The first game with this sort of lock-on, from what I can tell, was Gundam on the PS1 from June 1995. Or perhaps it bridged the gap from earlier more sim-ish implementations like Earthsiege. This actually predates Virtual-On's brand of lock-on too.
VII and IX are the best for me. X was amazing as the jump to PS2 made it look even more incredible. But I absolutely hated Tidus with his stupid shorts and teen angst.FF VI vs FF VII sounds fair. Against FF X they don't stand a chance though.
This.OoT has done much more for gaming than FFVII could dream of.
It is also the better game.
Jrpg's are much harder to get into, Zelda is a simple adventure game.FF7 sold more than OOT and FF dwarves the Zelda IP overall in units moved so I'm not really sure that argument holds weight.
Im guessing a few other games also had some kind of camera lock-on before Zelda, just not 3rd person adventures and in the way they implemented it.
I mean, literally Zelda 1 was miles better than oot, let alone stuff like LTTP and LA.
I mean it really depends how far you got. He's charming by pretty much Wall Street. It's only the very start that he's squall-like.I did. I couldn't stand him. He's not Squall levels of bad, but calling Cloud charming makes, at least, chuckle.
I didn't finish the game tho, so, if by the end he turns into a fun, loveable character, then I missed that
I keep forgetting what a game changer Z targeting was. Also the auto jump was so weird at first and so natural after playing a bit.
I really don't care for another re release of OoT, prefer they give us an HD version at some point. At least for the first time I'm hopeful it happens, Nintendo has seen how well HD ports/remasters do.im the real winner who loves both.
Now FFVII is coming to switch. Put Ocarina on it too. Then it will become the Best Console ever
Pretty much this.Final Fantasy 7. Characters with charm and complicated purposes. A classic, intricate story full of character development and world building. No contest.
OOT is the most overrated game ever.
FF VII is much better...but to be honest, it's a not a fair comparison, these games are so different. Many people don't like JRPG's, Zelda is a much simpler genre to get into, so it will automatically have a much bigger audience.
Final Fantasy games were the same old type of random encounter RPG's I'd been playing for years prior on my Commodore 64, so I wasn't impressed with it back in 1997. It had a great story sure, but the gameplay was dated long before development even started, to say nothing of when it released.
Ocarina of Time, on the other hand, broke new ground in gameplay systems. Story wise it's fine but obviously lacking next to Final Fantasy VII.
So both games approach things very differently and are both absolutely worthy of praise for the areas they pushed, but Ocarina was and will remain the bigger shock and influence to the industry than will VII.
I mean, people refer to Z-targeting all the time, but in reality OoT was an incredible achievement in 3D world design. Its camera system featured actual direction to guide the player, the battle system was unprecedented for a 3D action game, the dungeon design was brilliant (and elevated its main designer, Aonyma, to head of the franchise) and the context sensitive button mapping was one of the first, or the first implementation of this design logic.
Add all the rest - the world building, instrument playing, horse riding, time travel, rumble pack implementation (remember fishing, or looking for treasure holes in the map?) and probably things that i even forget and you have a milestone in 3D gaming that few other titles have ever reached.
In my opinion it is laughable to compare it to FFVII.
So you deny that an adventure game is a much easier genre to get into than a Jrpg? Lol.
These threads are a gift man... imagine FFVII as underrated lol
think what exactly?
Im guessing a few other games also had some kind of camera lock-on before Zelda, just not 3rd person adventures and in the way they implemented it.
OOkkay. So Gunnm: Martian Memory is the first released in an action adventure setting, if you discount partial ones like Tomb Raider and others I know of.
This game has a battle stance button (select) that locks on when pressed if an enemy is available, if not you stay in the stance facing the original direction much like OOT...
(gifs reallly compressed)
...when locked jump + direction changes to roll dodge, there are also side steps, cycling through targets, a "stinger" like attack, timed counters for extra damage, simple combos like (like DMC) using R1 as a modifier, and un-locking at any time to run away or whatever.
This had a kind of similar development timeline to Zelda, started 1995, released Aug 98 (three months before Zelda), although it was actually completed earlier but some drama with Sony forcing them to censor some stuff delaying them to that.
It was already in beta around the time OOT had its full z-targeting reveal in Nov-97 - before that OOT had only a few intentionally vague video clips of z-targeting from April-May 97 with no explanation - places like IGN were speculating some kind of auto-camera at that time.
So neither game influenced the other.
Gunnm had an early prototype demonstrated around July 96 that didn't (seem to, hard to tell from the cut on the vhs highlight) have the targeting implemented yet. It might have been more like Tobal's adventure mode at the time, not sure. Bear in mind OOT had no real media until later that year, when they showed clips with no evidence of z-targeting yet as well.
I mean, literally Zelda 1 was miles better than oot, let alone stuff like LTTP and LA.
The first game with this sort of lock-on, from what I can tell, was Gundam on the PS1 from June 1995. Or perhaps it bridged the gap from earlier more sim-ish implementations like Earthsiege. This actually predates Virtual-On's brand of lock-on too.