Um, we, hello! This is my first time using this journal thingy, and I thought I'd use this one to reproduce a post I made on GameFAQs about my thoughts on one of the most popular games ever:
The Legend of Zelda: Ocarina of Time, which I finished around last September, just before I came to University.
While it's not as in-depth as one my full "proper" reviews of
GoldenEye and
NiGHTS, it sums up my opinions on the game pretty well. So, read it, agree, disagree, whatever.
Ocarina of Time is definitely a very, very well-made game. However, its few flaws, while not particularly major, bothered me more than they annoy most other people. I mostly enjoyed the in-dungeon puzzles because no matter how challenging they got, they were almost always interesting, and battling the enemies was almost always fun; but when it came to going outside again there were many times when I had absolutely no idea where to go. The most obscure bit for me was finding the message in a bottle hidden at the bottom of the lake - in such a huge gameworld, with so few clues about where to go next (apart from playing Saria's song and choosing to talk to Navi), how are you meant to find
that without some walkthrough/hint file? Similarly, there were many puzzles that I thought would be optional but weren't (like the Sun puzzle to acquire the fire arrows that you need to break a cobweb in Ganon's castle at the end of the game), and the fact I didn't know about the extended magic meter made some parts of the game unnecessarily hard. I confess I (reluctantly) resorted to an FAQ numerous times during the adventure.
I prefer the style of puzzles in point-and click adventures; they do have a lot of wandering around and tedious experimenting, but at least they usually have a lot of jokes to keep it interesting (although I was very pleasantly surprised by the amount of humour in Zelda).
There's an interesting article about OOT's design here:
[link] 1
Unfortunately, one of the points it makes is one of the parts of the game I found least enjoyable:
In most dungeons, there is a short path from the dungeon entrance to the boss room. This is closed to start with, but in the course of completing the dungeon the player opens it up; it might be a passage that has to be opened by solving some puzzle (like the cobwebs across the floor in the Deku Tree) or a route that becomes available when the dungeon’s new tool is acquired (like the longshot in the Water Temple). This quick route means that a player who dies in the course of fighting the boss (which is likely to happen several times) and is therefore sent back to the entrance doesn’t have a long slog to get back to the boss.
The Shadow Temple is the sole exception to this rule.
The Shadow Temple annoyed me because of that, more so than the Water Temple. I kept dying at the hands (literally!) of the boss (mostly because of the awkward lock-on camera), so if I didn't want to have to go through the whole long level over again (including the unskippable ship sequence) every time I died, I'd have to place one of those green magic warp points before the last room. Doing that used up the magic energy I needed to fight the boss (I had no idea about the extended magic bar at the time), so every so often I'd have to either go outside and find some more green magic bottle thingies, or reset the N64 and reload an earlier save when I had more magic (and when you want to resort to do that, something's not right).
BTW, I belive my death count was somewhere in the 60s when I finished the game. Pathetic, I know, but it was mostly because of the damn Fire, Water and Shadow Temple bosses!
Believe me, despite me focusing on the negatives here, I did enjoy the game on the whole - especially the last battle against Ganon - and people who give it 10/10 (including Edge magazine) are perfectly justified to do so, even if I didn't enjoy it
quite that much.
An 8/10 game, for me - about as good as Mega Drive's The Story of Thor/Beyond Oasis (which in some ways is a similar game).
There, rant over.
1 The site also contains an incredibly informative "making of GoldenEye" article by one of its main designers, which I highly recommend - it can be found at
[link]