"As
the fifth Zelda game, Ocarina of Time continues the legacy in grand
style."
Platform: N64
Genre: Role-Playing
Publisher: Nintendo
Developer: Nintendo
ESRB: E
(Everyone)
Released: Q4
1998
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The Legend of
Zelda: Ocarina of Time
Ocarina
of Time is the fifth installment of the Legend of Zelda series in North
America, and is possibly the best N64 game available. Few games have
reached the depths of Ocarina.
Anyone
familiar with the Zelda mythos will immediately understand the ultimate
purpose of playing the game: save princess Zelda. To this end the player
will have to fight through multi-layered dungeons, travel through
time, explore underwater areas, interact with a variety of good and
bad characters, ride a horse, hunt down chickens, reunite the Tri-Force
and, of course, conquer the power monger, Ganon. None of this is new but
the execution is so good that it’s easy to forget.
The graphics are
excellent for the N64. The environments (all in 3D) vary from the
rolling hills of Hyrule field, to the soaking wet Water Temple, to the
scorching, lava-filled Fire Temple, to the confines of Ganons castle,
plus many others. The greens are green, and the reds are red. Each
location is unique enough to make the player learn another set of skills
and are detailed in different textures. For the most part, the point of
view is in the third person directly behind Link. Some scenes use
rendered backgrounds, with only specific paths for Link to follow. As
with all 3rd person perspective games, the camera sometimes
acts erratically or the screen becomes totally obscured by Link’s
head; however, these incidents are few and far between. There is also
the option to enter Link’s head to view things in the first person,
which comes in handy to find things hidden on ceilings. All vital
information is displayed on the playing screen; magic meter, life bar,
ammo remaining, are easy to read and don’t get in the way.
Gameplay
is fairly intuitive, but it does take practice. The opening quest does a
good job of equipping the player with the necessary skills to play the
game, without having to read the manual. Link can swim, climb, run,
walk, roll, and defend himself. There is the all important Z-targeting,
which locks onto the selected enemy and tracks its movements, which
works very well to keep the enemy in sight. The character animations are
crisp and smooth, with all cutscenes handled by the in-game engine. Any
slow down is minimal, occurring only when the area is filled with
enemies. (Which is not frequent if the player knows anything about the
Zelda games) Usually enemies will attack in pairs but it’s often
one-on-one confrontations.
Link
can also affect his environment, pushing blocks, lifting rocks and
boulders, and lighting torches. The Ocarina is Link’s most powerful
tool to affect the environment. With it weather and time of day can be
altered, Link can warp to areas instead of spending time hiking across
Hyrule field, and open doors. Because time travel plays into the story,
locations can be visited twice with different areas open to Link
depending on how big he is. Link as a child can crawl through a small
hole, but as an adult he can smash apart a boulder in the same location
and embark on another quest.
Mini-games
and quests are packed into this cartridge. The most powerful weapon is a
completely optional item, with the quest to attain it a complex, timed
series of tasks. After completing a mini-game the player is typically
awarded with a heart section or some other piece of equipment that makes
life easier for Link (larger quiver for arrows, etc.). The games run
from frustrating to simple, with the more difficult ones offering a more
valuable reward. What’s important is that the player chooses to do
these puzzles, rather than stonewalled with them, stopping any
progression until the player can figure out what solution the designer
had in mind. Link can even try his hand at fishing!
Equipment
management is handled via four screens of information. They display all
the critical information. Equipment and other items can be assigned to
three of the A buttons, which makes switching weapons easy as a button
push. The controls are easy to get used to. The equipment itself is made
up of a slew of unique items, like the Lense of Truth which allows Link
to see hidden items, doors and walkways. There are three different kinds
of tunics and shoes to wear. There are some spells, too, which will make
fans of RPGs happy. The weapons are solid Zelda fare. Swords can be
charged with magic and released in a concussive swirl of energy. Some
weapons and equipment are age specific. Only Big Link can use the
Megton Hammer, while only Kid Link can use the sling shot. Whenever Link
takes possession of a new item the game explains how that item is used
and how to equip it, which is a very helpful feature.
A few items are
powered by magic, like the Lense of Truth, and can only be used when the
magic bar has some mana left. Fortunately, potions can be purchased in
village kiosks that will replenish the magic supply. The village stores
sell everything from fish to Deku nuts, everything Link needs. Going to
a store and quickly restocking items is the fastest way to get back into
the fray.
The
sound is solid. This is important since Ocarina relies on many sound
cues. Often monsters will make noise just before they descend from the
dark to tap dance on Link’s head. The music matches the mood of the
locations. The music for the Temple of Time should have players humming
hours later. When Link falls a great distance or gets hit with a
fireball he lets out a scream. There is no speech acting to speak of
since the dialogue is all text. Ganon laughs but that’s about it. The
sound of Link’s horse, Epona, is right on, galloping and trotting,
with the occasional whiny.
The
most obvious downside to Ocarina is that bosses can only be fought once.
The bosses are challenging and fun to fight. And they are all unique;
there’s no same boss, bigger gun syndrome here. Attack patterns vary,
forcing the player to adopt different strategies for each boss. Some
bosses are easy to defeat while others will require multiple attempts.
It is satisfying to watch the bosses crumble into dust.
As
the fifth Zelda game, Ocarina of Time continues the legacy in grand
style. The story line has many levels but it still boils down to save
Princess Zelda. Mini-games abound, the graphics and sound are top shelf,
the control is good, optional side-quests are interesting, the
environments are varied, and the end game is very intense and
satisfying. There is also Rumble Pack support, which is used mainly for
the fishing game. It will take the average player 40+ hours to complete
this game.