Please sign in or sign up!
Login:
Pass:  
  • Forget your password?
  • Want to sign up?
  •       ...blogs for gamers

    Find a GameLog
    ... by game ... by platform
     
    advanced search  advanced search ]
    HOME GAMES LOGS MEMBERS     ABOUT HELP
     
    tako_yaki's GameLog for Legend of Zelda: Ocarina of Time (N64)

    Saturday 26 January, 2008

    GAMEPLAY

    The more I play this game, the more I think that it has seriously become a world on its own. Although it is just a video game that you can save, turn off, and then come back to pick up where you left off, it is not any different than a good book like Lord of the Rings, where you can put down and pick up with the characters just as you left them. I really do feel like I'm part of all the conflict that is going on, especially when there are times where the player is allowed to choose one of two or more answers to a question. Kind of like a choose your own adventure type of thing that gives more freedom to the player.

    Furthermore, the idea of side quests are appealing to me, because it lessens the seriousness of the game. It makes me feel like Link, or whatever you wish the hero's name to be, has a life outside of this mess that he's be prophesied to take care of. It adds character depth to the two-dimensional being. And I am someone who is always amazed with detail, which is why this game is in such high standings with me. It is, unlike a lot of the other Legend of Zelda games, because they are made simple for the hand-held Game Boy, but I like how this was the turning point for all the other Zelda games that were released for the Game Cube and the Wii. Though I have not played the new released like Wind Waker, Majora's Mask, and Twilght Princess, I am glad to know that Ocarina of Time was the jumping point for the Legend of Zelda games into larger consoles. Meaning, all the games after this one derived their design and gameplay from the original.

    I am absolutely in LOVE with the storyline, because it goes beyond just a simple hero's journey. In fact the situation was birthed because of the Hero's mistake, and now he must go about setting things right. The creaters put a new twist on an age old story, and threw in characters that would never be forgotten. Most impressive.

    I forget to mention, that although the game is single player there are a lot of opportunities for bystander interaction. I know that before I said there would be zero to none due to the concentration this game required, but I forgot how good it would be to have some added support in the background. Traveling time between areas in Hyrule give ample amount of time to discuss the game. The world of Zelda is actually quite large, and can take a long time when without a horse.


    DESIGN

    I speak highly of Ocarina of Time because it has a fairly developed plot and people that immerse you in this other world. The game revolves around legends and magic, everything that interest humans, and different races of people that seem to parallel our own world. There is a lack of levels, per say, but there are dungeons that the player is expected to beat in a certain order. Also the game does a great job at interlocking the dungeons by placing important weapons and items needing in one dungeon in another. I think this was a very innovative idea, because games before this placed items accessible as their need came along with the journey. The entire act of LOOKING for the item made this game a new experience.

    The basic style of this game was made into a single-player adventure game. However, the dungeons themselves offer a load of puzzles that need to be solved and doors that need to be unlocked. Ocarina of Time even uses real world physics to more from one dungeon level(basement) to the next. For example, jumping off a higher point in order to use Link's weight and momentum to break through a spider web on the floor, which covered the hole that lead to the second basement.

    Also the amount of different NPC that you encounter and their importance is also unlike a lot of other games, simply because this game is placed within a span of a 7 years gap. The dynamics you see as young Link and the relationships he has with people and the world changes when he grows older. The worlds become scarier, and the puzzles become harder. Almost like a metaphorical way of depicting the process of aging.

    It was also an interesting idea to allow Link to return to his child form whenever he wanted to. By replacing the Master Sword back into the Pedestal of Time Link is able to transform into a child again, and vice versa. In fact, so beat some of the dungeons changing back and forth is required, like in the Spirit Temple where half of the temple needs to be completed as a child before beating it as an adult.

    There are very few cut scenes, or cinamatics in this game, although a lot more compared to even older games. It as enough scenes to move the plot around, not like the later Final Fantasy games of Square Nix that had enough cut scenes and cinamatics to make a full length DVD. I don't find it's lack of cut scenes alarming, it has a lot of characters that move the plot along and help answer the player's questions. Including a fairy, Navi, who follows Link around and explains to him the best way to defeat a monster or where to go next. This system does get annoying when you simply want to goof off, but was placed there to help players when they are confused with what to do next. And I admit, I'm grateful for having Navi around when I get stuck on some parts.

    Space wise the creators seemed to have based the game off of how one would see the real world as you journey through the land on foot or on horseback. There is a passage between night and day as you move across the land from Lake Hylia to the Kokiri Forest. Also the design of all the different dungeons vary greatly. From inside a large tree, to a volcano, to the belly of a whale, to a grave yard or under a lake. There is no two dungeons that look the same, but have similar puzzles that need to be completed and bosses to defeat. In exploration of a dungeons the space around the hero is very important. You can look in every direction and see monsters approaching. When you get hurt you loose hearts, and there is even a way to increase the number of hearts you have in order to increase the number of hits you can take.

    As you move through the story you learn how to use magic, and obtain a magic meter that limits the amount of magic you can perform before running out. However, there are always healing potions to restore life and magic like any good games does. There are even revival fairies, so if you cature one it will come out and revive you when you die. All of these implements make his game player friendly. There is always someone there to help, always a new grotto to discover, and new surprised under ever corner. It is obvious that the creators put a lot of time and thought into the creation of this game, and it's true when people say not to leave any rock unturned, because in this game you might be missing out on a great reward. Like a new weapon or more bombs, or increase in life.

    Comments
    1

    this was an exelent gamelog it is so good that i am now interested in trying this game. very nicely done good job.

    Alon Chanukov(grader)

    Monday 28 January, 2008 by chanukov
    write a comment      back to log
     
    NEED SOMETHING HERE
    blablabla
    blablabla

     home

    games - logs - members - about - help - recent updates

    Copyright 2004-2014