Regardless of the odd changes they made to the game, (Rambi being the only ride-able animal buddy, no returning enemies, no underwater levels, not being able to switch to playing as Diddy in one-player mode anymore.) I am dieing to play this game. Aside from the changes, it looks like an authentic DKC game to me. It also looks very interactive for a side-scroller. I haven't seen such great 3D visuals in a side-scroller sense Kirby 64.
Anyways, great fanart of it. You did a great job on the characters. Especially Cranky hehe. (I'm glad he's in the game.)
Looks pretty awesome. A shame that the other animals won't be ridable though. And I miss the old ones. It's a bit sad, much in the vein of Toy Story 3, where some old toys like Bo-Peep got wasted between TS2 and TS3, but the gang gets some new friends later on. Anyway, I can't wait. Still 2 more weeks over here.
@ Desertlizard To me, every new character and the whole game looks preety Rare-esque to me. Remember when DK already became cartoony back in 1999? Think about it. Rare went that way, and Tiptup knows where DK would be now if they never left Big N...
And the palms... THE PALMS! THEY ARE BEAUTIFUL! You've got Retro's art style down to a tee.
Colour it now!
I would also like to add that I disagree that this looks like a Mario game. The vibe I feel is very much a jungle one, if a slightly more exaggerated cartoon skew on the original DKC. And I too really like the Tikis; I love their designs. I haven't seen many of the standard Tiki enemies, but the Tikis in charge - especially Kalimba - are brilliant. I only hope I like them more when I play the game!
The standard Tiki enemy is my favorite, mostly because of their bongo heads, and how that relates so very well with the platforming gameplay. Maybe they're not as "cool" looking as the Kremlings, but they definitely fit in with the series. I hope they stay.
Gameplay oriented design is what makes games feel good when you play them, sorry if you disagree. Aside from gameplay, the Tikis also fit with the aesthetic of the series very well. They're bongos, wooden barrel like beings, and tropical island themed, just perfect for DK. But them being bongos, an item that most people are familiar with, they're begging to be bopped on top of. That type of intuition is perfect for platforming gameplay, its just really creative enemy design.
Having made games myself, I can tell you that creating game elements based off how the player will approach and interact with them helps the experience so much more.
Hmmm... I'm not sure if I agree. The art style may be different, but to me it still looks very much like a DKC game. Even the Tikis fit in with the world very well, I may actually prefer them to the Kremlings.
From a gameplay perspective the Tiki's have better visual design, but the Kremlings are pretty cool looking. But the Tikis also fit in with the series' aesthetics, like a tropical jungle island, they work extremely well.
And if by a Mario game you mean having more creative platforming, then yeah, I see more of that too. That's not a bad thing to me though, as long as they keep it based in nature and keep the atmosphere it should have that DKC feel.
But the Kremlins where cooler for me. The Tikis are ok, but i hope Nintendo will not replace the Kremlings with the Tikis. For Me K. Rool belongs to DKC like Bowser to Mario.
And with Mario i ment, that the hole game looks for me more like a mario plattfromer for me - The Map (looks like the classic Mario Map) - the enemies (Piranha plants, Monty Moles, Swopper etc.) - some levels (do not wanna spoil you) - only one riding animal (just like Yoshi - only standard level settings (like forest, beach, vulcno) not such creative setting like in the frist three DKC-Games (like hornet's nest, brambles, rollercoasters, coral reefs). - Also like in Mario in DKCR their are few characters. Only four Main Characters (maybe 5 with the last Boss).
Also the hole atmosphere ist like in Mario. I can not feel, the "DKC-Feeling". The only resembels are some of the old tracks and those animals in your picture, who is actually a very nice picture.
I've seen all the spoilers, as you know, I'm a pretty huge DKC fan. But to me, from what I'm seeing, it retains the DKC feel.
So, spoilers below... The level archetypes remind me more of DKC1 than any Mario game the backgrounds and platforms are all very naturalistic (and the new prehistoric and beach worlds are nice additions to the series), the enemies are mostly googly eyed animals (just like DKC1), and the gameplay is pretty much the same as the original (fast paced action platformer with loads of secrets for you to find in each level, plus minecarts, barrel thowing, roll-jumping, vine swinging, barrel cannons, etc, etc... DKC gameplay). Some things do feel a bit cartoonier than the original trilogy, but not nearly as cartoony as DK64. The map screen only really bothers me in how we have an arrow to indicate which level we're on instead of the Kongs themselves (which isn't even like Mario either).
I am disappointed we won't be able to ride these new animals though, as they're EXACTLY the animals that I wanted to see (you've seen my giraffe and zebra drawings, I bet Retro did too...). But even so, if I could only choose one animal buddy, it would definitely be Rambi, but now with Diddy's new powers we don't really need that many animal buddies anyways. And perhaps Retro wanted more independent co-op stages, as riding on an animal takes that freedom away.
Either way, the levels look very awesome, and insanely fun, I can't wait to play it on Sunday.