roboticalien's Legend Of Zelda: Ocarina of Time (N64)
| [March 3, 2008 06:13:06 AM]
After getting the horse, the game got a whole lot better. I spent a lot of time just riding around out on Hyrule field. That really made the game for me.
Some of the conversations with other players were strange and out of place, which made the game humorous. The characters’ clothing complemented the setting nicely as well. It was good to meet characters who offered to sell things because then you could refill on items.
I experienced flow while playing the game in a slower way than I do usually while playing other games. Flow requires constant challenge that is not too difficult. It’s true that this game provided a constant challenge and that it is not too fast-paced or difficult overall. I think that because it was so slow-moving it may have had some gaps in time where not a lot happened. It was not quite boring though.
The game was innovation. The item equipping function was of particular interest. It was fun equipping various items to the C buttons. I found myself doing that often. Also, the dungeon design was very good. Its fundamental structure was copied from the original Zelda games, but the new graphics and 3Dness made it much more fun. There was a whole new strategy to it.
The tone of the gameworld was friendly and moderately bright, while having monsters appear sometimes. There was never a strong feeling of being threatened, however, even when the monsters appeared. In a word, the tone was lighthearted.
This game gave me the idea of uniformity for my own game project. That is something that I was seriously lacking in my game design. In terms of the setting, enemies, ammunition, power ups, and the ship you control, the whole thing is kind of a hodgepodge of different things that I thought would look good together, but none of them are actually what they’re supposed to represent. The spaceship is an icon that does not look very much like a space ship. The ammunition is a collection of randomly colored pixels. The background should be space, like a regular SHMUPS game, but it is a brown and black image instead. It is possible that will implement some kind of uniformity to create cohesion in my game like Zelda does so well.
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| [February 19, 2008 04:33:06 AM]
In The Legend of Zelda: Ocarina of Time you control an elvin character named link in a magical feudal world called Hyrule. Link has a fairy that follows him around and talks to him as he collects rupees for currency, hearts for life points, and a variety of other items. The goal of the game is to pass through dungeons, towns, and areas as well as side-quests in order to ultimately defeat an evil character named Gandalf and save the princess Zelda.
This game inspired a wide range of emotions in me. I think this was because each of the areas had a very different tone. The water dungeon, for instance, had magical fish creatures with dark, ethereal undertones, while Kokiri forest, where you begin the game, had a happy, fairytale-like feeling to it.
The game was fun to play because it was not like most platform games. In terms of the controls, there was no jump command; jumping happened automatically. Furthermore, it seemed like the game was more about solving puzzles than it was about reflexes and other real-time skills. It made me feel unclear about what genre game it is.
The most interesting part of the game was the battle system. It was particularly entertaining because you could lock onto enemies in order to automatically target them. This created a dynamic in which you walked a circle around enemies when you were fighting them. You didn’t have to worry about targeting with projectile weapons, and when performing sword attacks, you only needed to pay attention to the distance. During boss fights this was something that was not constantly used because half of strategy in boss fights was to maneuver outside of the target mode.
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