The Legend of Zelda: Ocarina of Time 3DS
#91
Posted 18 June 2010 - 03:31 AM
#92
Posted 18 June 2010 - 04:06 AM
Edited by franpa, 18 June 2010 - 04:07 AM.
#93
Posted 20 June 2010 - 05:50 PM
I'm not going to necessarily say that I agree with you, but I DO undrestand why it bothers you. You see, awhile ago I read a site which charted dungeon progression and explained what makes the Water Temple stand out. You see, the chart started at the top and went to the bottom, widening when you had more choices, and in the Water Temple the progression is very, very "wide."
In a dungeon like most of the ones in Twilight Princess, you must accomplish goal A to proceed to goal B, goal B to proceed to goal C, etc.
OoT's Water Temple instead gave you most of the goals at the same time. for instance, say You had to accomplish goal A, B, C, D, and E to get the dungeon item. Then you used the dungeon item to solve goals F, G, H, I, and J in order to get the boss key. That's not exactly how it worked, but it's not too far off. Throw in the necessity of raising and lowering water levels, and you've got the OoT Water Temple, love it or hate it.
Many people love it because secretly, many of us human beings enjoy checklists. It is sometimes very satisfying to see your progression bit by bit toward a larger goal, by chipping away at whatever parts of the task you feel like at the time. Other people hate this. It's especially problematic for people who keep forgetting which tasks have already been accomplished.
Personally, I like the Water Temple, but I agree that you really need a good sense of direction and possibly a written checklist (if not a good memory) in order to go at it effectively. If you watch TSA's OoT speed run videos, you'll realize that most of the time spent in the Water Temple is figuring out where to go next. The whole thing can be completed in a matter of minutes if you know where you are going. And believe me, I understand why that task is harder than it sounds.
I'm sorry, how do we know they will be emulating the N64 game beneath the improved graphics? That might not be as efficient as you think.
Here's another possibility: they could take the (more advanced) Twilight Princess engine, port it or emulate it on the 3DS (the 3DS should be able to handle Gamecube-level processing from what we've seen), and rebuild the OoT world in the new engine. Sound more difficult? Well, if the OoT engine were too restrictive to their graphical improvements, it might be even more work to emulate OoT. After all, with an increased polygon count comes new types of animation. What if they want Link's clothes to ripple in the breeze, for instance? An emulated N64 engine probably can't do that.
#94
Posted 20 June 2010 - 07:43 PM
Edited by Christian, 20 June 2010 - 07:44 PM.
#95
Posted 20 June 2010 - 08:07 PM
#96
Posted 20 June 2010 - 08:10 PM
But I wanna see it in 3d, especially some bosses could look epic, IMAGINE PHANTOM GANNON!
Edited by L33TSkillz, 20 June 2010 - 08:11 PM.
#97
Posted 20 June 2010 - 08:14 PM
- Cukeman likes this
#98
Posted 20 June 2010 - 09:09 PM
Well, in a way I think the game should have the dungeons that never came to be as extra - Does anyone really know what was in that little square space above Jabu-Jabu's Shrine? Or perhaps a really hard Temple of Light for the hardcore fans who want to prove their heroism? I'm just saying, there's a lot that could make the game a real must-have instead of just a remake.
#99
Posted 21 June 2010 - 02:48 AM
You know, there's one thing that they can do with the time between release of the 3DS and the OoT remake... Like complete the game as it was supposed to be?
Well, in a way I think the game should have the dungeons that never came to be as extra - Does anyone really know what was in that little square space above Jabu-Jabu's Shrine? Or perhaps a really hard Temple of Light for the hardcore fans who want to prove their heroism? I'm just saying, there's a lot that could make the game a real must-have instead of just a remake.
And make Majora's Mask an extra. Like how it was supposed to be an add-on pack like Master Quest with the Nintendo 64 Disk System.
#100
Posted 21 June 2010 - 05:36 AM
I highly doubt it will use an entirely different engine to the original OoT. Ideally we all hope it would have graphics that push the limits of the system, that are a good as TP, but realistically I think it is just in essence, a port of the original.
#101
Posted 21 June 2010 - 09:04 AM
I'm not going to necessarily say that I agree with you, but I DO undrestand why it bothers you. You see, awhile ago I read a site which charted dungeon progression and explained what makes the Water Temple stand out. You see, the chart started at the top and went to the bottom, widening when you had more choices, and in the Water Temple the progression is very, very "wide."
In a dungeon like most of the ones in Twilight Princess, you must accomplish goal A to proceed to goal B, goal B to proceed to goal C, etc.
OoT's Water Temple instead gave you most of the goals at the same time. for instance, say You had to accomplish goal A, B, C, D, and E to get the dungeon item. Then you used the dungeon item to solve goals F, G, H, I, and J in order to get the boss key. That's not exactly how it worked, but it's not too far off. Throw in the necessity of raising and lowering water levels, and you've got the OoT Water Temple, love it or hate it.
Many people love it because secretly, many of us human beings enjoy checklists. It is sometimes very satisfying to see your progression bit by bit toward a larger goal, by chipping away at whatever parts of the task you feel like at the time. Other people hate this. It's especially problematic for people who keep forgetting which tasks have already been accomplished.
Personally, I like the Water Temple, but I agree that you really need a good sense of direction and possibly a written checklist (if not a good memory) in order to go at it effectively. If you watch TSA's OoT speed run videos, you'll realize that most of the time spent in the Water Temple is figuring out where to go next. The whole thing can be completed in a matter of minutes if you know where you are going. And believe me, I understand why that task is harder than it sounds.
I'm sorry, how do we know they will be emulating the N64 game beneath the improved graphics? That might not be as efficient as you think.
1) They already have experience with emulators (looks @ wii)
2) there are plenty of open source emulators they can base code for external features on.
3) It would take more effort remastering the game in an entirely new engine.
#102
Posted 21 June 2010 - 09:59 AM
- Cukeman likes this
#103
Posted 21 June 2010 - 10:27 AM
I agree. SS has 100% cel shading. The original OoT and this remake have very very mild cel shading. On the technical end, I'm not sure what constitutes cel shading if it is as mild as OoT, but back when OoT came out people were commenting on cel shading. It might be as simple as the texture style and the lighting.
That reminds me of a certain April Fool's Day screenshot that a gaming magazine published around the time TP was announced......
#104
Posted 21 June 2010 - 12:44 PM
Edited by franpa, 21 June 2010 - 12:44 PM.
#105
Posted 21 June 2010 - 03:58 PM
OCARINA OF TIME IS THE GREATEST GAME EVER, NINTENDO PLEASE RE-RELEASE IT FOR THE 3DS AND MAKE IT AAAAAWWWWWEEESSSOMMEEE!
No sarcasm there. I've re-assessed the situation and I think I'd most likely buy this if and when it comes out.
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