Ocarina is the best LoZ title and is still as fun and memorable today as it was 20 years ago.
If you're curious, they made exactly 3 changes:It appears to have an infamous reputation, and I hear the 3DS release actually streamlines some of those problems, but if so, I have nothing to judge those original problems on.
Not a controversial take at all because:This is probably a bit of a controversial take, but I feel like Ocarina of Time actually does better on the story and storytelling front than Breath of the Wild,
This is correct. BotW was probably the weakest of any entry so far in this aspect, and even among its most adoring fans this is pretty well recognized.which, it is now becoming evident, seems to have been an outlier for the series in how weak it was on the storytelling front.
It's definitely not, and it's absolutely still a Zelda game at heart. However, the gameplay mechanics and general mood are built around the central mechanic make it feel very different from anything else. I adore the game, probably one of my top 3 Zeldas, but don't go in expecting another epic adventure though a classic fantasy land; that's not what MM is.Yes, I've heard Majora is very different and sort of a psychological horror game? I'm not sure how that fits with Zelda, but I'm interested to check it out.
I can't wait to see where Majora's Mask takes me now, since that's the Zelda game I start next.
Yes, I've heard Majora is very different and sort of a psychological horror game?
Technical Achievement is not what made Ocarina of Time so great.After completing A Link to the Past and loving it, I decided to go and get myself a New 2DS and copies of Ocarina of Time and Majora's Mask the very next day. Then I decided to make my way through Ocarina of Time.
Ocarina of Time is a game I actually have familiarity with. It's hard not to. It was everywhere in 1998, and to this day people cite it as the greatest game ever made. Its reputation precedes itself, but all of that just made me more wary of the game, especially since it seemed like a large part of why people seemed to love the game was founded in its technical achievements at the time, such as its in-game cutscenes used for storytelling, or Z-targeting, or its then mind blowing "open world", none of which I imagined would have aged as well, and which would surely take the lustre off its shine a bit.
In many regards, I feel I was right a bit. Ocarina of Time does not hold up as well as A Link to the Past, which could release today as is and would probably garner a lot of the same acclaim now it did back when it first came out. Ocarina's technical achievements don't seem as impressive since we're so far past them. But even accounting for that, the core game design in Ocarina of Time is incredible, and makes for a very tight, very engaging game.
Let's talk about that design first. Nintendo's legendary and frankly enviable mastery over level design is on full display in this game's dungeons. There are some weaker ones in this bunch (everything in the first act of the game), though I do try to contextualize that with the awareness that Nintendo was breaking new ground in 3D game design with those. That said, the second half is incredible on this front. The Forest Temple may be the single greatest bit of level design I have seen yet (my mind still reels from the central gimmick of that dungeon), complete with the great aesthetic, atmosphere, and boss battle. The Water Temple was marvellous. It appears to have an infamous reputation, and I hear the 3DS release actually streamlines some of those problems, but if so, I have nothing to judge those original problems on. In this version, I love it, and how much it forces you to consider the dungeon as a three dimensional structure, and try to navigate it while keeping track of you place within the larger whole. The Spirit Temple benefits from the best lead up to it (Gerudo Valley đź‘Ś), as well as some delightful design owing to the fact that it's actually the only dungeon in the game that leverages the time switching mechanic at all (sadly, the other dungeons didn't do much with this).
Hyrule Field is obviously not as impressive today as it must have been in 1998, but I can only imagine what it must have felt like to step out into that open space back then. It's still well design, although it suffers from simultaneously seeming small and a bit empty. Nonetheless, I love the hub and spokes design, and it serves to facilitate a general feeling of exploration well.
An area this game is very strong at is the controls and game feel. Everything is extremely responsive and quick, combat feels snappy and tense (though it's slower than A Link to the Past, and less complex than Breath of the Wild). Link feels like a joy to control and move through the world. A second place where Ocarina does surprisingly well is with its story and storytelling. It delves deep into the lore of its world, into the characters, giving them personalities and motivations that always feel believable and memorable, and actually putting emphasis on its cinematic presentation and narrative prescription. This is probably a bit of a controversial take, but I feel like Ocarina of Time actually does better on the story and storytelling front than Breath of the Wild, which, it is now becoming evident, seems to have been an outlier for the series in how weak it was on the storytelling front. Thankfully, this time, the whole fakeout did not catch me ofF-guard, since A Link to the Past had prepared me for it.
Actually, A Link to the Past could have prepared me for almost everything in this game, since Ocarina of Time largely seems to be a 3D remake of A Link to the Past, albeit with some great storytelling layered on top. I also want to take special note of the game's final boss fight, which I can only imagine traumatized tons of kids with that transformation, as well as the game's soundtrack, which is a series' best (literally every single note in the whole soundtrack is a win), and makes me hope that the next Zelda game actually takes from Ocarina's style of music (as much as I appreciate BOTW's minimalism).
My final prognosis is that Ocarina is really good. It's my least favorite of the three Zelda games I have played so far, admittedly (the other two being LTTP and BOTW), but that's not a knock against it as much as it is a testament to how great Zelda seems to be. I loved the game, I loved the story, I loved this adventure and I feel more attached to the world of Hyrule and its inhabitants than ever before. I can't wait to see where Majora's Mask takes me now, since that's the Zelda game I start next.
Agreed, still amazing by game design standards in ways that others will never match up too, but it can feel pretty dated and was surpassed by every 3D Zelda after it.Disclaimer: Ocarina is still one of the greatest games of all time in my opinion. It pushed the industry forward and was a revolutionary and epic game for its time.
That said, Ocarina has aged VERY poorly compared to other Zelda titles. In a 2019 world where Link to the Past and Ocarina never exist and those titles are then published for the first time in 2020 ... LTTP would still be grabbing 10/10 from every outlet and it's a 2D entry that would fit with modern 2D titles. It's a timeless classic that plays very, very well by today's standards. You release Ocarina in a post-Majora's world, post-Wind Waker world, post-BOTW world ... it would still be received positively overall, but it's a very dated game in many aspects including graphics, textures, overworld, puzzle design, enemy design, and overall challenge.
Stepping out into Hyrule Field in 2019 ... there's what? One peahat that's off to the left a trio of skeleton monsters if you take your time getting to Hyrule? Otherwise you've got Lon Lon Ranch in the middle and that's pretty much it aside from the exits to the more interesting places. Otherwise, Hyrule Field is just a big open plain that serves as an annoyance until you can bypass it completely with your ocarina. There's little-to-no overworld exploration, as the exploration takes place in the isolated towns and setpieces.
There's not a single challenging enemy fight in the game aside from bosses, which are typically "figure out how that new gadget you got from the big chest trips up the big bad" challenges. It's the kind of game where you probably shouldn't die, ever, if you've had any experience with 3D adventure games in the last 21 years.
Where the game really, truly shines is the dungeon design. Not the puzzles in the dungeon, mind you. The actual dungeons themselves are spectacular and will timelessly be spectacular. Each one absolutely nails the theme it is going for, and they manage to have every one of them feel sprawling and at times - confusing (a good thing). If at any point a dungeon in a game has you checking your map thinking "ok where now ..." it's succeeded greatly. Ocarina's bread and butter is the dungeons, and it's still the standard in the series.
I just think that overall, it's a very dated product to go back on. I can certainly boot it up and have a fantastic time, but I also grew up with the game. It's ingrained in my childhood and at release, it earned its spot in the halls of the greatest games of all time. I can slap my nostalgia glasses on and have fond memories like "MAN, remember when Hyrule Field blew my mind at its size". But that's just nostalgia putting in its work. Most people that I've introduced to Ocarina in recent years have had the same "this looks and plays like ass" reaction after coming from modern games. And I get it ... it was their first 3D entry and there's only so much output you can get from a cartridge in 1998, which is why I can't look back and fault the game for its limitations. But it's very difficult for me to say that it "holds up" by modern standards.
If ever there was a game that could benefit from a "from-the-ground-up" style remake like FF7, it would be Ocarina.
Agreed. It was just so far ahead of what everyone else was doing. It didn't seem like anyone other then 90s Nintendo could make that game.At the release, Ocarina was the most impressive game ever:
-Tons of content
-Amazing implementation of the series mechanics in 3D
-Some really revolutionary new mechanics, like Z-targeting, that are basic to some beloved modern series like Souls games
-One of the best OSTs ever
-Lots of secrets and a really strong level design
-Epic bosses and some scary moments (for a kid, obviously)
-The ocarina implementation is really good and makes the player connect with the game music even more
I considered OoT the best game ever during years, and this only changed when BotW was released.
People keep trotting this, but I haven't read a single convincing argument how subsequent 3D Zeldas have refined OoT's design templates. All the 3D Zeldas since have had glaring flaws that, while marginally changing some mechanics and adding new gimmicks, overall they don't reach the consistent level of quality game design OoT has set in 1998.Amazing game for its time that feels dated by today's standards. I agree with pretty much the entirety of Lobster Roll's post. Much of what made Ocarina great was how revolutionary it was in terms of game and world design, both of which have been refined in the decades since.
Not on surface but definitely once you think about all the dialogs and characters. It's such a strange, different yet so brilliant Zelda game.
MM- way more engaging story and sidequestsPeople keep trotting this, but I haven't read a single convincing argument how subsequent 3D Zeldas have refined OoT's design templates. All the 3D Zeldas since have had glaring flaws that, while marginally changing some mechanics and adding new gimmicks, overall they don't reach the consistent level of quality game design OoT has set in 1998.
Let's not do thread shaming shall we? It's basically picking on people.Wasn't this the same OP who said "he didn't get what all the fuss is about LTTP" having not even finished half the game?
People keep trotting this, but I haven't read a single convincing argument how subsequent 3D Zeldas have refined OoT's design templates. All the 3D Zeldas since have had glaring flaws that, while marginally changing some mechanics and adding new gimmicks, overall they don't reach the consistent level of quality game design OoT has set in 1998.
MM: it has great sidequests but I'm not sure how they contribute to the plot. Link grows in OoT (quite literally) and is personally invested to complete his quest. Link in MM does not except his selfish reason to return to his own world. MM also has a trash villain that doesn't get explored at all in the final act.MM- way more engaging story and sidequests
TWW - way better exploration of the overworld, sense of adventure
TP and SS - way better dungeons
Agreed. Even in the cases where improvements were made (ie hub world) they often came with that lacked other quality zelda content like temples.People keep trotting this, but I haven't read a single convincing argument how subsequent 3D Zeldas have refined OoT's design templates. All the 3D Zeldas since have had glaring flaws that, while marginally changing some mechanics and adding new gimmicks, overall they don't reach the consistent level of quality game design OoT has set in 1998.
Also things like fishing. It's damning when every Zelda game that came after OoT has a worse fishing mechanic. The Wind Waker doesn't even have fishing!Agreed. Even in the cases where improvements were made (ie hub world) they often came with that lacked other quality zelda content like temples.