
03-17-2008, 06:52 AM
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Re: What did AoL do for us?
LOZ and AOL were experimental phases in the Zelda series. LOZ consisted almost purely of exploration, puzzle solving and the inventory of weapons, with the sword being ineffectual by comparison most of the time. AOL was the opposite, the inventory removed, puzzles minimal, and the gameplay revolving around swordplay, magic and one-on-one armed combat (which is why I love it). They perfected the Zelda formula by balancing the key aspects of these two games in ALTTP, making swordfighting easier and working the magic system into the inventory. The main reason why people dislike AOL is because of all the other games in the franchise, the gameplay is so different from the established formula, but I maintain that without it, the Zelda series would be quite different from the one we know and love.
AOL was the first Zelda game to use a sophisticated combat system, and formed the basis of the targeting system, which became a necessity when the series moved to 3D. It was also the first game to feature an adult Link, and marked the appearance of magic spells, and one of his now signature moves, the downward thrust. The fights with enemies such as Darknuts and Stalfos in the 3D titles are based on the combat engine from this game, and I guarantee you that had the game been in 3D, it would be considered one of the best.
It also provided the basis for Link in the Smash Bros series. The only things that Link borrows from OOT in the first two Smash Bros games were the purely cosmetic aspects - his design and his voice. Everything else was taken from the first three games. Link's movements and fighting style, from the way he holds his sword and shield to upward and downward thrust moves, come directly from AOL. The Bow, Bomb and Boomerang all came from LOZ, the Hookshot and Spin Attack came from ALTTP, and the automatic blocking of projectiles by his shield came from all three.
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<Jodd> I'm pretty hard.
<MDK> damn straight
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