3D platforming, Donkey Kong 64 rose above its contemporaries in the genre.

    Donkey Kong 64 has an underappreciated depth, notably in its rich level design and atmospheric musical score, which was composed by Grant Kirkhope. What a lot of retrospective reviews also don’t take into account is that there was a ton of 3D platforming slop flooding the market after the success of Super Mario 64 and Banjo-Kazooie, slop that Donkey Kong 64 clearly stood a cut above during its release. Donkey Kong 64 deserves far more love than it receives these days, or at least a less dubious reputation, despite its many flaws.

    9. Donkey Kong Jungle Beat ( 2005 )

    Nintendo home consoles have a longstanding legacy of quirky peripherals, a tradition that was continued by the Nintendo GameCube at the dawn of the 21st century. In Donkey Kong Jungle Beat in 2004, the peripheral received more optimized gameplay experience after the release of the GameCube’s DK Bongos and the GameCube’s Bongo Drum Periphery in 2003. The game continues the rhythm-based gameplay from Donkey Konga, albeit within a side-scrolling platformer controlled by the drums.

    Jungle Beat is one of the most playable Donkey Kong games in terms of difficulty and places the DK Bongos at their highest point of use. More than just providing a unique mechanic in moving across the levels, there is something fundamentally cathartic about pounding on a set of bongos to pummel an imposing boss. Given the possibilities presented by Nintendo’s continued motion control support, Donkey Kong Jungle Beat, a forgotten Donkey Kong entry due to its signature peripheral, should receive an update.

    8. Donkey Kong vs. Mario vs.

    While Mario and Donkey Kong may be nominal buddies now, palling around throughout various Nintendo sports titles, Mario Kart, and Mario Party, there was a time when they were bitter rivals. The spiritual follow-up to 1994’s Donkey Kong on the original Game Boy, Mario vs. Donkey Kong, takes on that antagonistic past in 2004. The game’s offbeat story has Mario own and run his own toy factory, which is raided by Donkey Kong for the factory’s popular line of wind-up Mini-Mario figures.

    Mario vs. Donkey Kong raises the bar from the traversal and puzzle-solving gameplay from the 1994 Game Boy game, adding a fresh dimension with the presence of the Mini-Marios that must be navigated safely. The game received a surprise remake on the Nintendo Switch in 2024, making the controls more intuitive to the modern console while significantly upping the technical presentation. While we’re certainly happy that Donkey Kong and Mario once again play nice, Mario vs. Donkey Kong is a fresh take on one of video game’s oldest conflicts.

    7. ( 2010 ), Donkey Kong Country Returns

    After completely revitalizing the Metroid franchise, developer Retro Studios did the same for Donkey Kong with 2010’s Donkey Kong Country Returns for the Wii. Returning to the side-scrolling platforming that made Rare’s original Donkey Kong Country trilogy such a big hit on the Super Nintendo, the game features Donkey and Diddy Kong taking on a brand-new Tiki Tak Tribe. In a change-up from previous titles in the series, the game also allows for two-player simultaneous co-op, with the second player controlling Diddy.

    Donkey Kong Country Returns is a good, hurm, franchise hurm, though its execution has some flaws. Boasting a faster pace than the original trilogy, the Wii revival is markedly more difficult than many games in the series, something that highlights how frustrating the console’s motion controls can be. The game’s visual presentation was slightly improved thanks to slightly improved remasters on the Nintendo 3DS and Switch, despite the game’s persistent gameplay flaws, and these remasters don’t significantly improve the overall experience.

    6. Dixie Kong’s Double Trouble in Donkey Kong Country 3! ( 1996 )

    One final Donkey Kong Country game for the SNES was released in 1996’s Donkey Kong Country 3: Dixie Kong’s Double Trouble, which was released at the tail end of the Super Nintendo’s lifecycle and after the Nintendo 64 had already been released. Just as Donkey Kong Country 2 ditched Donkey Kong himself, its sequel also discards Diddy, replacing him with the new playable character Kiddy Kong. In a northern region with its geography inspired by Scandinavia and Canada, Dixie and Kiddy set out to save Donkey and Diddy from Baron K. Rool.

    Though Donkey Kong Country 3 may be the weakest entry of the original trilogy, it is by no means a bad game and brings some fresh changes to the series, specifically, an open hub map and vehicles. Even with the protagonist swap to introduce Kiddy, the game just doesn’t feel as inspired as its two predecessors. A solid if seemingly obligatory coda to the original Donkey Kong Country trilogy, Donkey Kong Country 3 retains the core appeal as it goes through well-worn territory.

    5. Donkey Kong Country: Tropical Freeze ( 2014 )

    Cranky Kong, who has been relegated to serving as a supporting character for years, makes his Wii U playable debut in Donkey Kong Country: Tropical Freeze in 2014. The game has Donkey Kong’s birthday party interrupted by the attacking Snowmads, an army of arctic animals plotting to conquer Donkey Kong Island and plunge it into endless winter. The Kongs fight their way back to the island’s center, overthrow the Snowmads, and defrost their home from its slushy condition.

    Tropical Freeze is an all-around improvement over Donkey Kong Country Returns, significantly refining the gameplay mechanics and level design. The difficulty is unchanged at the same time as it was before, and there are fewer levels overall. A solid addition to the series, the definitive Tropical Freeze experience is its enhanced remaster on the Nintendo Switch, adding Funky Kong as a playable character.

    4. Donkey Kong Country ( 1994 )

    The original Donkey Kong Country was a huge deal when it debuted on the Super Nintendo that year to anyone who was present and playing video games in 1994. With its crisp, pre-rendered graphics, there was nothing else that looked that good on the console market at the time, helping steer the industry towards more 3D aesthetics. The plot of the video game is straightforward: King K. Rool storms Donkey Kong Island and plunders the enormous stash of bananas, prompting the ape and his nephew Diddy to retrieve their purloined fruit.

    If it was just about that initial wow factor from its pre-rendered presentation, we wouldn’t still be talking about Donkey Kong Country over 30 years after its launch. Beyond just its stunning visuals, the game completely redefined Donkey Kong and established him as a key Nintendo trademark. That legacy stems from a combination of impressive technical presentation, an instant-classic score composed primarily by Grant Kirkhope, and an engaging side-scrolling platformer experience that this first game all brings to the table.

    3. Donkey Kong ( 1994 )

    Donkey Kong on the Game Boy, which was released in 1994, appears to be a smoother, more intuitive adaptation of the popular 1981 arcade game of the same name. However, after completing the four levels from the arcade title, the 1994 game expands into a full-on adventure as Donkey Kong kidnaps Mario’s girlfriend Pauline again and hightails it across 97 additional levels in nine-themed worlds. Donkey Kong Jr. and the mustached plumber acquire a new set of moves to keep up with the apes while battling to stay one step ahead of Mario.

    The Game Boy Donkey Kong is a love letter to both the original arcade and its 1982 sequel Donkey Kong Jr. while ambitiously building upon these foundations. The game’s fundamentals are more of a puzzle-solving experience than a platforming one, with the level design demonstrating this more as players advance. That helps elevate 1994’s Donkey Kong tremendously from similar games in the franchise and a refreshing twist on a familiar premise.

    2. Donkey Kong Country 2: Diddy’s Kong Quest ( 1995 )

    If Donkey Kong Country had radically altered the way we thought of side-scrolling platformers, its 1995 follow-up Donkey Kong Country 2: Diddy’s Kong Quest used that as a starting point for the creation of the ultimate side-scrolling Donkey Kong experience. As the title suggests, Diddy steps up as the protagonist, teaming up with his newly introduced girlfriend Dixie Kong to rescue Donkey from Kaptain K. Rool. The pair uses their unique abilities to cross 52 levels and rescue Diddy’s uncle on Crocodile Isle before heading to the pirate warlord’s hideout on Crocodile Isle.

    Donkey Kong Country 2 is one of those cases where bigger does actually mean better, with more secrets, more animal buddies to temporarily control, and more enemy types to take down. More ambitious levels are being created, and how differently Diddy and Dixie each play affect one another creates a much richer and deeper experience than its predecessor. An all-around improvement over the original Donkey Kong Country, the sequel stands as the apex of side-scrollers and one of the best games that developer Rare ever made.

    1. Donkey Kong Bananza ( 2025 )

    Donkey Kong Bananza, which was released a full month after the Nintendo Switch 2’s launch, outperformed Mario Kart World in terms of gameplay. This praise is well-earned, with Donkey Kong Bananza successfully catapulting its heroic ape into a full-on 3D platformer experience built around the character’s notable strength by placing him in destructible environments. No matter how much money the environment costs, Donkey Kong and a teenage Pauline battle the evil VoidCo mining company, which is attempting to extract Banandium Gems from Ingot Isle.

    From its immersive level design, side-scrolling detours straight out of the original Donkey Kong Country in a fun and emotional tribute, and a redesigned Donkey Kong character design with plenty of personality, Donkey Kong Bananza repositions DKas a marquee Nintendo franchise. Bananza is just a lot of fun despite its celebration of the entire history of Donkey Kong, with its key gameplay mechanic of literally tearing through environments acting incredibly therapeutic. This game lets players go nuts and bash and smash everything around them. Donkey Kong Bananza is Nintendo’s best 3D platformer since at least Super Mario Odyssey and the most unashamedly enjoyable Donkey Kong game ever, a subtle rehash of what can be done for a Donkey Kong game.

    The second post Donkey Kong Video Games Ranked from Fun to Absolute Bananas appeared on Den of Geek.

  • The Best Power Couple Weddings in Comics History

    The Best Power Couple Weddings in Comics History

    The announcement that basketball star Travis Kelce and music image Taylor Swift are engaged to be married is a geological event for a specific segment of the populace. How else could you explain the combination of such gigantic numbers? It’s old news for some people, at least when they enjoy watching hero movies. After all, those of]… ]

    The first article on Den of Geek: The Best Power Partners Weddings in Comics History appeared second.

    Nintendo‘s breakthrough name was never Mario Bros. or The Legend of Zelda, but somewhat Donkey Kong, with the eponymous monkey headlining the agency’s 1981 arcade game that helped Nintendo create a prominent hold in the American gambling industry. Donkey Kong has since grown a device for the company, whether playing in Mario-led outfit games or his own collection of starring games for Nintendo‘s numerous portable and home consoles. This has continued into the bank’s budding Nintendo Switch 2 time, with the game’s Donkey Kong Bananza the most favourably buzzed-about name from the Switch 2’s start library.

    Although Donkey Kong’s number of games he primarily stars in aren’t as many as some of his other Nintendo counterparts, he has a long history in the video game industry. With that said, Donkey Kong has starred in at least one game on virtually every major Nintendo system and remains a cornerstone property for the company. Without including his supporting character ensemble appearances, these are the top ten Donkey Kong games.

    cnx. cmd. push ( function ( ) {cnx ( {playerId:” 106e33c0-3911-473c-b599-b1426db57530″, }). render ( “0270c398a82f44f49c23c16122516796” ),.

    10. Donkey Kong 64 ( 1999 )

    We’re starting off this list with a relatively divisive entry, as many have not inaccurately derided 1999’s Donkey Kong 64 as an overstuffed collect-a-thon on the Nintendo 64. The game does, to the credit of many critics, allow you to replay many of the same levels with different characters, which was also done without the same amount of backlash in Super Mario 64 DS‘s 2004 version, but that ignores the point. Indeed, not only catapulting Donkey Kong and his friends into the world of 3D platforming, Donkey Kong 64 rose above its contemporaries in the genre.

    Donkey Kong 64 has an underappreciated depth, notably in its rich level design and atmospheric musical score, which was composed by Grant Kirkhope. What a lot of retrospective reviews also don’t take into account is that there was a ton of 3D platforming slop flooding the market after the success of Super Mario 64 and Banjo-Kazooie, slop that Donkey Kong 64 clearly stood a cut above during its release. Donkey Kong 64 deserves far more love than it receives these days, or at least a less dubious reputation, despite its many flaws.

    9. Donkey Kong Jungle Beat ( 2005 )

    Nintendo home consoles have a longstanding legacy of quirky peripherals, a tradition that was continued by the Nintendo GameCube at the dawn of the 21st century. In 2004’s Donkey Kong Jungle Beat, the peripheral was given a more optimized gameplay experience after introducing the DK Bongos, a bongo drum peripheral for the GameCube and 2003’s Donkey Konga. The game continues the rhythm-based gameplay from Donkey Konga, albeit within a side-scrolling platformer controlled by the drums.

    Jungle Beat is one of the most playable Donkey Kong games ever in terms of difficulty and logical usage. More than just providing a unique mechanic in moving across the levels, there is something fundamentally cathartic about pounding on a set of bongos to pummel an imposing boss. Given the possibilities presented by Nintendo’s continued motion control support, Donkey Kong Jungle Beat, a forgotten Donkey Kong entry due to its signature peripheral, should receive an update.

    8. Donkey Kong vs. Mario ( 2004 )

    While Mario and Donkey Kong may be nominal buddies now, palling around throughout various Nintendo sports titles, Mario Kart, and Mario Party, there was a time when they were bitter rivals. The spiritual follow-up to 1994’s Donkey Kong on the original Game Boy, Mario vs. Donkey Kong, takes on that antagonistic past in 2004. The game’s offbeat story has Mario own and run his own toy factory, which is raided by Donkey Kong for the factory’s popular line of wind-up Mini-Mario figures.

    Mario vs. Donkey Kong raises the bar from the traversal and puzzle-solving gameplay from the 1994 Game Boy game, adding a fresh dimension with the presence of the Mini-Marios that must be navigated safely. The game received a surprise remake on the Nintendo Switch in 2024, making the controls more intuitive to the modern console while significantly upping the technical presentation. While we’re certainly happy that Donkey Kong and Mario once again play nice, Mario vs. Donkey Kong is a fresh take on one of video game’s oldest conflicts.

    7. Donkey Kong Country Returns ( 2010 )

    After completely revitalizing the Metroid franchise, developer Retro Studios did the same for Donkey Kong with 2010’s Donkey Kong Country Returns for the Wii. The game features Donkey and Diddy Kong confronting a new villain, the Tiki Tak Tribe, who is returning to the side-scrolling platforming that made Rare’s original Donkey Kong Country trilogy so popular on the Super Nintendo. In a change-up from previous titles in the series, the game also allows for two-player simultaneous co-op, with the second player controlling Diddy.

    Donkey Kong Country Returns is a welcome, hurm, return to form for the franchise, though there are some flaws in its execution. Boasting a faster pace than the original trilogy, the Wii revival is markedly more difficult than many games in the series, something that highlights how frustrating the console’s motion controls can be. The game’s visual presentation was slightly improved thanks to slightly improved remasters on the Nintendo 3DS and Switch, even though its gameplay flaws are still present, and these remasters don’t really improve the overall experience.

    6. Dixie Kong’s Double Trouble in Donkey Kong Country 3! ( 1996 )

    In the twilight of the Super Nintendo’s lifecycle and after the Nintendo 64 had already launched, Rare released one more Donkey Kong Country game for the SNES: Donkey Kong Country 3: Dixie Kong’s Double Trouble! Just as Donkey Kong Country 2 ditched Donkey Kong himself, its sequel also discards Diddy, replacing him with the new playable character Kiddy Kong. In a northern region with its geography inspired by Scandinavia and Canada, Dixie and Kiddy set out to save Donkey and Diddy from Baron K. Rool.

    Though Donkey Kong Country 3 may be the weakest entry of the original trilogy, it is by no means a bad game and brings some fresh changes to the series, specifically, an open hub map and vehicles. Even with the protagonist swapping to introduce Kiddy, the game just doesn’t feel as inspired as its two predecessors. A solid if seemingly obligatory coda to the original Donkey Kong Country trilogy, Donkey Kong Country 3 retains the core appeal as it goes through well-worn territory.

    5. Donkey Kong Country: Tropical Freeze ( 2014 )

    Cranky Kong, who has been relegated to being a supporting character for years, makes his playable debut in 2014’s Donkey Kong Country: Tropical Freeze for the Wii U, joined by a returning Dixie. The game has Donkey Kong’s birthday party interrupted by the attacking Snowmads, an army of arctic animals plotting to conquer Donkey Kong Island and plunge it into endless winter. The Kongs fight their way back to the center of their home island, defeat the Snowmads, and defrost their home from its recently icy condition.

    Tropical Freeze is an all-around improvement over Donkey Kong Country Returns, significantly refining the gameplay mechanics and level design. The difficulty is unchanged at the same time as it was before, and there are fewer levels overall. A solid addition to the series, the definitive Tropical Freeze experience is its enhanced remaster on the Nintendo Switch, adding Funky Kong as a playable character.

    4. Donkey Kong Country ( 1994 )

    The debut of Donkey Kong Country on the Super Nintendo in 1994 was a huge deal to anyone who was present and playing video games that year. With its crisp, pre-rendered graphics, there was nothing else that looked that good on the console market at the time, helping steer the industry towards more 3D aesthetics. The plot of the video game is straightforward: King K. Rool storms Donkey Kong Island and plunders the enormous stash of bananas, prompting the ape and his nephew Diddy to retrieve their purloined fruit in his first appearance.

    If it was just about that initial wow factor from its pre-rendered presentation, we wouldn’t still be talking about Donkey Kong Country over 30 years after its launch. Beyond its stunning visuals, the game completely redefined Donkey Kong and made him a core Nintendo trademark. That legacy stems from a combination of impressive technical presentation, an instant-classic score composed primarily by Grant Kirkhope, and an engaging side-scrolling platformer experience that this first game all brings to the table.

    3. Donkey Kong ( 1994 )

    Donkey Kong on the Game Boy, which was released in 1994, appears to be a smoother, more intuitive adaptation of the popular 1981 arcade game of the same name. However, after completing the four levels from the arcade title, the 1994 game expands into a full-on adventure as Donkey Kong kidnaps Mario’s girlfriend Pauline again and hightails it across 97 additional levels in nine-themed worlds. Donkey Kong Jr. joins Donkey Kong in attempting to stay one step ahead of Mario while the mustached plumber learns a new set of moves to keep up with the apes.

    The Game Boy Donkey Kong is a love letter to both the original arcade and its 1982 sequel Donkey Kong Jr. while ambitiously building upon these foundations. The game’s underlying structure is more of a puzzle-solving experience than a platforming one, with the level design demonstrating this more as players advance. That helps elevate 1994’s Donkey Kong tremendously from similar games in the franchise and a refreshing twist on a familiar premise.

    2. Donkey Kong Country 2: Diddy’s Kong Quest ( 1995 )

    If Donkey Kong Country had changed the way we thought of side-scrolling platformers, its 1995 sequel Donkey Kong Country 2: Diddy’s Kong Quest used that as a starting point for the ultimate side-scrolling Donkey Kong experience. As the title suggests, Diddy steps up as the protagonist, teaming up with his newly introduced girlfriend Dixie Kong to rescue Donkey from Kaptain K. Rool. The duo travels to the hideout of the pirate warlord on Crocodile Isle where they each use their distinctive abilities to cross 52 levels and save Diddy’s uncle.

    Donkey Kong Country 2 is one of those cases where bigger does actually mean better, with more secrets, more animal buddies to temporarily control, and more enemy types to take down. More ambitious levels are being created, and how differently Diddy and Dixie each play affect one another creates a much richer and deeper experience than its predecessor. An all-around improvement over the original Donkey Kong Country, the sequel stands as the apex of side-scrollers and one of the best games that developer Rare ever made.

    1. Donkey Kong Bananza ( 2025 )

    Donkey Kong Bananza, which was released a full month after the Nintendo Switch 2’s launch, rose to the top of the console’s game list, even surpassing Mario Kart World. This praise is well-earned, with Donkey Kong Bananza successfully catapulting its heroic ape into a full-on 3D platformer experience built around the character’s notable strength by placing him in destructible environments. No matter how much money the environment costs, Donkey Kong and a teenage Pauline battle the evil VoidCo mining company, which is attempting to extract Banandium Gems from Ingot Isle.

    From its immersive level design, side-scrolling detours straight out of the original Donkey Kong Country in a fun and emotional tribute, and a redesigned Donkey Kong character design with plenty of personality, Donkey Kong Bananza repositions DKas a marquee Nintendo franchise. Bananza is just a lot of fun despite its celebration of the entire history of Donkey Kong, with its key gameplay mechanic of literally tearing through environments being incredibly cathartic. This game lets players go nuts and bash and smash everything around them. Donkey Kong Bananza is Nintendo’s best 3D platformer since at least 2017’s Super Mario Odyssey, and it is the most unashamedly enjoyable Donkey Kong game ever. It is a subtle rehash of what is possible for a Donkey Kong game.

    The post Donkey Kong Video Games Ranked from Fun to Absolute Bananas appeared first on Den of Geek.

  • Alien: Earth Might Be Making Sense of the Alien Timeline After All

    Alien: Earth Might Be Making Sense of the Alien Timeline After All

    Episode 4 of Alien: Earth has clues in this article. For the past 46 ages, the Alien company has been immortalized by the catchphrase,” In area, no one can notice you scream”. Just four episodes in, Noah Hawley’s Alien: Earth makes it abundantly clear that the mantra doesn’t apply to [ …] […]

    The article Alien: World May Be Making Feel of the Alien Timetable After All appeared primary on Den of Geek.

    Donkey Kong, the titular ape that dominated the 1981 arcade game that helped Nintendo firmly establish a foothold in the British entertainment sector, was Nintendo‘s breakthrough name rather than Mario Bros. or The Legend of Zelda. Since then Donkey Kong has become a fixture for the business, either as a supporting figure for Mario-led outfit matches or his own collection of starring trophies across Nintendo‘s many household and portable computers. The company’s burgeoning Nintendo Switch 2 period has seen this, with Donkey Kong Bananza the most talked-about name in the Switch 2 build collection.

    Donkey Kong has a longstanding record within the video game industry, though the number of activities that he generally stars in aren’t quite as talented as some of his other Nintendo rivals. Despite all of that, Donkey Kong has appeared in at least one sport on almost every major Nintendo console. He has also remained a fundamental possession. Here are the leading 10 best Donkey Kong game ranked, not counting his supporting figure opera performances.

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    10. Donkey Kong 64 ( 1999 )

    Many people have not inaccurately derided 1999’s Donkey Kong 64 as an overstuffed collect-a-thon on the Nintendo 64, so we’re starting off this list with a relatively divisive entry. To this common criticism’s credit, the game does have you replay many of the same levels with different characters—something 2004’s Super Mario 64 DS also did without as much backlash—but that overlooks the point. In fact, Donkey Kong 64 surpassed its contemporaries in the genre, not only catapulting Donkey Kong and his friends into the world of 3D platforming.

    There is an under-appreciated depth to Donkey Kong 64, particularly in its rich level design and atmospheric musical score composed by Grant Kirkhope. Following the success of Super Mario 64 and Banjo-Kazooie, slop that Donkey Kong 64 clearly stood a cut above its peers was something that many retrospective reviews also fail to consider. Certainly not without its flaws, Donkey Kong 64 deserves far more love than it gets these days, or at least a less dubious reputation.

    9. Donkey Kong Jungle Beat ( 2004 )

    The Nintendo GameCube continued a tradition that existed with the Nintendo Home console at the start of the 21st century, which has a long history of eccentric peripherals. After introducing the DK Bongos, a bongo drum peripheral for the GameCube and 2003’s Donkey Konga, the peripheral was given more optimized gameplay experience in 2004’s Donkey Kong Jungle Beat. The game moves in a side-scrolling platformer controlled by the drums, continuing the rhythm-based gameplay from Donkey Konga.

    One of the most accessible Donkey Kong games in terms of difficulty, Jungle Beat takes the DK Bongos to their logical apex in usage. There is something fundamentally cathartic about pounding on a set of bongos to pummel an intimidating boss, but more than just providing a unique mechanic in moving across the levels. A forgotten entry in the Donkey Kong franchise because of its signature peripheral, Donkey Kong Jungle Beat should receive an update given the possibilities through Nintendo’s continued motion control support.

    8. Mario vs. Donkey Kong ( 2004 )

    There was a time when Mario and Donkey Kong were bitter rivals, even though they may now be merely pals playing various Nintendo video games like Mario Kart and Mario Party. That antagonistic history is revisited in 2004’s Mario vs. Donkey Kong for the Game Boy Advance, the spiritual successor to 1994’s Donkey Kong on the original Game Boy. Mario owns and runs his own toy factory, which Donkey Kong raids for its well-known line of wind-up Mini-Mario figures, according to the game’s offbeat plot.

    Mario vs. Donkey Kong ups the ante from the puzzle-solving gameplay and traversal present in the 1994 Game Boy game, adding a new wrinkle with the presence of the Mini-Marios which have to be navigated to safety. The Nintendo Switch received a surprise remake in 2024, significantly improving the technical presentation and making the controls more user-friendly for the contemporary console. While we’re certainly happy that Mario and Donkey Kong play nice again these days, Mario vs. Donkey Kong is a fresh take on one of gaming’s oldest beefs.

    7. Donkey Kong Country Returns ( 2010 )

    Developer Retro Studios did the same for Donkey Kong with the Wii’s Donkey Kong Country Returns in 2010 after completely revitalizing the Metroid franchise. Returning to the side-scrolling platforming that made Rare’s original Donkey Kong Country trilogy such a major success on the Super Nintendo, the game has Donkey and Diddy Kong take on a new villain, the Tiki Tak Tribe. In a change from the previous series titles, the game also allows for two-player simultaneous co-op, with the second player controlling Diddy.

    Donkey Kong Country Returns is a welcome, hurm, return to form for the franchise, although not without a few bumps in its execution. The Wii revival, which has a faster pace than the first three games in the series, is markedly more challenging than many of the previous ones, which highlights how frustrating the motion controls on the console can be. The game received slightly enhanced remasters on the Nintendo 3DS and Switch, upgrading the visual presentation, though its gameplay flaws are still present and these remasters don’t add all that much to the overall experience.

    6. Donkey Kong Country 3: Dixie Kong’s Double Trouble! 1996 )

    At the twilight of the Super Nintendo’s lifecycle, and after the Nintendo 64 had already launched, Rare released one final Donkey Kong Country game for the SNES: 1996’s Donkey Kong Country 3: Dixie Kong’s Double Trouble! Diddy is replaced by the new playable character Kiddy Kong in the same way that Donkey Kong Country 2 did Donkey Kong himself. Together, Dixie and Kiddy set out to rescue Donkey and Diddy from Baron K. Rool in a northern region with its geography inspired by Scandinavia and Canada.

    Although Donkey Kong Country 3 may be the series ‘ weakest entry, it still manages to be a good one and introduces some interesting additions, most notably an open hub map and vehicles. But the game just doesn’t quite feel as inspired as its two predecessors, even with the protagonist swap to introduce Kiddy. Donkey Kong Country 3 retains the core appeal as it traverses stale territory in a strong but seemingly obligatory coda to the original Donkey Kong Country trilogy.

    5. Tropical Freeze ( 2014 ): Donkey Kong Country

    Relegated to being a supporting character for years, Cranky Kong makes his playable debut with 2014’s Donkey Kong Country: Tropical Freeze for the Wii U, joined by a returning Dixie. The attacking Snowmads, an army of arctic animals plotting to conquer Donkey Kong Island and plunge it into an endless winter, interrupt Donkey Kong’s birthday party. The Kongs battle their way back to the heart of their native island, defeat the Snowmads and defrost their home from its newly icy condition.

    Tropical Freeze significantly improves the gameplay mechanics and level design compared to Donkey Kong Country Returns. At the same time, the difficulty remains as high as ever while the overall number of levels is reduced from its predecessor. The definitive Tropical Freeze experience is enhanced by the Nintendo Switch’s improved remaster, which adds Funky Kong as a playable character.

    4. Donkey Kong Country ( 1994 )

    To anyone who was around and playing video games in 1994, the original Donkey Kong Country was a huge deal when it debuted on the Super Nintendo that year. There was nothing else on the console market at the time that looked that good, thanks to its crisp, pre-rendered graphics, which helped orient the industry towards more 3D aesthetics. The game’s story is simple: King K. Rool raids Donkey Kong Island and steals Donkey Kong’s vast stash of bananas, prompting the ape and his nephew Diddy, in his first appearance, to recover their purloined fruit.

    We wouldn’t still be talking about Donkey Kong Country 30 years after its launch if it had only had that initial wow factor from its pre-rendered presentation. But more than just its eye-catching visuals, the game completely redefined Donkey Kong down to his character design and reestablished him as a core Nintendo property. This first game brings together impressive technical presentation, an instant-classic score composed primarily by Grant Kirkhope, and an engaging side-scrolling platformer experience that all others combine to create a legacy.

    3. Donkey Kong ( 1994 )

    Initially 1994’s Donkey Kong on the Game Boy looks and feels like a smoother, more intuitive port of the classic 1981 arcade game of the same name. The 1994 video game turns into a full-on adventure after completing the four levels of the arcade title, which includes 97 more levels in nine different worlds. Joining Donkey Kong in trying to stay one step ahead of Mario is Donkey Kong Jr. while the mustached plumber gains a new set of moves to keep up with the apes.

    While ambitiously building on these foundations, The Game Boy Donkey Kong is a love letter to both the 1982 sequel to Donkey Kong Jr. and the original arcade. At its core, the game is more of a puzzle-solving experience than a platforming one, with that distinction more evident in the level design as players progress. That significantly enhances the 1994 film Donkey Kong from earlier installments of the franchise and adds a fresh spin to a well-known premise.

    2. Diddy’s Kong Quest, Donkey Kong Country 2, and 1995

    If Donkey Kong Country revolutionized the way we looked at side-scrolling platformers, its 1995 sequel Donkey Kong Country 2: Diddy’s Kong Quest used that as a springboard to make the ultimate side-scrolling Donkey Kong experience. As the title suggests, Diddy steps up to the role of the protagonist and teams up with his recently engaged girlfriend Dixie Kong to save Donkey from Kaptain K. Rool. The duo travel to the pirate warlord’s hideout on Crocodile Isle where they each use their unique abilities to traverse 52 levels and rescue Diddy’s uncle.

    With more secrets, more animal companions to temporarily control, and more enemy types to defeat, Donkey Kong Country 2 is one of those situations where bigger does actually mean better. The level design is more ambitious and just how differently Diddy and Dixie each play make for a much deeper and richer experience than its predecessor. The sequel is a major improvement over the first Donkey Kong Country and arguably one of the best games ever created by developer Rare.

    1. Bananza of Donkey Kong ( 2025 )

    Released a full month after the Nintendo Switch 2’s launch, Donkey Kong Bananza became the most buzzed-about game from the console’s library, even over Mario Kart World. Donkey Kong Bananza successfully catapulted its heroic ape into a full-on 3D platformer experience built around the character’s notoriety by placing him in destructible environments is a well-earned accolade. The game has Donkey Kong travel to Ingot Isle to harvest Banandium Gems, teaming up with a teenage Pauline against the sinister VoidCo mining company eager to obtain the Banandium Root, no matter the cost to the environment.

    Donkey Kong Bananza repositions DKas a marquee Nintendo franchise with immersive level design, side-scrolling detours straight from the original Donkey Kong Country in a fun and emotional tribute, and a redesigned Donkey Kong character design with plenty of personality. But for all its celebration of the entire history of all things Donkey Kong, Bananza is just a lot of fun, with its key gameplay mechanic of literally tearing through environments being incredibly cathartic. This game enables players to go crazy and smash everything in their path. A subtle reinvention of what’s possible for a Donkey Kong game, Donkey Kong Bananza is Nintendo’s best 3D platformer since at least 2017’s Super Mario Odyssey, and the most unabashedly fun Donkey Kong game in, well, ever.

    The first post Donkey Kong Video Games Ranked from Fun to Absolute Bananas appeared on Den of Geek.

  • Asynchronous Design Critique: Giving Feedback

    Asynchronous Design Critique: Giving Feedback

    One of the most successful soft knowledge we have at our disposal is the ability to work together to improve our patterns while developing our own abilities and opinions, in whatever form it takes, and whatever it may be called.

    Feedback is also one of the most underestimated equipment, and generally by assuming that we’re now great at it, we settle, forgetting that it’s a skill that can be trained, grown, and improved. Bad comments can lead to conflict in projects, lower confidence, and long-term, undermine trust and teamwork. Quality comments can be a revolutionary force.

    Practicing our knowledge is absolutely a good way to enhance, but the learning gets yet faster when it’s paired with a good base that programs and focuses the exercise. What are some fundamental components of providing effective opinions? And how can input be adjusted for isolated and distributed function settings?

    We can find a long history of sequential opinions on the web: code was written and discussed on mailing lists since the beginning of open source. Currently, engineers engage on pull calls, developers post in their favourite design tools, project managers and sprint masters exchange ideas on tickets, and so on.

    Design analysis is often the label used for a type of input that’s provided to make our job better, jointly. It generally shares many of the concepts with comments, but it also has some differences.

    The material

    The content of the feedback serves as the foundation for every effective analysis, so we need to start there. There are many versions that you can use to design your information. The one that I personally like best—because it’s obvious and actionable—is this one from Lara Hogan.

    This formula is typically used to provide feedback to people, but it also fits really well in a design criticism because it finally addresses one of the main inquiries that we work on: What? Where? Why? How? Imagine that you’re giving some comments about some pattern function that spans several screens, like an onboard movement: there are some pages shown, a movement blueprint, and an outline of the decisions made. You notice something that needs to be improved. If you keep the three elements of the equation in mind, you’ll have a mental model that can help you be more precise and effective.

    Here is a comment that could be included in some feedback, and it might appear reasonable at first glance because it appears to merely fit the equation. But does it?

    Not sure about the buttons ‘ styles and hierarchy—it feels off. Can you alter them?

    Observation for design feedback doesn’t just mean pointing out which part of the interface your feedback refers to, but it also refers to offering a perspective that’s as specific as possible. Do you offer the user’s viewpoint? Your expert perspective? A business perspective? From the perspective of the project manager? A first-time user’s perspective?

    I anticipate one to go forward and the other to go back when I see these two buttons.

    Impact is about the why. Just pointing out a UI element might sometimes be enough if the issue may be obvious, but more often than not, you should add an explanation of what you’re pointing out.

    I anticipate one to go forward and the other to go back when I see these two buttons. But this is the only screen where this happens, as before we just used a single button and an “×” to close. This seems to be breaking the consistency in the flow.

    The question approach is meant to provide open guidance by eliciting the critical thinking in the designer receiving the feedback. Notably, in Lara’s equation she provides a second approach: request, which instead provides guidance toward a specific solution. While that’s a viable option for general feedback, in my experience, going back to the question approach typically leads to the best solutions because designers are generally more at ease with having an open space to experiment with.

    The difference between the two can be exemplified with, for the question approach:

    I anticipate one to go forward and the other to go back when I see these two buttons. But this is the only screen where this happens, as before we just used a single button and an “×” to close. This seems to be breaking the consistency in the flow. Would it make sense to unify them?

    Or, for the request approach:

    I anticipate one to go forward and the other to go back when I see these two buttons. But this is the only screen where this happens, as before we just used a single button and an “×” to close. This seems to be breaking the consistency in the flow. Let’s make sure that all screens have the same pair of forward and back buttons.

    At this point in some situations, it might be useful to integrate with an extra why: why you consider the given suggestion to be better.

    I anticipate one to go forward and the other to go back when I see these two buttons. But this is the only screen where this happens, as before we just used a single button and an “×” to close. This seems to be breaking the consistency in the flow. Let’s make sure that all screens have the same two forward and back buttons so that users don’t get confused.

    Choosing the question approach or the request approach can also at times be a matter of personal preference. I did rounds of anonymous feedback and I reviewed feedback with other people a while back when I was putting a lot of effort into improving my feedback. After a few rounds of this work and a year later, I got a positive response: my feedback came across as effective and grounded. Until I changed teams. Surprise surprise, one particular person gave me a lot of negative feedback. The reason is that I had previously tried not to be prescriptive in my advice—because the people who I was previously working with preferred the open-ended question format over the request style of suggestions. However, there was a person in this other team who had always preferred specific guidance. So I adapted my feedback for them to include requests.

    One comment that I heard come up a few times is that this kind of feedback is quite long, and it doesn’t seem very efficient. No, but also yes. Let’s explore both sides.

    No, this kind of feedback is effective because the length is a byproduct of clarity, and giving this kind of feedback can provide precisely enough information for a sound fix. Also if we zoom out, it can reduce future back-and-forth conversations and misunderstandings, improving the overall efficiency and effectiveness of collaboration beyond the single comment. Imagine that in the example above the feedback were instead just,” Let’s make sure that all screens have the same two forward and back buttons”. The designer receiving this feedback wouldn’t have much to go by, so they might just implement the change. In later iterations, the interface might change or they might introduce new features—and maybe that change might not make sense anymore. Without explaining the why, the designer might assume that the change is one of consistency, but what if it wasn’t? So there could now be an underlying concern that changing the buttons would be perceived as a regression.

    Yes, this style of feedback is not always efficient because the points in some comments don’t always need to be exhaustive, sometimes because certain changes may be obvious (” The font used doesn’t follow our guidelines” ) and sometimes because the team may have a lot of internal knowledge such that some of the whys may be implied.

    Therefore, the above equation serves as a mnemonic to reflect and enhance the practice rather than a strict template for feedback. Even after years of active work on my critiques, I still from time to time go back to this formula and reflect on whether what I just wrote is effective.

    The atmosphere

    Well-grounded content is the foundation of feedback, but that’s not really enough. The soft skills of the person who’s providing the critique can multiply the likelihood that the feedback will be well received and understood. It has been demonstrated that only positive feedback can lead to sustained change in people. It can be determined by tone alone whether content is rejected or welcomed.

    Since our goal is to be understood and to have a positive working environment, tone is essential to work on. I’ve tried to summarize the necessary soft skills over the years using a formula that resembles the one for content: the receptivity equation.

    Respectful feedback comes across as grounded, solid, and constructive. It’s the kind of feedback that, whether it’s positive or negative, is perceived as useful and fair.

    The time when feedback occurs is known as timing. To-the-point feedback doesn’t have much hope of being well received if it’s given at the wrong time. When a new feature’s entire high-level information architecture is about to go live, it might still be relevant if the questioning raises a significant blocker that no one saw, but those concerns are much more likely to have to wait for a later revision. So in general, attune your feedback to the stage of the project. Early iteration? Iteration later? Polishing work in progress? Each of these needs a different one. The right timing will make it more likely that your feedback will be well received.

    Attitude is the equivalent of intent, and in the context of person-to-person feedback, it can be referred to as radical candor. That entails checking before writing to see if what we have in mind will actually help the person and improve the project overall. This might be a hard reflection at times because maybe we don’t want to admit that we don’t really appreciate that person. Hopefully that’s not the case, but it can happen, which is fine. Acknowledging and owning that can help you make up for that: how would I write if I really cared about them? How can I avoid being passive aggressive? What can I do to encourage constructive behavior?

    Form is relevant especially in a diverse and cross-cultural work environments because having great content, perfect timing, and the right attitude might not come across if the way that we write creates misunderstandings. There could be many reasons for this: some words might cause particular reactions, some non-native speakers might not understand all the nuances of some sentences, and other times our brains might be different and we might perceive the world differently. Neurodiversity must be taken into account. Whatever the reason, it’s important to review not just what we write but how.

    A few years back, I was asking for some feedback on how I give feedback. I was given some sound advice, but I also got a surprise comment. They pointed out that when I wrote” Oh, ]… ]”, I made them feel stupid. That’s not what I meant to say! I felt really bad, and I just realized that I provided feedback to them for months, and every time I might have made them feel stupid. I was horrified … but also thankful. I quickly changed my situation by adding “oh” to my list of replaced words (your choice between aText, TextExpander, or others ) so that when I typed “oh,” it was immediately deleted.

    Something to highlight because it’s quite frequent—especially in teams that have a strong group spirit—is that people tend to beat around the bush. A positive attitude doesn’t necessarily mean giving in to criticism; it just means that you give it in a respectful and constructive manner, whether it be in the form of criticism or criticism. The nicest thing that you can do for someone is to help them grow.

    We have a great advantage in giving feedback in written form: it can be reviewed by another person who isn’t directly involved, which can help to reduce or remove any bias that might be there. When I shared a comment and asked someone I trusted,” How does this sound,”” How can I do it better,” or even” How would you have written it,” I discovered that the best, most insightful moments for me occurred when I saw the two versions side by side.

    The format

    Asynchronous feedback also has a significant inherent benefit: it allows us to spend more time making sure that the suggestions ‘ clarity and actionability meet two main objectives.

    Let’s imagine that someone shared a design iteration for a project. You are reviewing it and leaving a comment. There are many ways to accomplish this, and context is of course important, but let’s try to think about some things that might be worthwhile to take into account.

    In terms of clarity, start by grounding the critique that you’re about to give by providing context. This includes specifically describing where you’re coming from: do you have a thorough understanding of the project, or is this your first encounter with it? Are you coming from a high-level perspective, or are you figuring out the details? Are there regressions? Which user’s point of view are you addressing when offering your feedback? Is the design iteration at a point where it would be okay to ship this, or are there major things that need to be addressed first?

    Even if you’re giving feedback to a team that already has some project information, providing context is helpful. And context is absolutely essential when giving cross-team feedback. If I were to review a design that might be indirectly related to my work, and if I had no knowledge about how the project arrived at that point, I would say so, highlighting my take as external.

    We frequently concentrate on the negatives and attempt to list all the things that could be improved. That’s of course important, but it’s just as important—if not more—to focus on the positives, especially if you saw progress from the previous iteration. Although this may seem superfluous, it’s important to keep in mind that design is a field with hundreds of possible solutions for each problem. So pointing out that the design solution that was chosen is good and explaining why it’s good has two major benefits: it confirms that the approach taken was solid, and it helps to ground your negative feedback. In the longer term, sharing positive feedback can help prevent regressions on things that are going well because those things will have been highlighted as important. Positive feedback can also help to lessen impostor syndrome as an added bonus.

    There’s one powerful approach that combines both context and a focus on the positives: frame how the design is better than the status quo ( compared to a previous iteration, competitors, or benchmarks ) and why, and then on that foundation, you can add what could be improved. This is powerful because there is a big difference between a critique of a design that is already in good shape and one that is critiqued for a design that isn’t quite there yet.

    Another way that you can improve your feedback is to depersonalize the feedback: the comments should always be about the work, never about the person who made it. It’s” This button isn’t well aligned” versus” You haven’t aligned this button well”. This can be changed in your writing very quickly by reviewing it just before sending.

    In terms of actionability, one of the best approaches to help the designer who’s reading through your feedback is to split it into bullet points or paragraphs, which are easier to review and analyze one by one. You might also think about breaking up the feedback into sections or even across multiple comments if it is longer. Of course, adding screenshots or signifying markers of the specific part of the interface you’re referring to can also be especially useful.

    One approach that I’ve personally used effectively in some contexts is to enhance the bullet points with four markers using emojis. A red square indicates that it is something I consider blocking, a yellow diamond indicates that it needs to be changed, and a green circle provides a thorough, positive confirmation. I also use a blue spiral � � for either something that I’m not sure about, an exploration, an open alternative, or just a note. However, I’d only use this strategy on teams where I’ve already established a high level of trust because the impact could be quite demoralizing if I had to deliver a lot of red squares, and I’d change how I’d communicate that a little.

    Let’s see how this would work by reusing the example that we used earlier as the first bullet point in this list:

    • 🔶 Navigation—I anticipate one to go forward and the other to go back when I see these two buttons. But this is the only screen where this happens, as before we just used a single button and an “×” to close. This seems to be breaking the consistency in the flow. Let’s make sure that all screens have the same two forward and back buttons so that users don’t get confused.
    • � � Overall— I think the page is solid, and this is good enough to be our release candidate for a version 1.0.
    • � � Metrics—Good improvement in the buttons on the metrics area, the improved contrast and new focus style make them more accessible.
    • Button Style: Using the green accent in this context, which conveys a positive action because green is typically seen as a confirmation color. Do we need to explore a different color?
    • Tiles—It seems to me that the tiles should use the Subtitle 2 style rather than the Subtitle 1 style given the number of items on the page and the overall page hierarchy. This will keep the visual hierarchy more consistent.
    • � � Background—Using a light texture works well, but I wonder whether it adds too much noise in this kind of page. What is the purpose behind using that?

    What about giving feedback directly in Figma or another design tool that allows in-place feedback? These are generally difficult to use because they conceal discussions and are harder to follow, but in the right setting, they can be very effective. Just make sure that each of the comments is separate so that it’s easier to match each discussion to a single task, similar to the idea of splitting mentioned above.

    One final note: say the obvious. We don’t say something because we sometimes think it’s obvious that something is either good or wrong. Or sometimes we might have a doubt that we don’t express because the question might sound stupid. Say it, that’s fine. You might have to reword it a little bit to make the reader feel more comfortable, but don’t hold it back. Good feedback is transparent, even when it may be obvious.

    Asynchronous feedback also has the benefit of automatically guiding decisions, according to writing. Especially in large projects,” Why did we do this”? There’s nothing better than open, transparent discussions that can be reviewed at any time, and this could be a question that arises from time to time. For this reason, I recommend using software that saves these discussions, without hiding them once they are resolved.

    Content, tone, and format. Although each of these subjects offers a useful model, focusing on eight areas, including observation, impact, question, timing, attitude, form, clarity, and actionability, is a lot of work at once. One effective approach is to take them one by one: first identify the area that you lack the most (either from your perspective or from feedback from others ) and start there. Then the second, followed by the third, and so on. At first you’ll have to put in extra time for every piece of feedback that you give, but after a while, it’ll become second nature, and your impact on the work will multiply.

    Thanks to Brie Anne Demkiw and Mike Shelton for reviewing the first draft of this article.

  • Asynchronous Design Critique: Getting Feedback

    Asynchronous Design Critique: Getting Feedback

    ” Any opinion”? is perhaps one of the worst ways to ask for suggestions. It’s obscure and unfocused, and it doesn’t give a clear picture of what we’re looking for. Getting good opinions starts sooner than we might hope: it starts with the demand.

    Starting the process of receiving feedback with a question may seem counterintuitive, but it makes sense if we consider that receiving feedback can be considered a form of pattern research. In the same way that we wouldn’t perform any studies without the correct questions to get the insight that we need, the best way to ask for feedback is also to build strong issues.

    Design analysis is not a one-time procedure. Sure, any great comments process continues until the project is finished, but this is especially true for layout because architecture work continues iteration after iteration, from a high level to the finest details. Each stage requires its unique set of questions.

    And suddenly, as with any great research, we need to examine what we got up, get to the base of its perspectives, and take action. Iteration, evaluation, and issue. This look at each of those.

    The query

    Being available to input is important, but we need to be specific about what we’re looking for. Any comments,” What do you think,” or” I’d love to hear your mind” at the end of a presentation are likely to garner a lot of different ideas, or worse, to make people follow the lead of the first speaker. And next… we get frustrated because vague issues like those you turn a high-level moves review into folks rather commenting on the borders of buttons. Which topic may be a wholesome one, so it might be difficult to get the team to switch to the subject you wanted to concentrate on.

    But how do we get into this scenario? It’s a combination of various components. One is that we don’t often consider asking as a part of the input method. Another is how healthy it is to keep the issue open and assume that everyone else will agree. Another is that in nonprofessional conversations, there’s usually no need to be that exact. In summary, we tend to undervalue the value of the issues, and we don’t work to improve them.

    The work of asking good questions guidelines and focuses the criticism. It’s even a form of acceptance because it specifies what kind of opinions you’d like to receive and how you’re open to them. It puts people in the right emotional state, especially in situations when they weren’t expecting to give opinions.

    There isn’t a second best way to ask for opinions. It simply needs to be certain, and sensitivity can take several shapes. The period than depth model for design critique has been a particularly helpful tool for my coaching.

    Stage” refers to each of the steps of the process—in our event, the design process. The kind of feedback changes as the person research moves forward to the final design. But within a single stage, one might also examine whether some assumptions are correct and whether there’s been a suitable language of the amassed input into updated designs as the job has evolved. The layers of user experience could serve as a starting point for potential questions. What do you want to know: Project objectives? User requirements? Functionality? the content Interaction design? Information architecture UI design? design of navigation Visual design? branding?

    Here’re a few example questions that are precise and to the point that refer to different layers:

    • Functionality: Is it desirable to automate account creation?
    • Interaction design: Take a look through the updated flow and let me know whether you see any steps or error states that I might’ve missed.
    • Information architecture: This page contains two competing pieces of information. Is the structure effective in communicating them both?
    • User interface design: What do you think about the top-most error counter, which ensures that you can see the next error even when the error is outside the viewport?
    • Navigation design: From research, we identified these second-level navigation items, but once you’re on the page, the list feels too long and hard to navigate. Do you have any suggestions for how to handle this?
    • Visual design: Are the sticky notifications in the bottom-right corner visible enough?

    The other axis of specificity is determined by how far you would like to go with the presentation. For example, we might have introduced a new end-to-end flow, but there was a specific view that you found particularly challenging and you’d like a detailed review of that. This can be especially helpful from one iteration to the next when it’s crucial to highlight the areas that have changed.

    There are other things that we can consider when we want to achieve more specific—and more effective—questions.

    A quick fix is to get rid of the generic qualifiers from questions like “good”, “well,” “nice,” “bad,” “okay,” and” cool.” For example, asking,” When the block opens and the buttons appear, is this interaction good”? is possible to appear specific, but the “good” qualifier can be found in an even better question,” When the block opens and the buttons appear, is it clear what the next action is?”

    Sometimes we actually do want broad feedback. Although that is uncommon, it is possible. In that sense, you might still make it explicit that you’re looking for a wide range of opinions, whether at a high level or with details. Or perhaps you should just say,” At first glance, what do you think”? so that it’s clear that what you’re asking is open ended but focused on someone’s impression after their first five seconds of looking at it.

    Sometimes the project is particularly broad, and some areas may have already been thoroughly explored. In these situations, it might be useful to explicitly say that some parts are already locked in and aren’t open to feedback. Although it’s not something I’d recommend in general, I’ve found it helpful in avoiding getting back into rabbit holes like those that could lead to further refinement but aren’t currently what matters most.

    Asking specific questions can completely change the quality of the feedback that you receive. People who have less refined critique abilities will now be able to provide more useful feedback, and even experienced designers will appreciate the clarity and effectiveness gained from concentrating solely on what is required. It can save a lot of time and frustration.

    The iteration

    Design iterations are probably the most visible part of the design work, and they provide a natural checkpoint for feedback. Many design tools have inline commenting, but many of them only display changes as a single fluid stream in the same file. In addition, these kinds of design tools automatically update shared UI components, make conversations disappear and require designs to always display the most recent version, unless these would-be useful features were manually disabled. The implied goal that these design tools seem to have is to arrive at just one final copy with all discussions closed, probably because they inherited patterns from how written documents are collaboratively edited. That approach to design critiques is probably not the best approach, but some teams might benefit from it even if I don’t want to be too prescriptive.

    The asynchronous design-critique approach that I find most effective is to create explicit checkpoints for discussion. I’m going to use the term iteration post for this. It refers to a write-up or presentation of the design iteration followed by a discussion thread of some kind. Any platform that can accommodate this type of structure can use this. By the way, when I refer to a “write-up or presentation“, I’m including video recordings or other media too: as long as it’s asynchronous, it works.

    Using iteration posts has a number of benefits:

    • It creates a rhythm in the design work so that the designer can review feedback from each iteration and prepare for the next.
    • It makes decisions accessible for upcoming review, and conversed conversations are also always available.
    • It creates a record of how the design changed over time.
    • It might also make it simpler to collect and act on feedback depending on the tool.

    These posts of course don’t mean that no other feedback approach should be used, just that iteration posts could be the primary rhythm for a remote design team to use. And from there, there can develop additional feedback techniques ( such as live critique, pair designing, or inline comments ).

    I don’t think there’s a standard format for iteration posts. However, there are a few high-level components that make sense to include as a baseline:

    1. The goal
    2. The layout
    3. The list of changes
    4. The querys

    Each project is likely to have a goal, and hopefully it’s something that’s already been summarized in a single sentence somewhere else, such as the client brief, the product manager’s outline, or the project owner’s request. In other words, I would copy and paste this into every iteration post to make it work. The idea is to provide context and to repeat what’s essential to make each iteration post complete so that there’s no need to find information spread across multiple posts. The most recent iteration post will have everything I need if I want to know about the most recent design.

    This copy-and-paste part introduces another relevant concept: alignment comes from repetition. Therefore, repeating information in posts is actually very effective at ensuring that everyone is on the same page.

    The design is then the actual series of information-architecture outlines, diagrams, flows, maps, wireframes, screens, visuals, and any other kind of design work that’s been done. It’s any design artifact, in essence. For the final stages of work, I prefer the term blueprint to emphasize that I’ll be showing full flows instead of individual screens to make it easier to understand the bigger picture.

    It might also be helpful to have clear names on the artifacts so that it is easier to refer to them. Write the post in a way that helps people understand the work. It’s not much different from creating a strong live presentation.

    For an efficient discussion, you should also include a bullet list of the changes from the previous iteration to let people focus on what’s new, which can be especially useful for larger pieces of work where keeping track, iteration after iteration, could become a challenge.

    Finally, as mentioned earlier, a list of the questions must be included in order to help you guide the design critique in the desired direction. Doing this as a numbered list can also help make it easier to refer to each question by its number.

    Not every iteration is the same. Earlier iterations don’t need to be as tightly focused—they can be more exploratory and experimental, maybe even breaking some of the design-language guidelines to see what’s possible. Then, later, the iterations begin coming to a decision and improving it until the design process is complete and the feature is ready.

    I want to highlight that even if these iteration posts are written and conceived as checkpoints, by no means do they need to be exhaustive. A post might be a draft, just a concept to start a discussion, or it might be a cumulative list of all the features that have been added over the course of each iteration until the full picture is achieved.

    Over time, I also started using specific labels for incremental iterations: i1, i2, i3, and so on. Although this may seem like a minor labeling tip, it can be useful in many ways:

    • Unique—It’s a clear unique marker. Everyone knows where to go to review things, and it’s simple to say” This was discussed in i4″ with each project.
    • Unassuming—It works like versions ( such as v1, v2, and v3 ) but in contrast, versions create the impression of something that’s big, exhaustive, and complete. Attempts must be exploratory, incomplete, or partial.
    • Future proof—It resolves the “final” naming problem that you can run into with versions. No more files with the title “final final complete no-really-its-done” Within each project, the largest number always represents the latest iteration.

    The wording release candidate (RC ) could be used to indicate when a design is finished enough to be worked on, even if there are some areas that still need improvement and, in turn, require more iterations, such as” with i8 we reached RC” or “i12 is an RC” to indicate when it is finished.

    The review

    What typically occurs during a design critique is an open discussion, with a back and forth between parties that can be very productive. This approach is particularly effective during live, synchronous feedback. However, when we work asynchronously, it is more effective to adopt a different strategy: we can adopt a user-research mindset. Written feedback from teammates, stakeholders, or others can be treated as if it were the result of user interviews and surveys, and we can analyze it accordingly.

    Asynchronous feedback is particularly effective around these friction points because of this shift’s significant benefits:

    1. It removes the pressure to reply to everyone.
    2. It lessens the annoyance caused by swoop-by comments.
    3. It lessens our personal stake.

    The first friction is being forced to respond to every comment. Sometimes we write the iteration post, and we get replies from our team. It’s simple, straightforward, and doesn’t cause any issues. But other times, some solutions might require more in-depth discussions, and the amount of replies can quickly increase, which can create a tension between trying to be a good team player by replying to everyone and doing the next design iteration. This might be especially true if the respondent is a stakeholder or someone directly involved in the project who we feel we need to speak with. We need to accept that this pressure is absolutely normal, and it’s human nature to try to accommodate people who we care about. Responding to all comments at times can be effective, but when we consider a design critique more like user research, we realize that we don’t need to respond to every comment, and there are alternatives in asynchronous spaces:

      One is to let the next iteration speak for itself. When the design changes and we publish a follow-up iteration, that’s the response. You might tag all the people who were involved in the previous discussion, but even that’s a choice, not a requirement.
    • Another option is to respond politely to acknowledge each comment, such as” Understood. Thank you”,” Good points— I’ll review”, or” Thanks. These will be included in the upcoming iteration. In some cases, this could also be just a single top-level comment along the lines of” Thanks for all the feedback everyone—the next iteration is coming soon”!
    • One more thing is to quickly summarize the comments before proceeding. Depending on your workflow, this can be particularly useful as it can provide a simplified checklist that you can then use for the next iteration.

    The swoop-by comment, which is the kind of feedback that comes from a member of a team or non-project who might not be aware of the context, restrictions, decisions, or requirements, or of the discussions from earlier iterations, is the second friction point. On their side, there’s something that one can hope that they might learn: they could start to acknowledge that they’re doing this and they could be more conscious in outlining where they’re coming from. It can be annoying to have to repeat the same response repeatedly in swoop-by comments.

    Let’s begin by acknowledging again that there’s no need to reply to every comment. However, if responding to a previously litigated point is useful, a brief response with a link to the previous discussion for additional information is typically sufficient. Remember, alignment comes from repetition, so it’s okay to repeat things sometimes!

    Swoop-by commenting can still be useful for two reasons: first, they might point out something that isn’t clear, and second, they might have the power to represent a user’s first impression of the design. Sure, you’ll still be frustrated, but that might at least help in dealing with it.

    The personal stake we might have in relation to the design could be the third friction point, which might cause us to feel defensive if the review turned out to be more of a discussion. Treating feedback as user research helps us create a healthy distance between the people giving us feedback and our ego ( because yes, even if we don’t want to admit it, it’s there ). In the end, putting everything in aggregate form helps us to prioritize our work more.

    Always remember that while you need to listen to stakeholders, project owners, and specific advice, you don’t have to accept every piece of feedback. You must examine it and come up with a rationale for your choice, but sometimes “no” is the best choice.

    As the designer leading the project, you’re in charge of that decision. In the end, everyone has their area of expertise, and as a designer, you are the one with the most background and knowledge to make the right choice. And by listening to the feedback that you’ve received, you’re making sure that it’s also the best and most balanced decision.

    Thanks to Mike Shelton and Brie Anne Demkiw for their contributions to the initial draft of this article.