>tfw you will never live in treetop town
Tfw you will never live in treetop town
budget kashyyyk
I would fall to my death within the first hour of living there.
Almost any DKC location would be cool to visit in real life.
Good. That place looked eerie. Who lived there? The lights were on, but you never see anyone. I doubt the gnawties are the inhabitants, and the kremlings aren't native to the island. Other questions I had growing up
>who built all the mines?
>what's up with temples, and why are there gnawties controlling wheels there?
>who lives in the stilt village in DKC 3? The cheerful music can't hide how desolate that place is. Clear out the invaders and you're left with a long, empty boardwalk built in the middle of total wilderness
2 and 3 were objectively improved on gameplay and variety, but 1 is simply replayable and more fun and immersive. Audio and art direction with simple mechanics are so important
budget kelethin
budget endor
spooky. I always wanted a 3D donkey kong country game like 64, but good. With similar arstyle/tone to the dkc games.
I just like 1 because it has DK.
>with similar artstyle/tone
What is it about the digitized 90s CG that's so charismatic? DKC Returns and Tropical Freeze are great games, but the signature DKC aesthetic is gone. I dunno, something about the levels didn't look like places I wanted to visit. The super brightness and lack of gritty/worn textures also took out a big part of its identity. Same thing happened with the Oddworld: Abe's Oddysee reboot.
Who lives there?
This level remind anyone else of this
You already know. Or, at least, knew. You've seen them before, in childhood dreams that have since faded into static. I can't remember what they looked like. All I can remember is that there's a damn good reason I speed through these levels.
Creepy
I've known this feel ever since playing Myst as a young boy. It never goes away.
Loved the forests with the light filtering through the trees or the foggy Ewok Village knockoffs.
And people say DK was just bland 3D graphics.
budget tethelin
there's just something about it that is comfy and very slightly creepy that I love
>people
No. Just Miyamoto. I guess he doesn't like seeing his formula done better by others.
Myst, on the other hand, was always pure spooky
I know exactly what you're talking about. DKC and Super Mario RPG are unparalleled when it comes to that. Abe's Oddysee/Exoddus, Heart of Darkness and Vectorman are great too.
>Who lived there?
Perhaps more Kongs? I doubt that the known Kong family (by us, the players) are all the Kongs in the island. They are tree houses after all, so probably are inhabited by some sort of simians.
>who built all the mines?
>what's up with temples, and why are there gnawties controlling wheels there?
I always saw the DK island as territory that was inhabited by humans long ago and they abandoned it, letting the Kongs rule it. Some ancient civilization built the temples because they worshiped them and they chiseled the mountain in the shape of a Kong's head. Then the mines and factories were built by more civilized humans as well, but for some reason they ended up abandoning the island. maybe were confronted by the Kongs themselves.
The Gnawties just took over the temples wheels because they look like exercise wheels for hamsters (I know they are beavers, but still).
>who lives in the stilt village in DKC 3? The cheerful music can't hide how desolate that place is. Clear out the invaders and you're left with a long, empty boardwalk built in the middle of total wilderness.
Wait, was it supposed to be a village? I also believe the Northen Kremisphere is an abandoned area... but maybe those structures belonged to the Brother Bears.
early cgi was spooky in general
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I hear you! This is specially true to DKC2 since the game was meant to be sort of dark and mysterious. I remember I dreamed with DKC2 characters in dark worlds/scenarios when I was a kid, but it didn't scare me... just slightly creeped me out.
Posts like this are why I still come her despite all the wojack posters and coomers. That idea about the gnawties being drawn to the wheels is seriously brilliant.
It's been disproven already that Miyamoto said something like that. Turns out he actually really liked the game, and was utterly impressed by the music that he couldn't believe it was the actual in game sound.
There's a reason that Rare's redesign of DK has stuck ever since DKC, despite him being Miyamoto's first creation at Nintendo and calling him "his baby".
Hey, thanks! I wish there were more threads about DKC, though. Recently replayed and beat DKC3 and I'm on a roll right now. Currently playing Donkey Kong Land 3 for the first time just out of curiosity (I never wanted to play the Land games before because I saw them as horridly inferior, but my curiosity has taken control over me now).
>getting basic facts wrong because I didn't do any research
I've become him
isnt the factory owned by K Rool?
>DKC 3
Based. The atmosphere in that one is fantastic. 1 and 3 had this uneasy sense of isolation that grew as you ventured deeper into the wilderness. It's not like I shit my pants playing them, but there's a noticeable creepiness to how desolate and strangely deserted everything feels. I understand this is from technical limitations at the time, but it still makes for an interesting world nonetheless. 3 excelled at this. In 1, at least Donkey had Diddy to watch his back. In 3, Dixie only has a giant toddler. It makes me feel more alone, especially in the more desolate environments like the canyons.
Also, there's absolutely nothing wrong with Kiddy Kong. The world just wasn't ready at the time.
Yeah, they are apparently. forgot to mention that this
was my headcanon while growing up. I never read the manual or anything (and decided to ignore the world's name).
Yes, but it's late enough in the game that it gives me the impression that the kremlings are starting to colonize the island
I don't hate Kiddy but I never was fond of him. And yeah, seems like Dixie is alone in this adventure while having to babysit her cousin and use him as a tool. And I know what you mean... the Kremlings ain't supposed to be native of the Northen Kremisphere, they are invaders once again. Take them out and you are left with large portions of wilderness with some few giant rats and other vermin, but the only actual intelligent life left are a family of bears living in solitude each.
...I wonder what the foundries are for. I know they were built by the Kremlings, though, but some seen so out of place, like the one in K3 (snow mountain world).
I got that impression too. Thou DKC1 lazily has 2 cave worlds you go from the familar jungles and mostly non-threatening forests to the desolate mountain wastes, the Kremlings "home turf" and finally to the deepest darkest recesses of the Island.
3 felt similar but more in a getting further away from home sort of way. The themes never really got more extreme or darker but the last three worlds were noticeably more...dangerous than the previous ones with themes like lightning storms, mountain climbing and hanging from ropes.
>I wonder what the foundaries are for
I suspect that the whole "Kaos" part of the game was supposed to be more important but ended up getting scrapped. The revelation that Kaos is K. Rool was so obvious that it felt pointless. Maybe the foundaries are remnants from a point in development where there was going to be more focus on Kaos as a character who's creating weapon factories and industrializing what used to be a peaceful and secluded region. I have no evidence of any of that, of course.
>the themes never really got more extreme or darker
Personally, I think that was the biggest missed opportunity. Gradually realizing something's very wrong here would have been a really cool feeling, the same way that 2 gave us all that awesome feeling of being in the belly of beast.
T R U E
For me, I noticed an spike in difficulty at world 6, since the levels were suddenly long and difficult and started dying much more than usual.
However what I feel is lacking in DK3 is the variation of themes. Almost every world kinda seems like a water/wilderness world. The first one is a lake, then a river, then a lake with waterfalls, then a lake but with mechanical stuff (Mekanos is the most interesting world in my opinion). The world 7 also feels like more wilderness world, but with jungles (I never understood how was it a jungle from the world map).
To kill it off, the GBA remake had an extra world... it was yet ANOTHER water world.
It makes me sad that the ONLY modern examples of this 3d might be from Cawthon.
I was thinking that, the Desolate Hope came to mind when I read . I decided against it since FNAF derails threads almost as fast as Rick and Morty. I wish I could ask Scott how he does it because he gets the 90s look down perfectly.
I read this with this song in my head :
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David Wise is too good.
Yeah what kind of magic does he use to create these?
And another question that haunts me : are our PCs & consoles now powerful enough to achieve these in real time?
>tfw you'll never chill in a secluded fortress in the middle of the ocean with your best bro and all kinds of fucking creepy shit
>kremlings aren't native to the island
Recent discoveries have proven otherwise.
people ask this question about toy story all the time, if we could render the original movie in real time on a modern PC
the answer is generally "yes" but not in the original software they were using (because RenderMan was never designed for real time rendering)
>I suspect that the whole "Kaos" part of the game was supposed to be more important (...)
You might be onto something. After all, what I notice about DKC3, despite it still being a great game, is that it feels that it was kind of rushed. I can tell as a lot of the sound and musical effects seem to cancel each other when overlapping, thing that didn't happen at any time in the past two games... that or the game's sound doesn't play well on emulators (but I remember back when I played it on an actual SNES that the TNT barrel explosion often sounded dim and dull, like just a "poah" in lowercase and made me miss DKC2's TNT barrel's 'KRACKARACKARAKCAKCK!!!!').
Playing DKC1 immediately after 3 makes me notice a very contrasting difference on how the first one was much more polished than the third one.
God I love DKC. Dead Cells has a similar level with Stilt Village, but it's too bright if you ask me.
OH SHIT
So there's hope!
THEY KILLED HUNDREDS OF INNOCENTS AND DESTROYED THEIR CULTURE AND SOCIETY FOR A CONTEST
Well, it's a "Kongquest" after all. (I didn't even realize that title had a pun until a few years ago)
Now I'm glad I could never get that ending
GIT GUD
Even if it didn't technically stop the Kremlings seeing the island blow up and knowing Crocodile Isle would never pose a threat ever again felt good.
>it didn't technically stop the Kremlings
Which is good, I want to see them in DKCR3.
>she'll be waitin' in treeheee-top toawn
I've never played this game but that image is just so good
You're experiencing SOUL, that's normal. (note that you don't need nostalgia to experience it)
I mean it actually is pretty much just a straight ripoff of Endor
The similarity is uncanny
They weren't very subtle about it. Rare said the minecarts were based off "that" scene from Indiana Jones and the walkways look exactly like the ones from that movie too but with the height grossly exaggerated.
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I think Treetop Rock is the ultimate shitpost music, it's like being devilish in audio form
>Implying
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I miss all the companions apart from Rambi.
Miyamoto suggested the tie and Diddy's cap too which were both pretty good moves. Plus Rare was brought in explicitly to overhaul DK's image, so it wouldn't really make any sense if Miyamoto tried to cockblock them at some point.
Pretty comfy in my opinion. I think I'd take Lothlorien over monkey shacks, but both are good. Loved it in Star Wars and Hook too. My only concern would be a fire, natural or otherwise. Kinda seems like one would kill everyone pretty quickly.
Also, I imagine in an old forest like that, you're probably not the natives. So big ass monkeys or birds to deal with. Maybe large snakes. Still though, being that high off the ground is probably generally very safe.
I think it's awesome that in real-life canopies that are tall as fuck, you can still find pockets of top soil that are several meters deep. Easy farming on top of everything else, no pun intended.
Is this what cunts are listening to while I'm taking their bait on a Filipino finger painting forum?
Why are treetop towns so comfy?
I think because it's off the ground, it's the walking and housing equivalent to being held by your mother like when you were a baby again, it's safe, its cozy, it's comfy
Fear of heights aside its natural to feel safer when you know the land Nignogs who live on the surface can't harm you.
>kashyyyk
THAT'S WHERE WOOKIES LIVE, NOT
Tons of kids grew up wanting treehouses, that'd be my guess.
+
Something the way computers rendered back in the day made it look like clay.
Lots of game adds had clay looking models for advertisements.