I'm sure it holds up if you played it back in the day, but to someone who came to it much later I couldn't really get into it.
Yeah, it's not quite timeless to me. It's still a good game but I definitely need to put myself in a certain frame of mind to replay it. Like literally put my mind back in time and disregard the modern standards I'm used to.Personally, I think the janky gameplay from being an early 3D game holds it back a bit. Keeps me from replaying it.
I have exactly this feeling and I really wanted a new Zelda like this. The perfect spot of not being as dark/oppresive as Souls series nor as lighthearted as BOTW. That kind of setting really resonates with me.Should have reworded what I said, sorry
Not really medieval, but an almost medieval-like fantasy charm to it. OoT to me, feels like Sword in the Stone and Sleeping Beauty for some reason. That kind of magic you experience that gives you a familiarity.
Which part specifically, the world size? For the most part I think it holds up pretty well without having to drop what I consider to be good mechanics. There is some aged in say the graphics, but everything will have that eventually. For what it sets out to do I think it nailsYeah, it's not quite timeless to me. It's still a good game but I definitely need to put myself in a certain frame of mind to replay it. Like literally put my mind back in time and disregard the modern standards I'm used to.
World size is one. Like Hyrule Field is just not very good imo. It's big and empty and not even interesting to look at. It's one of those things that I just tell myself, "this is really one of the first times they ever did something like this. It's an older game" and look past it. If BotW came out with an overworld like that, I'd be like "what the hell is this?"Which part specifically, the world size? For the most part I think it holds up pretty well without having to drop what I consider to be good mechanics. There is some aged in say the graphics, but everything will have that eventually. For what it sets out to do I think it nails
I want to point out that this is a screenshot of bad emulation. It's supposed to look like this:
Thanks for the catch, youre correct. I had a picture of the end screen actually, so I probably should have double checked it first...I want to point out that this is a screenshot of bad emulation. It's supposed to look like this:
They already remade it once. I just wish they'd port that to the Switch. I don't own and never will own a 3DS. There needs to be an influx of 3DS ports on the Switch now that it's the new thing. Give me Ocarina, Majora and Star Fox 64.Yes, and I can't wait for the inevitable remake 10 years from now (as long as it's the exact same).
BotW? lighthearted? Game is pretty tragic...I have exactly this feeling and I really wanted a new Zelda like this. The perfect spot of not being as dark/oppresive as Souls series nor as lighthearted as BOTW. That kind of setting really resonates with me.
Storywise I agree. But the atmosphere around the world was lighhearted for me.
PC games like Quake were/are much smoother than most N64 games. Part of it is the engine, and part because basic FPS controls became established in that era and are still used today. It's not as much of a shock going back to controls that are already familiar.I wish I could feel that way, but when I gave it a play a few years ago I was shocked by how aged it felt compared to Quake, a game that released more than two full years earlier.
I was pretty much only a PC gamer back in the late 90s though, so nostalgia probably plays a role in that feeling. A Link to the Past feels a lot more fresh and timeless to me than OoT.
PC games like Quake were/are much smoother than most N64 games. Part of its the engine, and part because basic FPS controls became established in that era and are still used today. It's not as much of a shock going back to controls that are already familiar.
That said, while stuff like Ocarina is clunkier than many PC games of the time, its design is way different than what most PC developers were doing back then anyway. There were some similar games like Twinsen's Odyssey (1997), which is an excellent game in its own right, but its semi-fixed camera makes it feel a half generation behind by comparison. Outcast (1999) ventured into more fully 3d large world design but I don't think it's quite as polished and still a bit too different to compare as it's a more open-ended game. Aside from the frame rate in the original version, I think Ocarina holds up fine. It drags on a bit long but the dungeons, atmosphere, and joy of exploration are still impressive.
It already had an HD remake on 3DS. I suppose a '4K remake' would be next. I would play that.Yes, and I can't wait for the inevitable remake 10 years from now (as long as it's the exact same).
Gameplay
The 3D environment brings a whole new perspective to that combat that feels more akin to Zelda 2 than the other entries in the series. Enemies will jump around and Link can perform jumping slashes from above, giving the game a real sense of verticality. The Z targeting system the game introduces makes the battles feel faster paced without losing much command over Link's movements as you can flip around to dodge or place attacks in specific areas. It really feels like it takes the best aspects of Zelda 2 and the top down Zelda's combat and then builds upon it with flashy commands.
The enemies themselves I felt were actually really well done even for today, which is an area I was concerned about. The idea that the game revolves entirely around the "wait for enemy to attack" loop while having some merit, is ultimately a generalization that really just says more about the methodology of the player than what they are being engaged with. The game gives you a bunch of tools to work with and there are various different types of enemies throughout the world. Some you may have to wait for that attack or lean into a certain side, but others can be dispatched a lot easier with a well placed arrow or bomb. When I was fully using the tools that were given to me, I felt like the combat was at its best since situations depended more on the circumstances than they relied on a simple "block hit" dynamic. The Iron Knuckle in particular was an amazing combat focused enemy that lent itself to strategic dodging.