Legends of Zelda, Part Four: Ocarina of Time
The Legend of Zelda: Ocarina of Time. Try to say something negative about it. Go ahead; I will wait. It’s tough, isn’t it? And that’s not because the game is without flaws (I have yet to play a game that is without flaws), but more because anything it does wrong is couched in so much that’s done exactly right. Oh, and there’s also the fact that there’s an absolute and irresistible charm about the entire game. Sure, we could nitpick and find faults, but would we want to? Our closest friends have flaws as well, but don’t we just want to spend time with them, enjoying their company? There’s something that makes us forgive their faults and overlook their weaknesses. It’s worth it for us to do so, because we know there’s something very rewarding underneath.
And Ocarina of Time is enormously rewarding. It was without any question Link’s biggest, longest, most-involved and most-varied adventure to date, and it managed to take the franchise an enormous step forward while still remaining true to everything that made the games great in the first place.
To call it an accomplishment is to undersell it. To call it a revolution sounds a little too enthusiastic, but it’s actually not far from the truth. Consult just about any list of Greatest Ever Games compiled since Ocarina’s release in 1998 and you’ll see this one placing high, if not at the absolute top. It’s one of those very, very, very uncommon games that are held in unanimous reverence. And while I wouldn’t say it’s the best Zelda game, neither would I dream of begrudging anyone their fondness.
Perhaps the most interesting thing about this game, in terms of overall structure, is that its plot is, basically, an unacknowledged reboot of the series. Yes, I know, we are often told that there are many Links and many Zeldas at all points in time (always the same Ganon, though, I believe…) which is a convenient cop-out when it comes to assigning a chronological order to the games, but this is the first time we’ve seen Link “become” a hero. (The Link of A Link to the Past might have become a hero under our watch…or he might have been one already…it’s debatable in either direction, but in Ocarina it’s made brutally significant.)
Maybe more importantly, it’s the first time we, as players, become heroes along with him. We spend the first area of the game playing, after all. Our character is a child, so we assume the role of a child. This child has a new toy in the way of his fairy (something of a guardian angel to the forest children known as the Kokiri), and so we run around the town playing with it, learning how to use it…what it can do, and what it cannot do. We run, we jump, we swim, we climb…we even crawl…we talk to friends and smash their pottery. We aren’t allowed to progress past this indulgence of childishness until we find a physical symbol of adulthood: a sword.
Of course, finding a sword doesn’t turn Link into an adult…but it does set him forth on his adventure toward maturity. And, not coincidentally, I’m sure, finding the Master Sword later in the game literally turns Link into an adult…aging him seven years instantly…altering the way other characters in the game view him, and preparing him for new weapons and abilities.
Wow, I sure lapsed quickly into symbolism, didn’t I? It wasn’t intentional, but with a game as rich as Ocarina of Time it’s not really out of line. In fact, this game heralded a much more serious approach to the way in which Zelda’s tales are told—granted, the complexity of narrative peaked with Majora’s Mask, the very next game, but every installment since Ocarina has made some significant attempt to explore the mythos of the series in a way that the earlier games did not bother with.
Without question this game aims for a more immersive experience than we’ve seen before, which does sort of arrive as a result of its new 3D environment (you’re actually in these areas now…you’re no longer peeking down into them like a board game), but by no means is it limited to that. By giving us a plot that keeps changing directions (Boy meets fairy? Little man in a big world? Help the princess? Rescue the sages? Rewrite history?) and only explaining the situation sporadically throughout the game, we become a part of the adventure. We feel it, for once, as it happens, and pretty much anything that surprises Link should surprise us as well the first time through.
More time is invested in creating secondary characters as well. No, they’re not nearly as complicated as they will be in Majora’s Mask, but they’re far more expressive and individualized than they were in A Link to the Past (which, itself, was a big jump up from anything we had seen before that). By and large the NPCs are just there with a sentence or two of gossip, but that’s okay—an attempt to turn too many background faces into convincing characters gets both crowded and confusing. And besides, a lot of the characters manage to…well…actually make us care about them…an accomplishment considering that so many of them are of races we’ve never encountered before in a game series that has endlessly reinforced that anything that isn’t human wants to murder you.
Maybe that’s why the Gorons (the first non-human characters you meet) are usually perceived as enemies by first time players. I think just about everybody tried to attack that first sleeping, friendly guy on Death Mountain Trail…and can you blame them? It’s called Death Mountain Trail, for one…there are monster-sized meat-hungry spiders leaping everywhere, and there is a guarded iron gate keeping the inhabitants of Kakariko Village safe from harm. As such, we first meet the Gorons under a feeling of extreme prejudice. Interestingly enough, this is exactly the same prejudice that Darunia, the Goron King, must overcome in relation to us players. Why should he trust us? Kakariko locked Darunia’s people out and, until now, nobody has been interested in helping to rid the mountain of the beasts that have suddenly taken over. It’s as though in a time of catastrophe, Hyrule’s human populace erected barriers to force the Gorons to deal with their problems themselves, rather than offering assistance. Darunia is skeptical. You represent the selfish race, and when you first meet he’s more than happy to project all of the wrongs he’s been done by others onto you. Kind of the same reason you kept trying to stab those Gorons on the trail, isn’t it?
The Zoras, by contrast, are almost disarmingly calm. It’s easy to perceive a Goron as an enemy simply because they are physically imposing; you are immediately put on guard. Even their theme music is raw and percussive; unless you are patient enough to locate the (actually quite beautiful) melody, it puts you on edge. When you meet the Zoras, however, it is under very different conditions. The music is soothing; the water is calm and cool. They might lead simple lives, but they seem to be lives of quiet meditation and intellectual pursuits. Also, while one would never mistake a Zora for a human, they have an unmistakably human build…albeit taller, thinner, paler. They constitute no physical threat…though there might well be a dormant cultural one.
Furthermore there is the Kokiri, which does indeed have its own social order and structure, but, as its inhabitants are forbidden ever to leave the forest (and as the forest is not easily accessible to any of the other races), they possess no major sway in Hyrule as a whole. They are a sort of footnote to the larger story, and one that most people won’t bother to read. Their perpetual childhood prevents them from being taken seriously—or, indeed, taking anyone else seriously in return. Link initially believes himself to be one of the Kokiri, but this is eventually revealed to be false; he does age, somewhat unexpectedly, and one of the strangest moments in the game is returning to your old home town as an adult to find everything (and everyone) uncomfortably tiny. That’s the way of the Kokiri; fun and boundless while you’re in, but limited (and depressingly helpless) once you’ve seen the world.
Then there are the humans (or Hylians, if we must stay in-game) who are the most widely-distributed and well-established race in Hyrule, and certainly the race which has had the greatest success in instituting any kind of significant governing body. And yet they also prove to be the most defenseless; as Ganon’s reign takes hold everybody suffers, but only the humans are weak enough to be physically displaced, condensed into a single area. It’s humanity, alright, and it sure does a good job at crumbling at the first sign of threat. (It also might be worth noting that the Gerudo, by far the most human of the non-human species, are also the most warlike and threatening. It’s as though Ocarina of Time has split humanity into two halves, each of which highlights a serious human weakness: one vain and self-serving, the other fierce and impersonal.)
And yet again I’ve fallen into analysis rather than summary. But that’s okay. We’ve all played the game; it’s a game we fell in love with, a game we returned to day after day, piece by piece. It was an adventure we cared about. I remember as a child that I was never too upset by the fact that I couldn’t beat a Zelda game. If things got too hard, that was okay. I’d get as far as I could, switch to another game…maybe get further the next time or maybe not. It was just part of the experience—not everybody was going to win. In Ocarina of Time, however, that changed. I was not going to give up…I knew how much was riding on me. No amount of Jabu-Jabu’s Bellies or Water Temples was going to hold me back. Sometimes I’d get frustrated to the verge of tears, but I couldn’t quit. Link needed me. Zelda needed me. My friends the Gorons needed me. There was an urgency here that I had never felt in a video game before.
And that urgency is, for the most part, a product of one very simple plot device the series had never used before: we get to see what we’ve been fighting against through the previous three games. Ganon has always been a threat, but only because we’ve been told he’s a threat. We didn’t know what any of it really meant, or what the consequences would be to his success. At least, not until we stepped outside the Temple of Time as an adult. The darkness, the wind, the red tint to the cloud over Death Mountain. We already know things have changed. The bright and playful Castle Town theme is gone. There are no more puppies romping with each other. No, you don’t even need to visit the next screen to know what you are going to see…and yet you go anyway, just to be sure. Desolation now has a face.
From here you get to explore the world and all of the ways in which it has changed, but it also gives you a clear incentive to succeed—you can avoid this future. Not just for yourself, but for everybody. You—the Hero of Time—can take away all of this pain and misery, and nobody will even remember it happened. You play the first half of the game because it’s fun…you play the second half because you must.
I could go on about all of the wonderful things this game does, but words are no substitute for experience. There is tremendous enjoyment to be had, and while I could sit and gush about it, that wouldn’t bring you any closer to understanding. This is a game to be played…a game to be explored…and a game to get lost in. And besides, a lot of the good stuff I’d like to discuss would either fit better or just as well in my essay on Majora’s Mask.
So let me instead do the unthinkable: criticize Ocarina of Time. Remember what I said earlier about overlooking the faults of a friend? Yeah, I didn’t buy it either. Let’s get picky.
One thing that you will notice playing this game now, so many years down the line, is the stubbornness of the camera. Obviously it functions no worse than it did in 1998, but the vast improvements in control over the years (peaking, in the Zelda series, with The Wind Waker) make Ocarina’s camera seem like a downright hassle. Sure, it works fine most of the time, but when it gets stuck behind something, or in a wall as you’re trying to cross a narrow passage, or (my personal favorite) behind the little fence the first time you face Phantom Ganon so that you can’t even see him kicking your ass, it really stands out. And not in a good way. This is just a necessary side effect of the leap to 3D…the camera technology hadn’t evolved before this because there was never any need for it. Ocarina of Time, while a great game, got saddled with technology that wasn’t quite ready for it. (On the bright side, it isn’t nearly as bad as Mario 64’s camera, which was maddening even in its day.)
On a related note, while L-targeting is brilliant and an absolutely perfect way of creating “fair” but complicated combat in the third dimension, the same button should not have been used to center Link’s gaze straight ahead! It means you don’t get a choice in what you’re doing…if you try to target something out of range (it’s not always easy to tell), Link will look straight ahead. Far, far worse is that there might be an enemy or important object on the screen while you’re being asked to traverse a narrow platform. Since it’s enormously difficult to do this on an angle you try to center the camera behind you…and it keeps locking onto the enemy or object instead!
The dungeons, for the most part, are well-designed. Even as overwhelming as they might seem at first, a little exploration reveals that the complexity is almost always an illusion, and there is a clear and logical (if often very much indirect) path from the first room to the boss. (If you need convincing of this just consider how often you’ll find the map, compass and boss key—in that order—on your first pass through. There’s a predetermined path, even when it feels as though you get to choose your way.) The trouble is that there are exceptions to this rule, and when the logic of the game seems to disappear and leave you deserted, frustration sweeps in to replace it. I’m thinking, specifically, of the Water Temple (why are the Water Temples always horrible?) with its far-too-similar corridors and frustrating and repetitive climbs to reset the water level, and Jabu-Jabu’s Belly, which is an unfair chaos of enemies that are both numerous and aggressive, and also unkillable until you locate the boomerang—which is not as easily locatable as it should be. Rather than keep you on a path toward the boomerang—which, I must add, you should find much sooner since nothing can be killed without it—Jabu-Jabu’s Belly seems to just lead everywhere at once…leaving you to find it on your own without any kind of guidance whatsoever. Very unfair.
Also, the NPCs on a first play seem to be interesting and varied, and you’ll find yourself caring about some of them. Saria, certainly, and Talon the rancher’s daughter spring instantly to mind. Maybe even the fat Zora king. You like these characters. You want to succeed for them and for their happiness. Finding Talon laboring on her ranch without her father is one of the saddest surprises of the adult section of the game…and so is finding poor King Zora frozen solid. Yet on later playings, once you already know what you need to do and where you need to go, it’s a lot harder to become invested in them emotionally. This is because the game relies on a sort of aimlessness to expand its own world. A lot of the characterization is achieved through wandering…meeting characters before they have a definite function in your quest so that you’ll know where to find them when they do. You check up on them. They let you play mini-games. They share their histories and their worries. But once you know the path through the game, you’ll do a lot less wandering and therefore a lot less discussing…and all of a sudden they’re hardly even characters anymore. Sure, Talon’s a cute kid, but will you even see her more than about twice the next time you play the game? The character loses her impact.
And speaking of paths through the game…as much as I complained about the lack of a hint system in the first game, Ocarina of Time has too many hint systems. Much like A Link to the Past you can open up your map and locate a flashing node. Good. You also have a little fairy companion called Navi who follows you around, gives you tips on how to defeat enemies, and will frequently remind you of something you’ve been told to keep you heading in the right direction. A lot of people dislike Navi with her constant “Hey!” and “Listen!” but I don’t mind her. I think she’s helpful and a good addition to the game. (Interesting, too, that the idea of a helpful fairy companion seems to be the only thing that ever carried over to the games from that wretched Legend of Zelda animated series.) But that’s two methods of delivering hints to the player. On top of that we have Saria’s Song, which, if you play it on your ocarina, will get Saria—your childhood elfin sweetheart—to give you more hints. And on top of that we have some big annoying owl who appears at various times to interrupt the game and give you protracted hints and advice that are about as subtle as a knife through your eye. Fucking hell, that’s four concurrent hint systems assaulting you in the game. Again, the first time through you’re probably so slow and aimless that you don’t even notice, but every other time you’re going to wish you could take the owl out with a fire arrow and get on with your life.
Oddly enough, the only real criticism I remember from around the time of the game’s release was that Ocarina of Time made no use, in any way, of the original Legend of Zelda theme. A less valid criticism you’d be hard pressed to find. Wasn’t the song looping endlessly on the title screens and overworld of all three of the previous games enough? Instead, composer Koji Kondo (brilliant man) gave us a slow and deceptively simple introductory tune that plays over images of Link riding Epona on Hyrule Field. Yes, the original theme would have made that image more exciting, but as Link rides endlessly toward a mysterious destination under the glow of descending moonlight, Kondo chose to highlight a different emotion, and this manages to set the mood for the entire game. (Also, the new overworld theme is brilliant, you shits.)
Of course, there is a lot more I could say about the music…the way the Goron theme used to creep me out but now makes me happy. The way the fleshed-out Kakariko Village theme melts my heart. The way I’ll sometimes stand around in Lon Lon Ranch just to hear the plaintive and beautiful full version of Epona’s Song. But all I could really do is cheapen the music with my words. There’s a whole world’s worth of epic composition here to seek out and explore, if you haven’t already.
So take the time. It’s worth it. And go meet some new people, even if you don’t, strictly, need to. You’ll find out why in the next game.
About this entry
- By Phil Reed
- Posted on Tuesday, September 30 2008 @ 4:46 pm
- Categorised in Games, Analysis
- Tagged with legend of zelda, legends of zelda, n64, ocarina of time
- 40 comments
This is hands-down my favourite moment in gaming ever. EVER. I hadn’t been spoiled, so I just walked out, and… oh SHIT.
By John Hoare
September 30, 2008 @ 5:20 pm
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I got this on a bonus disk with my GameCube - it’s fantastic. I don’t think I could have had a better introduction to Nintendo games - Ocarina of Time, Majora’s Mask, then Metroid Prime. I played most of OOT in black and white because the drivers for my TV card couldn’t handle 60Hz PAL - at some point I’ll have to play it again in colour on the Wii.
By monkeyson
September 30, 2008 @ 6:01 pm
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Yes, a truly fantastic game. It was completely out of my gaming safety zone but I’m so pleased I played it. Endlessly charming, hugely fun to explore, wonderful control system and such a palpable feeling of achievement. I can’t describe how good I felt after completing the Forest Temple and seeing the Deku Shoot and witnessing the forest completely free of monsters.
Another thing that surprised me was just how well designed the bosses were. I hate bosses normally, but when they’re this well designed and (in the main) logical to kill, it turns a crusty old standard into a real joy. I’d only say that the Water Temple boss is the only actively shit one, but then it *is* the Water Temple, after all.
By Jonathan Capps
September 30, 2008 @ 6:08 pm
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>This is hands-down my favourite moment in gaming ever.
I’m actually going to stick it as Number 2 on my list. Number 1 being when you spring Epona from the ranch.
By Pete
September 30, 2008 @ 6:11 pm
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Oh, and I forgot to say;
Best. Game. Ever.
By Pete
September 30, 2008 @ 6:12 pm
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Will it ever be bettered?? Walking out onto Hyrule Field for the first time (well, you get stopped by the bloody owl first, then you can go on) was probably my favourite moment. Even now, in the days of Twilight Princess where the overworld is technically a LOT bigger, it still feels immense. I was 16 when it came out, and you know those things that you’re supposed to do when you get to 16, well all of that went out the window as I was playing Ocarina of Time!!
The Water Temple…infuriating and enthralling. It’s the ultimate 3D Zelda dungeon. The Shadow Temple really freaked me out…so clever and creepy, even the sound effect when you use the Lens of Truth makes the hairs stand up. The music and sfx of Ocarina are SO iconic.
By performingmonkey
October 02, 2008 @ 2:22 am
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I think the Gerudo Valley theme is my favourite bit of music from this game. The end of the world music in Majora’s Mask is similarly awesome and nicely eerie.
By Pete
October 02, 2008 @ 9:09 am
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The Gerudo Valley theme IS great. Without really giving it too much thought, my favorite tunes from the series would probably be, in no real order:
- Kakariko Village theme (young Link, OoT)
- Dragon Roost Island (Wind Waker)
- Great Sea Theme (Wind Waker)
- Clock Town theme (Majora’s Mask)
- Ranch theme (OoT/MM)
- the song that plays after the horse race (OoT)
- Ordon Village theme (Twilight Princess)
- that fucking gorgeous piano tune that plays while Midna lies dying on your back (Twilight Princess, also)
I’m resisting the urge to rank the games themselves…at least for now.
By Phil Reed
October 02, 2008 @ 4:19 pm
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Not including the Zelda Theme itself? I know it’s been downplayed in recent games (it was there over the credits of Twilight Princess, but not in the game-proper), but I still love it.
I’ve also got a soft spot for Sheik’s music from OoT.
*Just finished TP the other day. Loved it*
> - that fucking gorgeous piano tune that plays while Midna lies dying on your back (Twilight Princess, also)
Midna’s Desperate Hour
By Somebody
October 02, 2008 @ 4:49 pm
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>Not including the Zelda Theme itself?
Oops…it was so obvious that it didn’t even occur to me. In my defense, I did say, truthfully, that I hadn’t given it more than a moment’s thought.
But yeah. The Zelda theme is brilliant, and rightfully iconic. It’s great.
>Midna’s Desperate Hour
Thaaaaat’s the one.
By Phil Reed
October 02, 2008 @ 5:08 pm
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The main Twilight Princess theme gives me chills, especially that part with the piano (very Final Fantasy-style) and also the desert version (Gerudo Desert strangely lacking any Gerudo. Hopefully the next Zelda, which they’re fully working on now, will feature the Gerudo a lot). Everything involving Midna was brilliant, Her story is fairly interesting and her random speech is one of the coolest additions to the Zelda series. I hope they never use English spoken dialogue in the games. More speech like Midna’s would be the answer.
Back to Ocarina… I already have it on Wii virtual console but for some reason I’d never started it, until now, that is… Straightaway the familiar feelings come flooding back. There’s just an indefineable SOMETHING about even the very start of Ocarina. It’s still amazes me what a great job they did of making the opening Kokiri Forest level feel so alive, even though there’s hardly anything going on at all. The music (so SO important), the bright colours that are hardly subtle due to the limited N64 hardware (I say ‘limited’, at the time it was fucking ace). I even love being taught how to use Z-targeting by the guy sitting on top of the house, even though it’s approx the billionth time I’ve been through it. I’m not gonna go through the whole game because…well…I’ve got Lord of the Rings Online to contend with (currently on the wagon, and now staying on for the Moria expansion in November…though now I have something resembling a life the 3-4 hour sessions are a thing of the past! Not even finished Book 11 yet.)
By performingmonkey
October 03, 2008 @ 1:44 am
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Fatty deserved what he got for not moving out of the doorway fast enough.
Have you played Majora’s Mask, Cappsy?
By Ridley
October 03, 2008 @ 1:59 am
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> Have you played Majora’s Mask, Cappsy?
Just got the Goron mask. I’m not sure I’m going to be able to stop myself just rolling into shit all the time.
By Jonathan Capps
October 03, 2008 @ 2:13 am
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*trying to hold off talking about TP until the right thread, but…*
> (Gerudo Desert strangely lacking any Gerudo. Hopefully the next Zelda, which they’re fully working on now, will feature the Gerudo a lot).
You missed the Gerudo King then? :)
Seriously, one thing that bugged me was that the geography of TP didn’t clock with the geography of (*links back to the subject of the thread* :)) OoT. At all [and I played the unflipped GC version. Flipping it wouldn’t make things any better].
> Everything involving Midna was brilliant, Her story is fairly interesting and her random speech is one of the coolest additions to the Zelda series. I hope they never use English spoken dialogue in the games. More speech like Midna’s would be the answer.
And yeah. I don’t know if I’d like to hear Zelda & Link babbling away (well, Link wouldn’t, but still :)), but I have no desire to have them fully-voice the games either.
By Somebody
October 03, 2008 @ 2:41 am
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>*trying to hold off talking about TP until the right thread, but…*
Honestly, feel free, by all means. It’ll help me when I finally get to that writeup. There’s a lot in this review that I wouldn’t have mentioned, or would have phrased very differently, if it weren’t for Capps and I discussing the game as he played. Getting an outsider’s perspective helped very much to remove me from the limits of my own nostalgia.
>I have no desire to have them fully-voice the games either.
I don’t frequent any gaming sites, but I’ll pop in every so often to see what’s being discussed, and the amount of people who want voice acting in Zelda is terrifying. God I hope Nintendo doesn’t listen to the “majority” on this one. These people THINK they want voice acting, but the moment they get it they’re going to realize they’re now playing a wholly different type of game and they’re going to be terrified and launch hate campaigns to kill the franchise. If they couldn’t handle a visual experiment in Wind Waker there’s no way they’re going to be mature enough to deal with such an aural departure.
I agree…Midna’s speech is the way to go. Creatures like her can speak in whatever damn language they like, and I absolutely loved that her mumbled nonsense never did get annoying, and it never did feel repetitive. On top of everything, I surprisingly found it quite adorable. With that aspect of Twilight Princess, Nintendo definitely gambled and won.
By Phil Reed
October 03, 2008 @ 3:45 am
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I just wonder what Ganon’s up to.
There could always be a option like Lylat or English like in Starfox 64/Lylat Wars.
…Or a movie. Or animated series. I think the original is decent for the two games it was based on.
By Ridley
October 03, 2008 @ 2:26 pm
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>God I hope Nintendo doesn’t listen to the “majority” on this one.
Fortunately, they don’t seem to do this very often at all. Remember the outcry about the naming of the Wii…
By Pete
October 03, 2008 @ 4:23 pm
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> (I say ‘limited’, at the time it was fucking ace)
Ooh, *very* debatable. 3D acceleration was all new and shiny, yeah, and the N64 was the only console to attempt it for ages but all we really got out of it was a fuzzy picture, crap textures and a polygon count that wasn’t much better than what the Saturn and Playstation were kicking out. The PC was kicking every shade of shit out of everything back then.
HD displays (well, PC have *always* had those, really), memory not being a huge limiting factor, even back then the PC was emulating the N64 excellently… In the meantime, Playstation games had long since out-grown their limited platform and just looked terrible and played even worse, and N64 couldn’t even deal properly with the new technology it flaunted. It’s very different these days, but back then the PC shat and pissed on everything.
By Jonathan Capps
October 03, 2008 @ 10:37 pm
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> If they couldn’t handle a visual experiment in Wind Waker…
Something I just found in relation to that:
It seems Nintendo decided after the WW reaction that the “Toon Link” look had the same distancing effect the top-down viewpoint always had - where you were watching Link cross Hyrule, rather than following Link across Hyrule…
> There could always be a option like Lylat or English like in Starfox 64/Lylat Wars.
I was actually thinking about that earlier in an idle moment after I posted here… did you ever try the Lylat option? Think less Midna-in-TP (where the voice is at most mildly treated), and more a series of random noises adding up to a vaguely nails-on-chalkboard experience.
By Somebody
October 04, 2008 @ 12:04 am
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>The big screen has to be convincing, so for that I think the realistic Link fits really well.
I’ll say more about this, I’m sure, when I get to Wind Waker and Twilight Princess, but he should realize (and maybe he does, even though it’s not reflected in this particular quote) that “convincing” doesn’t have to mean “realistic.” Wind Waker was convincing, speaking as a player, because the animation was smooth, consistent, and the game was unencumbered by anything from slowdown or framerate drops, to illogical plot twists or contrived “drama” or anything like that. It was convincing not because I really believed the sea was an opaque blue or that pigs were perfect spheres with legs…realism has nothing to do with it. I was convinced because the game gave me a world and then never pulled me back out of it. In this respect—and I promise to elaborate later—Wind Waker was MORE convincing to me than Twilight Princess.
Maybe other people disagree…I don’t know. I can’t speak for everyone and I certainly can’t speak for the development team, but it seems that the backlash to Wind Waker was mainly a lot of stubborn, “No. I don’t want this.” It wasn’t “it controls poorly,” because it didn’t. It wasn’t, “it’s no fun,” because it was. It was “this is a cartoon and that’s not what I want Zelda to be.”
Again, I’m only speaking from my own experience. But I’ve played Wind Waker many times (I’m actually replaying it right now in anticipation of my article on it) and I have a blast. I feel like I’m right there with Link as much as I ever did. It’s a different world, yes. It’s not Hyrule as we remember it, no. But does it have to be? Should it even be? Do people seriously want every subsequent Zelda game to be a lesser shadow of Ocarina, or would they rather it try something new?
I’m speaking generally here, Somebody…nothing directed at you personally (if that wasn’t already clear). It’s just a topic I’ve thought about a lot but never really articulated so I tend to slip into rants. More to come in the appropriate article, of course.
By Phil Reed
October 04, 2008 @ 12:40 am
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Hope you’re trying to spot where the two removed dungeons would have been. ;)
By Ridley
October 04, 2008 @ 2:04 am
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> On a related note, while L-targeting is brilliant and an absolutely perfect way of creating “fair” but complicated combat in the third dimension, the same button should not have been used to center Link’s gaze straight ahead! It means you don’t get a choice in what you’re doing…if you try to target something out of range (it’s not always easy to tell), Link will look straight ahead. Far, far worse is that there might be an enemy or important object on the screen while you’re being asked to traverse a narrow platform. Since it’s enormously difficult to do this on an angle you try to center the camera behind you…and it keeps locking onto the enemy or object instead!
Reading back over this (notwithstanding the fact that “L-targeting” gave away that you were playing the GC port rather than the original, if the red B/green A button screencaps hadn’t already ;)), did you never figure out the trick whereby you hit C-Up, looked where you need to go, and then the camera came straight out behind you?
By Somebody
October 04, 2008 @ 3:40 am
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>But I’ve played Wind Waker many times (I’m actually replaying it right now in anticipation of my article on it) and I have a blast
See, I think I’ve played through WW only once. It’s nothing to do with the graphics (it’s the best looking Zelda game), it’s to do with….the….bloody….sailing….bits.
By Pete
October 04, 2008 @ 7:30 am
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Ocarina Of Time is my fondest gaming memory ever. I never owned an N64 at the time, I played the game gradually over many many months during visits to my uncles house. And it managed to keep me enthralled for probably close to, if not more than, a year. I vividly remember finally beating it and the moment I realised I was at the final boss and didn’t WANT to finish it, I wanted it to keep on going. I knew I’d never get so involved in a game again so watching the final scenes was a very bitter-sweet moment.
One of my biggest regrets in gaming is that I never could get into Majora’s Mask. I wanted to but for some reason I just never really liked it. I do still have it on the Gamecube collectors disk though. Maybe I’ll give it another chance sometime.
By Muz
October 05, 2008 @ 11:23 pm
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I must say, I’m having difficulties getting into MM, where with OoT I pretty much hooked from the Deku Tree onwards.
I think I know why, though. I’ve played through quite a bit of the game and… well, I really don’t like three day rotation. It would’ve been much better if they kept the concept but allowed the Song of Time to actually stop time and jump about as you wish. That way you can keep the idea of having different people in different places on certain days, but also remove this horrible feeling that if you faff about too much you’re going to run out of time and have to repeat a large chunk of what you’ve just done.
By Jonathan Capps
October 05, 2008 @ 11:56 pm
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>Hope you’re trying to spot where the two removed dungeons would have been. ;)
Hmm, don’t think I knew about those! My guess for one of them would be Greatfish Isle, which was a pretty cool moment in the game (it’s the first time you’re “too late” to do any good) but it was at least mildly surprising that you didn’t have to solve a dungeon to get the third pearl as you did the first two.
So that’s one of my guesses. The other…I have no idea. But I just made it to the Tower of the Gods so I’m not far along in my replay. I’ll try to figure it out.
By Phil Reed
October 06, 2008 @ 3:52 pm
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>I really don’t like three day rotation. It would’ve been much better if they kept the concept but allowed the Song of Time to actually stop time and jump about as you wish. That way you can keep the idea of having different people in different places on certain days, but also remove this horrible feeling that if you faff about too much you’re going to run out of time and have to repeat a large chunk of what you’ve just done.
Yeah I think that’s what puts me off too. I just get this sense when I play it that I have to have a meticulous plan of what exactly I’m going to be doing otherwise I’ll miss something or I’ll run out of time etc. I don’t know if this IS actually the case in the game as I’ve not played it enough to know but just the feeling is enough to put me off. I like the idea of the masks though.
As far as WW is concerned I love it. Not as much as Ocarina obviously but I think it’s better than TP. It looks great and had one of the best, most under-rated sidequests in a Zelda game - taking pictures of the enemies, bosses and practically all of the NPC’s and getting those little statues of them made. I really enjoyed that. Plus some of the expressions the characters pull and the sounds they make are hilarious. Its definitely the funniest Zelda game.
And I didn’t mind the sailing either TBH.
By Muz
October 06, 2008 @ 5:49 pm
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Personally I think they were right to cut the dungeons. There’s nothing wrong with WW’s length. It’s difficulty, maybe (though I reckon TP is about the same in that regard, despite maybe not seeming so at first). It’s an INGENIOUS game though. I kept hearing the hate then played it and absolutely loved it. I actually like the sailing parts a lot, how seamless the whole of the ocean overworld is. It felt HUGE (as the actress said to the man with large genitalia).
By performingmonkey
October 07, 2008 @ 10:00 pm
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My theory was that there would have been Fire and Water temples with four sage descendants overall.
By Ridley
October 08, 2008 @ 1:11 am
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Been playing through this again since I finished TP - I ordered Wind Waker, this came with it, and inevitably this went in first. And this:
…is completely inaccurate, since you mention it TWICE. There are two ways to kill the jellyfish:
By Somebody
October 11, 2008 @ 12:01 am
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Okay, still on my replay of Ocarina, I got through the Water Temple today.
Why is the Internet Consensus so strongly that “THIS. IS. IMPOSSIBLE.”? There were a couple of glitches (the biggest caused when I warped out after getting the Longshot rather than noticing the Song of Time block behind…), but it didn’t seem any harder than, say, the Fire Temple.
By Somebody
October 14, 2008 @ 12:45 am
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> I’m thinking, specifically, of the Water Temple (why are the Water Temples always horrible?) with its far-too-similar corridors and frustrating and repetitive climbs to reset the water level
Oh, that? I stuck a Farore’s Wind warp point at the point that moved the water level to the top.
By Somebody
October 14, 2008 @ 12:47 am
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Anyone know what the Master Quest version of the Water Temple was like?
I stopped playing it at Jabu-Jabu for something I didn’t know the plot to.
By Ridley
October 14, 2008 @ 1:28 am
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>Why is the Internet Consensus so strongly that “THIS. IS. IMPOSSIBLE.”?
Maybe you should go ask that question where someone is actually claiming it to be impossible?
>Anyone know what the Master Quest version of the Water Temple was like?
You know, I ALMOST played the Master Quest when I wrote this article…I’ve had it forever and never played it through. But I decided against it. I didn’t want my opinions of the game to be affected by a more difficult offshoot.
Eventually I’ll give it a play, I guess. I don’t entirely see the point because it’s not like the original is lacking in challenge…but who knows. Maybe it adds a bunch of cool things that I’m not aware of.
By Phil Reed
October 14, 2008 @ 12:09 pm
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I hope everyone has learnt some valuable lessons from Somebody, here. He is clearly the superior human.
By Jonathan Capps
October 14, 2008 @ 12:26 pm
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I usually just buy a potion from Gandalf, the master wizard.
By Seb Patrick
October 14, 2008 @ 4:28 pm
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> I hope everyone has learnt some valuable lessons from Somebody, here. He is clearly the superior human.
By Somebody
October 14, 2008 @ 8:29 pm
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I know I’m going to get the hell flamed out of me for this, but… here goes.
I didn’t really like Ocarina of Time. I’m not exactly sure WHY, because I played and beat the original Legend of Zelda, Link to the Past, Link’s Awakening, the Oracle games, Minish Cap, and Wind Waker, and I really liked all of them of them, but for me, Ocarina of Time was just BORING. Yes, it was fun at first, and it’s a good game, but by the Forest Temple I just stopped playing because it was just too boring.
By Alex
November 02, 2008 @ 9:50 pm
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Majora’s Mask has been released on the Virtual Console. Woo!
http://kotaku.com/5196255/pal-virtual-console-gets…
By monkeyson
April 03, 2009 @ 5:23 pm
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funny,.. I didnt realise the missing Zelda theme untill I read the article.
By Crazyham
April 17, 2009 @ 4:44 pm
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