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Revisiting Ocarina of Time

I got this over my christmas holidays and didn't move till I finished it. Easily my greatest most enjoyable gaming moment in my life, and part of the reason I got hooked on games for so long.

Ahhh the memories!...
 
ViperVisor said:
I Love this little nugget. Some of my very favorite music from the game is Zora's domain. Wouldn't mind a Water Temple like conundrum in here that took hours.



When I discovered Zora's Domaine for the first time, I remember that I found the graphics and the sound as amazing.

Edit: I found this fanart. Very well made.

c89b5b3142df9a665dce919b0db56f42.jpg
 
I played this game the first time at about 2001 or 2 and it was very very excellent. But the problem for me is that I never had the desire to really play through the game again. Maybe it's cause the first 3 dungeons are so boring compared to the later ones.

Also maybe it's that it was the second Zelda I've played after the original; which by the way, my first zelda was played in 2001 and right after I played the NES Zelda I was compelled to play Ocarina of Time(since so many people apparently loved it). It's just that I beat the orignal like 3 times and OoT only once, and it's not just just OoT. It seems to me that no other Zelda but the original are have much replay value. I don't know why really.
 
666 said:
I got this over my christmas holidays and didn't move till I finished it. Easily my greatest most enjoyable gaming moment in my life, and part of the reason I got hooked on games for so long.

Ahhh the memories!...

Same here..

Best game ever
 
Sadist said:
That was the most dissapointing part of the game, the battle vs. Gannondorf/Gannon.

What? Seriously, WHAT?!

Mgoblue201 said:
That doesn't mean it was pulled off well. The biggest fault is that it tried to pull off something incredibly sentimental between Saria and Link. You cannot create a competent story without having a direction. In Twilight Princess, Ilia is mad at you because you pushed Epona too hard (which came as a result of trying to save someone, which she doesn't understand at first). That's simple, but it's effective. Saria is reduced to some boring personality archetype. The game is basically forcing that on you and expecting you to accept it. Characters are revealed as a result of their actions. Personality is fine if the dialogue is top notch (which it obviously isn't in this case), but it is always actions that define a person. Saria gives you an ocarina and gets into trouble. That simply isn't acceptable if the story is meant to be worth anything.

Presentation doesn't save it either if the underlying point is boring. It's not like it took some wily director to figure out that understated was the way to go for that particular scene. It might be effective, but it is not brilliant.

I really don't see the issue. At least it wasn't like in TP where they tried to build up some huge important relationship with Link and Ilia for like 70% of the game and threw her to the wayside. With Saria, for the time they involved her, it was handled in a much better fashion. If anything, I'd say TP didn't have much direction (at least in the latter half).


I guess I should define my terms. When I say formulaic, I mean pattern based. They follow their exact patterns and only deviate based on incredibly specific parameters. Earlier enemies at least did their own thing or responded to your movements. LoZ especially had enemies that weren't predictable at all. AoL had enemies that raised their shield or responded to where you moved, but they weren't set in patterns. LTTP I think introduced the idea of pattern based enemies (mostly with bosses), but even then you didn't always know where an attack would come from.

There were several problems moving to 3D. 1) Most of the action had to be kept in front of you. 2) All of the enemies had to adhere to true-to-life animations and movements. No turning on a dime. 3) It had to be easy enough since everybody was new to it. 4) It's a slow paced 3D action/adventure. The weaker enemies were harder to predict, but they barely did any damage. And the stronger enemies went easy on you. They occasionally attacked, giving you plenty of time to counter attack. Their strategies were incredibly simple. And they only attacked one at a time.

LoZ enemies might be unfair by today's standards. But you don't know where they're going to attack from, and so they did not go easy on you. LTTP was for its time the absolute perfect blend of challenge and equity. It was cool that the enemies acted somewhat realistic in OOT, but they also treated me like I was in grade school. It might have been more acceptable then, but it's not now. (and I'm not saying that the first few games can't be blamed for being cheap either)

*shrug* Yeah, I guess in 2D Zeldas, the enemies might have been a tad more random, but I haven't really noticed enemy AI increased in subsequent 3D games. The hardest ones I've fought for them, the Stalfos in OoT, the only thing I could think of were harder would probably be the Dark Nuts in TP.
 
Oblivion said:
I really don't see the issue. At least it wasn't like in TP where they tried to build up some huge important relationship with Link and Ilia for like 70% of the game and threw her to the wayside. With Saria, for the time they involved her, it was handled in a much better fashion. If anything, I'd say TP didn't have much direction (at least in the latter half).
Ilia as an important part of the story doesn't even make it halfway to the Forest Temple. Midna is much more important, and as a pure relationship forged, it is the best of the entire series. That's not the point, however. Ilia had purpose. She had direction. Look, I'm not the one claiming that it's all touching. As much as I loved TP, at its best its story elements were merely good. I'm much too interested in real storytelling with cinema or literature to truly think that Zelda is any decent storytelling entity. I love it, but I love it for what it is. And if I am to judge them on an individual basis, the scenes in OOT simply aren't all that good. Some storytelling elements might have been dropped in the second half of TP, but at least it knows where it's going through and through. Its characters were developed in a fashion that was simple and yet purposeful.

Most of all, Zelda must have competent scenario writing because if these characters hope to be taken seriously, then Nintendo's writers aren't good enough at having such a character stand on the strength of their personality and dialogue (Midna perhaps the only one striving toward that a little). Nintendo wants you to use a boat? Suddenly they envision a world of water and how it all got there. And then you get an interesting conflict between Ganon and the king. They want Link to wash up on a dream island? They imagine a character like Marin who is the antithesis of your journey. Everything you like about her is everything you might destroy if you get off of the island. Nintendo is good at this because they create fun gameplay. That translates into different scenarios, which then creates a story. TP is good at this.

OOT, however, is not. It rarely tries to be different than save this place or this person. Because of that, characters cannot have their own individuality. They have little motivation because there is nothing within the story to drive them somewhere. In fact, there is almost no storytelling designed to go anywhere but toward the quest of getting to the next temple to defeat Ganon. Stories are created because there are stories to tell. But the game isn't trying to tell much of a story. It's creating scenarios for the exact purpose of getting you from one dungeon to another. But when you sit down and have a talk with Marin in LA, you forget for a moment that it's all cleverly designed for you to go with her because of the weight on that scene propogated by all of the influences of the conflict and the storytelling. It's a huge difference. Without motivation, it's hard to have that conflict of what Link is about to do. It's that conflict of interests with a character you truly like that makes it interesting (though Link may in fact have helped her by awakening the Wind Fish, depending on how you interpret the story).

Oblivion said:
*shrug* Yeah, I guess in 2D Zeldas, the enemies might have been a tad more random, but I haven't really noticed enemy AI increased in subsequent 3D games. The hardest ones I've fought for them, the Stalfos in OoT, the only thing I could think of were harder would probably be the Dark Nuts in TP.
It's not about AI. It's about making them more dynamic. Those flying lizards in TP could have been great enemies, but the method to defeating them is so rinse and repeat that there is no actual skill involved: it's a memorization game, no better than a spelling bee. It doesn't take any greater AI. But the attack pattern shouldn't be on a rail. The Stalfos weren't much better. The pattern to defeating them is still pretty rinse and repeat (there is always one perfect way to strike them, and they're easy to avoid until then). The big flaw in that game is that only one enemy will attack at once. If you had to wait for a specific moment to attack, then that's a lot harder with two other Stalfos trying to kill you.
 
Truly awesome game. The weekend it came out, I happened to come down for college vacation, and my buddy had bought it. I got back to providence around 11 or 12 that night, and instead of going to sleep and going over the next day, I damn near spent the whole night at his house playing it. In fact, I spent my whole thanksgiving vacation at his house, pissing off my family members.:lol
 
Oblivion said:
What? Seriously, WHAT?!

I would have to agree too.
Well, only the Ganondorf part.

After such a long and dramatic journey, and climbing his pain in the ass tower. You finally reach the top, this is it. You are gonna fight a bad ass mofo and its gonna be a bitch, you feel its going to be that way. But no!

He only shoots energy balls, floats around, and pounds the ground.....and occasional energy burst but thats it. I felt it could have been better or dramatic. but then again, eh. lol
 
Damn, I thought I responded to this, but must have just forgotten. Oh well, here we go..

Mgoblue201 said:
Ilia as an important part of the story doesn't even make it halfway to the Forest Temple. Midna is much more important, and as a pure relationship forged, it is the best of the entire series. That's not the point, however. Ilia had purpose. She had direction. Look, I'm not the one claiming that it's all touching. As much as I loved TP, at its best its story elements were merely good. I'm much too interested in real storytelling with cinema or literature to truly think that Zelda is any decent storytelling entity. I love it, but I love it for what it is. And if I am to judge them on an individual basis, the scenes in OOT simply aren't all that good. Some storytelling elements might have been dropped in the second half of TP, but at least it knows where it's going through and through. Its characters were developed in a fashion that was simple and yet purposeful.

And that's where we disagree. As I said before, they did a decent job with her and Link in the first half, but then it's like they thought 'er..okay, what do we do now?', and thought it was best to just take her out of the picture completely and hope that no one noticed or cared. However, the deal with Saria works well because she wasn't built up to be some integral part of the story. She had a purpose, and Nintendo didn't dwell on it for nearly the entire game, and once she served that purpose, it was the end of that. Unlike Ilia, where after an intense buildup, it was like 'okay, see ya!'.

So you don't think Zelda stories are worthy of Shakespeare or whatever, that's fine. And no one's claiming that. But I do think that for what Zelda does (well most of the time), it does a very good job. It's a whimsical, light hearted, and it gets the job done. That's what I care about most of the time.

Another area where TP falls apart. Take the whole Ganon thing. He apparently just came out of nowhere, with no explanation whatsoever. Which is another area where OoT trumps TP. The buildup between Ganond and Link was handled so much better and at the end, it's so immensely satisfying meeting him for that final battle. Whereas probably the only good buildup in all of TP is just with Link and Midna.

OOT, however, is not. It rarely tries to be different than save this place or this person. Because of that, characters cannot have their own individuality. They have little motivation because there is nothing within the story to drive them somewhere. In fact, there is almost no storytelling designed to go anywhere but toward the quest of getting to the next temple to defeat Ganon. Stories are created because there are stories to tell. But the game isn't trying to tell much of a story. It's creating scenarios for the exact purpose of getting you from one dungeon to another. But when you sit down and have a talk with Marin in LA, you forget for a moment that it's all cleverly designed for you to go with her because of the weight on that scene propogated by all of the influences of the conflict and the storytelling. It's a huge difference. Without motivation, it's hard to have that conflict of what Link is about to do. It's that conflict of interests with a character you truly like that makes it interesting (though Link may in fact have helped her by awakening the Wind Fish, depending on how you interpret the story).

I'm not getting your examples about WW and LA, really. OoT has as much motivation as pretty much any other Zelda game. Ganon's about to take over/destroy the land, and Link has to stop him. What more motivation do you need?



It's not about AI. It's about making them more dynamic. Those flying lizards in TP could have been great enemies, but the method to defeating them is so rinse and repeat that there is no actual skill involved: it's a memorization game, no better than a spelling bee. It doesn't take any greater AI. But the attack pattern shouldn't be on a rail. The Stalfos weren't much better. The pattern to defeating them is still pretty rinse and repeat (there is always one perfect way to strike them, and they're easy to avoid until then). The big flaw in that game is that only one enemy will attack at once. If you had to wait for a specific moment to attack, then that's a lot harder with two other Stalfos trying to kill you.

And again, I still don't see how the 2D games were any more complex in this area.
 
Ocarina
Final fantasy 8
super mario world
super mario bros
chrono trigger
sonic 2
and link to the past

is far and away the greatest games of all time. Nothing comes close to these games. ABSOLUTELY NOTHING!!!
 
topsyturvy said:
Ocarina
Final fantasy 8
super mario world
super mario bros
chrono trigger
sonic 2
and link to the past

is far and away the greatest games of all time. Nothing comes close to these games. ABSOLUTELY NOTHING!!!

Final Fantasy VI and Mario Brothers 3 would like to have a word with you.
 
topsyturvy said:
Ocarina
Final fantasy 8
super mario world
super mario bros
chrono trigger
sonic 2
and link to the past

is far and away the greatest games of all time. Nothing comes close to these games. ABSOLUTELY NOTHING!!!
Does. Not. Compute.
 
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