The Legend of Zelda: Ocarina of Time
Action Adventure - Nintendo 64
Battery - 3 saves
1 player
If this reads a bit like my take on FFX, it's unintentional. I've always respected the care that went into the Zelda games, particularly the first one. But I never really thought they were any good, aside from the more action-oriented The Adventure of Link. Traditional Zelda was a mixture of action, adventure, and puzzle. The problem is, it did not excel in any of those areas. Simply fusing elements from different genres doesn't really cut it for me. But Ocarina of Time has historical significance. Being the first game to receive a perfect review score in Famitsu, it generated a lot of buzz. Now that I've come around to playing it, I went into it with lots of skepticism. Turns out, Ocarina of Time is so much more better than the old Zelda games that I actually enjoyed it.
Ocarina of Time is the first 3D Zelda, and it's much better for it. First of all, the combat is much deeper than ever before. In 2D Zelda, it was just a simplistic hack 'n slash type of affair. Just point Link in the direction of the enemy and jam on the A-button. Not so in Ocarina. The 3rd dimension allows for consideration of height. Some enemies will be slightly higher or lower than you when they toss projectiles. But to compensate, you have fine control over your shield angle with the analog stick, so you can reflect projectiles wherever you want. The 3rd dimension also allows for more interesting enemy patterns. Some of the enemies have shields and will only lower when they attack you. They'll even do some jumping attacks that do more damage. This could get disorienting in 3D, so Ocarina employs a lock-on system that has influenced 3D action design today (DMC3, ZOE2, etc). While locked on, you now have a lot of evasive maneuvers in the form of a side-stepping, rolling, and hopping backwards, etc. It makes the fighting much more engaging than the older games. One negative aspect is that the controls feel a little bit clunky. The Z-trigger activates lock-on and if there's an enemy in your view, it will snap the camera to them. But the Z-trigger is also the same button for recentering the camera. So sometimes you are trying to do a camera reset so you can see what's ahead of you. But if the game picks up an enemy, it'll snap to them instead, which is not what you want. Some of your commands are available when locked-on, and another set of commands are available when lock is not activated which complicates this matter further. There have been many times in which I want to camera-reset, then roll, to escape an attack. But then the game picks up an enemy in my field of view and then because now it's locked onto the enemy instead of camera reset, I do a jumping attack instead of a roll. The game has an option to change default Z-trigger behavior from LOCK to HOLD, which means lock-on only happens when you hold down Z. But because the option screen is only available before you start up a game, not during a play session, I keep forgetting to change it and am reminded only after I've started the game and become frustrated with the controls. Aside from that, the combat is much improved from the older Zeldas.
One area in which Ocarina of Time really shines is its puzzles. Because of its transition to 3D, Nintendo got very creative with its puzzle design. Many puzzles require using projectiles to trigger events, so the 1st person view when wielding a slingshot, for instance, is very natural and accurate. The game also takes full advantage of height differences of crates and platforms, so box puzzles and minor platforming segments are well integrated. I never thought much of the old Zelda puzzles, but here in Ocarina, I've had to stop and observe my surroundings, consider what's in my inventory, talk to characters for hints, and logically deduce my next step. I've been stumped. But usually, when I figure out the solution, I end up appreciating its cleverness. I'm also glad they kept the "Puzzle solved!" chime from the old Zeldas, as it adds a touch of personality. The puzzles also extend somewhat to towns too. There's just a lot of optional things to do in the game, and some of these tasks require experimentation and thinking, just like the dungeon puzzles. The puzzles are very much the highlight.
Some of the minor things I didn't like were mostly related to the dialog. First of all, the text scrolls at an abnormally slow pace. Your only options are to bear with it, or hit the text fast-forward button, which is so fast that it doesn't allow you to read any of it. The other thing is, the actual dialog is pretty bad too. Girls will add "teehee" at the end of their sentences, there are some awkward transitions from a tragic event that just occurs to a character being immediately super happy afterwards, etc. It just seems childish and not very well thought out. Finally, it does the Dragon Quest thing where the game will ask you to do something? Yes/No. No. "Oh! But you must! Can you do this for me? Yes/No" No. "Oh! But you must! Can you do this for me?" Why do they even give you a dialog option at all if you're forced into a decision anyway? It's really stupid, and Ocarina does this at many points in the game.
Despite the annoyances I have with the dialog and the clunkiness associated with having camera-reset and enemy lock-on be the same button, The Legend of Zelda Ocarina of Time has much to offer. Its combat system has influenced modern 3D action games. The puzzles are really well done - probably the best of any game I've played yet. And it offers a ton of things to do besides the main quest. I would hardly call Ocarina perfect, but I can definitely see its appeal. It's a well constructed game that ultimately impressed me, despite initial reservations.
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