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Originally Posted by Mirren No duh it ended up looking better, but to me, that's where they put the greatest attention. |
Uh no, Nintendo didn't put their greatest attention on the graphics. I think you are confusing
OoT with
TWW. In Ocarina of Time, Nintendo spent most of there time improving the battle system, adding Z-targeting, more weapons, improving temples and areas, adding minigames, and biggest of all, adding the entire Child Link scenario. During the delays, Nintendo also changed the story and characters several times as well. Ocarina of Time went through drastic changes, and not just in the graphics.
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Originally Posted by Mirren The AI still sucked, the dungeons were filled with nothing but easy puzzles and pretty much no action whatsoever, and most of the game is pretty much one similar sequence after another. |
When Zelda
OoT first came out, everyone was talking about how hard the puzzles were and how difficult the Water Temple was. It seems easy now that we have all beat it several times, but it was very challenging to most at first.
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Originally Posted by Mirren That's my biggest gripe about OoT, because it was the same thing over and over; head to a new territory, figure out some quest, and go into the temple. Repeat cycle. |
Umm... can you name a Zelda game where you don't do that? Zelda is about exploring and going through dungeons. Seriously, if you are gonig to rip on
OoT for that, then you may as well say the entire series is like that. I would also like to state that in each temple in Ocarina of Time, you got a different feeling. I mean, when I was playing in the Forest Temple, it felt like an entirely different game than when I played the Shadow or Spirit Temples. I think the dungeons/temples has much variety to them in Ocarina of Time. This was also true in Majora's Mask, but in all the other Zelda games, all the dungeons feel the same.
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Originally Posted by Mirren It almost never changed. Yeah, OoT had some damn-good sidequests, but when the gameplay is the same thing for practically eight dungeons in a row, it gets kind of old. That's what I like so much about MM and WW, that they strayed away from that repeated mission that OoT and almost all of the old-school Zeldas had. They at least gave you variety in what you did; they forced side-quests onto you in the middle of your quests to go the next dungeon, or to next pearl, or to the next Triforce shard etc. |
Ocarina of Time is not as linear as you think. I believe it is the only Zelda game where you didn't have to beat any of the Temples in order. In both Majora's Mask and The Wind Waker, you have to beat the temples/dungeons in order. Yes, The Wind Waker forced you to explore between dungeons, but that was only done because the game would have felt incredibly short if they didn't. Same with Majora's Mask. In Ocarina of Time, the length of the game was fine and there was no reason for the game to MAKE you explore. It was optional, which I find cool because it shows how un-linear Ocarina of Time is.
Anyways, to get on topic. Nice article Lord-of-Shadow. It is very true and I pretty much agree with all of it.