Why do people like ocarina of time




















I personally enjoyed ALttP better and it's world to be less barren, but I was also a younger kid the first time I went through that one. User Info: neotim. You shut your whore mouth! There is a major nostalgia factor to it. Kinda like how people feel bout FF7. It's a new look at a awesome series. Well, more of a: "played it when it first came out, when it was innovative" factor.

User Info: Enigmaticflame. As some other people have as well, I played it when it first came out pretty much, I was still in elementary school at the time. Back then it was pretty much a whole new thing for video gaming, as well as the first 3D entry in the Legend of Zelda series and the first one a lot of us probably played at all. Unless you're a bit older of course. Check out my YouTube channel below, it's mainly gaming focused. User Info: InuboyNetwork. Ocarina of Time was probably my first Zelda game.

Can't say if it was my first video game, I'm not even sure what my first game was. But I was playing this game when I was a boy. According to my mom I beat the game at the age of 6. And even to this day I get enjoyment out of Ocarina of Time. Beware the Cuccos. Watch as I surpass my own origin!!! User Info: nilla Even those who played prior zeldas first loved this.

It was things like that, that just made this game Special to the players at that Era. Nowadays that feeling is not something you'll ever get. There hadn't been anything like this yet. And when OOT came out on the N User Info: Lazeeey. The bond between Link and Epona was subtle but touching - forged when the two met in their youth at Lon Lon Ranch, then solidified years later when Link freed Epona from the ranch's abusive owner, Ingo - and the associated horse-racing minigame was pretty darn fun, too.

Ganon had always been an imposing figure of evil, but it wasn't until Ocarina of Time that players began to get to know Ganondorf, the man behind the monster. The game finally gave some personality and backstory to the villain, establishing him as the leader of the Gerudo tribe, and as a man who had been hardened by the harsh, unforgiving nature of his desert home. Ganondorf was also shown to be more than the embodiment of power - he was also intelligent and treacherous, as evidenced by how he swore allegiance to the King of Hyrule before betraying him, and by how he tricked Link into opening the path to the Triforce.

Too bad his dialogue doesn't reflect his smarts - it's hard to believe that at one point he asks Link, "You want a piece of me?! Ocarina of Time presented players with a Hyrule that was much more diverse than ever before. And not just in terms of terrain - it was the first game in the series to really introduce various races of sentient creatures beyond the typical human-looking characters.

Ocarina of Time gave rise to the ephemeral Kokiri, the rock-munching Gorons, and the fishlike Zora which were a far cry from the Zora monsters in previous games , as well as new human tribes in the Sheikah and the Gerudo. Most of these new races have gone on to be prominently featured in later Zelda titles. During his quest to save Hyrule, Link encounters and makes an emotional connection with many characters, including Princess Ruto of the Zora, Malon of Lon-Lon Ranch, and Nabooru of the Gerudo all of whom apparently want to jump Link's bones.

But no connection was more powerful than that with Saria of the Kokiri tribe. At the beginning of the game, before Link had discovered his destiny, Saria was the only one that Link could truly call a friend, and later on Saria sacrifices her future to become the Sage of the Forest Temple so she can empower Link from the Sacred Realm.

As she leaves one world for the next, you're left with the heartwrenching words, Saria will always be your friend The Zelda games have always sported fantastic music, and Ocarina of Time is no different. The once-advanced capabilities of the Nintendo 64 allowed the music to sound much richer than previous games in the series returning tunes like Zeldas Theme and the Kakiriko Village theme were amazing , and the sheer number and diversity of the tracks were especially impressive.

Two songs, though, stood above the rest: the Hyrule Field Main Theme which offered nearly four minutes of unique music and smoothly adapted itself depending on what was happening onscreen and the incredibly catchy, Western-tinged Gerudo Valley theme.

Also of note were the songs you played with the ocarina itself, which offered surprising richness considering they were composed with only a few simple notes.

Ocarina of Time is notable for being the first 3D Zelda game, but it took the series into the fourth dimension, too. As the Hero of Time, Link's spirit was able to travel between two time periods: that of his child self and that of his adult self. The Z-targeting system is great to give the player focus and opens up new combat mechanics, but once an enemy is defeated, the game design lacks an effective method for the player to regain their bearings. The camera unlocks into a seemingly random direction and the player has to struggle to relearn the positioning of the remaining enemies.

This opens them up to many, unfair, opportunities to take damage from unseen sources. The combat style revolves around the enemy being invulnerable for a period of time, then opening themselves up to be attacked. Skultulla, Wolfo, Gerudo Thief, etc. They are not necessarily difficult to fight, they just demand patience to wait for an opening. All you can do is wait, because swinging at them in their invulnerable states does nothing. This may not be true for all enemies, but it comes up often in the game and is a lazy game design substitute for difficulty.

I know, this one sounds more like nitpicking than an outright issue. The reason I include it is because of how unnecessary it is. I can accept how long the different ocarina songs take to time-travel or teleport.

Those are classic game design tricks for masking load times for that new area. The chests are different, they take time to open because the game is trying to force suspense on you. As a gamer, it was your progress towards finding and unlocking that chest that built your suspense. Not to mention how infuriating it is when you want to replay the game and already know what is in it.

The Water Temple is notorious in the world of gaming. The main reason it was frustrating was because progress keys could easily be missed and backtracking was tedious. As previously mentioned, most people missed progress keys because the game wanted you to explore a new 3D space, but the design and tools given to you to do that were inadequate. At least in other dungeons, they immediately stopped your progress and forced you to boringly look around a room for an illuminati eye.

In this dungeon, you can move forward, only to backtrack and boringly look around a room for what leads to a key. The game relies heavily on shrill, high pitched sounds. This is not a game ruining experience, but it is jarring considering how many hours players dedicated to this game and how often they have to hear those sounds. The bomb throwing in this game is unnecessarily difficult to aim. Part of it is the limitations of a single analog stick controller, but it is also due to the lack of a throwing arc indicator.

You are not given any indication of how high or far link will lob his bombs. Gamers eventually develop a feel for the distance and make it work as they have more experience playing, but that is just an example of the player compensating for a design flaw. Zelda's character arc in OoT is very interesting, especially in an era where game story telling had very low standards. Zelda is not a generic damsel-in-distress like other games would lazily use to motivate player purpose. She escapes Ganondorf's grasp at the beginning of the game and shows her faith in the player by throwing the Ocarina to Link.



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