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    Default Zodi Plays: The Legend of Zelda Ocarina of Time (Adventures in early 3D video games)



    We return once more to Hyrule, and my big silly Zelda Retrospective idea! This time we're going into Ocarina of Time, a game released for the N64 back before anyone really knew how to MAKE 3D games work. It's often considered one of the best Zelda games, and with good reason. Same rules as ever apply, keep discussion about this game, no spoilers, etc etc. You know how to keep the decorum good guys.

    We're playing the 3DS rerelease of the game here, and on the regular version. I'll be making a video that shows off any important or interesting changes between this and the original at the end of it all, and unless I'm mistaken some wonderful person is going to be talking about the dungeon differences in the Master Quest version of the game. With that all being said lets jump right in.

    Zodi Plays: The Legend of Zelda Ocarina of Time [1] The Boy With No Fairy

    Video Length: 24:31


    We begin with a very cool opening title screen that shows Link riding a horse along the countryside, beautiful music in the background. If that doesn't set the tone for things, I'm not sure what will. We ACTUALLY begin with our hero having...quite the nightmare. A horse rides by with a ninja lady and a princess on it...followed by another horse with a large wizard on it. The wizard blasts Link in the face. We cut to a large tree, known as the Deku Tree, instructing a little fairy called Navi that it is time. There is work of great importance to be done, and we musn't dawdle. We get a cool scene of Navi flying around, showing off the 3D world and stuff, and it's a pretty stylish way to show off what they've made. Navi flies into Link's tree house and wakes him up, telling him he's gotta go meet the Deku Tree, the great spirit that protects the forest and all the Kokiri. And thus our adventure begins!

    Some things to talk about first though. First, I like the general idea the game is sort of pushing that Link's a Kokiri here. It's...not really spoilers to say he's NOT, of course, but to someone who was playing this for the first time you wouldn't be hard pressed to believe it. So his getting Navi is a pretty big moment for the guy. It's just a small bit of writing I like. Anyway, let's talk about said fairy, shall we? A lot of people...really dislike Navi. Where Fi was a little dry and inexplicably hated despite being well written and interesting and never really interrupting gameplay, and where Ezlo was genuinely useless in every way but still well liked because the writing was cute enough, Navi is...a good blend of not very useful and actually quite annoying. I don't find it too bad, and aside from some basic and perfectly reasonable tutorial stuff she never really outright interrupts you, just plays a voice clip to make you realize she has something to say. Now, unlike Fi, when she presses that "Hey!" button, she's usually just reminding you of what your next goal is instead of giving new information, but overall I don't REALLY get the annoyance beyond Navi shouting at you, which is super minor. But yeah, that's just how things go.

    Leaving Link's tree house we see Link's...looove interest and or caretaker, Saria. She's the nicest lady here and quite cool. She, as is basically everyone aside from Mido, is quite happy for Link getting his fairy finally. Hooray! Now to explore the Kokiri Woods. We see a cute little scratch drawing on Link's tree of Link fighting a giant dinosaur, which is a nice little detail. We run around and find some Rupees (both invisible and not-invisible) and eventually make it to where the Deku Tree lives...except the beforementioned ******* Mido is in our way, and refuses to leave until we get a sword and a shield. This isn't that big of a deal, but Mido's such a jerk about it that it's kind of annoying! The Deku Shield can be found in the store for a decent amount of rupees (of which you can make quite easily) and the Kokiri Sword is behind a very simple boulder obstacle. It's a pretty cool way to tutorialize you about how this game plays, especially since doing what the signs instruct often rewards you with rupees to make buying the shield easier. Combat is fairly simple compared to Skyward Sword's, but you can see the system that it clearly uses in place here. You lock onto things and dodge around, slicing stabbing and jump attacking. The thing I like the most here is that the combat feels very weighty, if that makes sense. Link is very "heavy" with how he moves, even if he's acrobatic, which makes it feel pretty impactfull.

    With sword and shield in hand we can shove Mido out of the way and get to the Deku Tree. It's here we meet our first real enemies...sort of. The Deku Baba returns, but the first ones we meet are wilted and dry and can barely move! They stand up straight and try to spin at you to hurt you but it's kind of pathetic. But hey, it's a good way to learn how to fight real enemies! Killing them also gets you an item, depending on how you do actually kill them. Most horizontal attacks will sever the Baba from it's roots, leaving behind a Deku Stick. Other attacks that don't cut them in half instead gives you a Deku Nut. The stick is invaluable for torch puzzles and is about as strong as a Jump Attack when you hit with it...though it breaks afterward. The Deku Nut is like a flash grenade stunning most enemies in their tracks! Quite handy.

    Anyway, the Deku Tree informs Link about what all is going down. Evil is afoot and the Deku Tree's got a case of the ole spider belly, so we've gotta test our courage by diving into his mouth and clearing out any nasty stuff in there. So...we do so! Instead we meet our first REAL baddy, a non wilted Deku Baba that actually tries to lunge at us. How rude! We also eventually fight some Skulwalltulas, little spiders that are skull shaped and hang out on climbable surfaces, trying to run into you. Fairly simple to deal with...once we get the Fairy Slingshot. We also encounter Deku Scrubs, who we have to beat by reflecting their seed shots with our shield, and the Big Skultula, which...is a large Skultula. They're invisible from the front, but after looking at you for a moment they turn around, leaving their weak underbelly exposed. All in all a good set of enemies to tangle with. We also encounter a Gold Skulltula, which drops a skull token that will be useful for later.

    I actually really like this as a first dungeon. It's a big ole tree and the way it's laid out shows that. A big tower with branching side rooms, and the ability to go deep underground to where his roots would go, though we don't get to that juuust yet. We easily find the dungeon item, the Fairy Slingshot, which makes dealing with most of the enemies in this area quite simple. It also continues the longstanding tradition of switches you need to shoot being eye shaped, which is always fun.

    But yeah, that's it for our first episode. Half way through the Deku Tree's insides already! I hope you enjoyed, and I hope to see you all next time. Ocarina of Time is pretty great, so I think this'll be a pretty fun LP.

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    Default Re: Zodi Plays: The Legend of Zelda Ocarina of Time (Adventures in early 3D video gam

    So, a couple of differences I can see right off the bat...

    First off, the 'shekiah stones' used to be the Oracle Stones, and you'd need a specific item from a long quest from a fellow to be able to talk to them, and they were largely pointless.

    Second off, those yellow flowers he got the seeds from? Were not originally yellow. They were originally green tufts that would regrow periodically.

    Third, the polygons are stitched together much more comprehensively than the original. This game was almost as bad as FF VII for polygonal blockheads. This is seen in much more detail in Majora's Mask which, despite needing a RAM chip to enhance the system's RAM so it could actually PLAY, and was at the end of the N64 cycle so they had time to learn from their mistakes, had just as bad a level of graphics that was showcased in even worse ways. You'll see when we get there (assuming they haven't thankfully fixed them).

    When this game first came out, I didn't like it for several reasons. The first and third and at least part of the second link games (and we didn't really discuss Link's Awakening much) were all isometric or top down. This game was the first one that brought first person perspective to Link. This was also the same time Nintendo tried to bring first person to a LOT of different genres that it really shouldn't have, and invested in the FPS genre in ways it really shouldn't have. So seeing yet another bit of nintendo go 3d was just... annoying. Even to this day, I have... mixed feelings about this game. These mixed feelings were further enhanced by taking a mechanic from this game, and screwing over the entire series timeline. So yea. You have one non-fan of this game here.

    Having said that, it did introduce a lot of concepts that were then cleaned up and used in later Zelda offerings, and it was one that introduced Zelda to a new generation of gamers who didn't get a chance to play on the original NES on that golden cartridge. For my part, this game was underwhelming after coming from LTTP, which is one of my all-time favorites, but I suppose you can't have anything.

    Either way, it was a turning point in Zelda history. So even though I grumble about it like some old geezer yelling at the kids to get off of his lawn, it is still a game I can respect as being part of the series.
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    Default Re: Zodi Plays: The Legend of Zelda Ocarina of Time (Adventures in early 3D video gam

    Quote Originally Posted by ShneekeyTheLost View Post
    First off, the 'shekiah stones' used to be the Oracle Stones, and you'd need a specific item from a long quest from a fellow to be able to talk to them, and they were largely pointless.

    When this game first came out, I didn't like it for several reasons. The first and third and at least part of the second link games (and we didn't really discuss Link's Awakening much) were all isometric or top down. This game was the first one that brought first person perspective to Link. This was also the same time Nintendo tried to bring first person to a LOT of different genres that it really shouldn't have, and invested in the FPS genre in ways it really shouldn't have. So seeing yet another bit of nintendo go 3d was just... annoying.

    Either way, it was a turning point in Zelda history. So even though I grumble about it like some old geezer yelling at the kids to get off of his lawn, it is still a game I can respect as being part of the series.
    To elaborate a bit on that point. The Oracle Stones still exist, but there's a special one near Link's house that gives pro strats(tm).

    Not to derail but...what "misguided FPS attempts" did Nintendo try? It did Mario 64, which was great. It did this game. That's...basically it? The F Zero game I guess but people like that. What mistakes did they make, in your eyes?

    Yeah, it definitely is a turning point in the series. This is the first one to really introduce the idea OF the three Goddesses and stuff. Also, we'll deal with it when I do get to it, but I've...never been that impressed with Link to the Past. But again, we'll cross that bridge when we get to it. For now I say "to each their own"

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    Default Re: Zodi Plays: The Legend of Zelda Ocarina of Time (Adventures in early 3D video gam

    Ah, Ocarina of Time, what a classic.

    I once tried to play it, but the farthest I've ever gotten was past the first dungeon. I think I may have tried the second one but didn't beat it. I've also tried Majora's Mask, but didn't get past first dungeon there either. The farthest I've ever gotten in a Zelda game was Windwaker I believe, that I got stuck on the dungeon where I had to escort the leaf-guy around, which I think is pretty far into it.

    point is, despite being a gamer, I have this history of being unable to beat Zelda games. but then again, I don't think I've played any "hard" games for most of my life, my preferences seem to run towards the dialogue and story heavy stuff. (though I guess I could someday try playing that Dark Souls game people keep talking about just to see what the appeal is)

    yeah, time to get the memetic Navi jokes out of the way:
    "Hey! Listen! Hey! Listen! Hey! Listen! HEy lISten, hEy LiStEn, hEY lisTEN, HEy! LOOK! Listen! HEY! LOOK! LISTEN! hey, listen, hey! listen, hey, listen! hey hey hey listen hey!" *repeat ad infinitum until the end of time*

    HAHA! only the most competent of players can find new ways of screwing up! like failing to dodge a boulder in the first area of the game!

    GAHAHAHAHAHA! That moment where Link crashed into the wall while the triumphant music plays about getting the golden skulltula token. thats just perfect. like, just exactly that moment is beautiful.
    Last edited by Lord Raziere; 2016-06-06 at 11:21 AM.
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    Default Re: Zodi Plays: The Legend of Zelda Ocarina of Time (Adventures in early 3D video gam

    The closest thing to Nintendo FPS-style experimentation I can think of would be Mario Sunshine, Star Fox Adventures, and Metroid Prime.... all of which were Gamecube games not N64 games and I'm pretty sure all were 3rd person not first person. So it's a really weird complaint to have. (Though given this game is 3rd person as well, maybe FPS is just being used differently from how I am used to?)


    Anyway, this game is super nostalgic for me. While I'm old enough to have played the other Zelda games when they were released, I did not. OoT was my first (I later went back and played most of the others), and still stands as one of my favorite games. Strangely one of my clearest memories of this timeframe is being excited because a hurricane was hitting the state, so I had a day off school where I could focus on clearing the Fire Temple. Priorities man!


    As for why Navi is disliked... I strongly suspect it's because she is constantly harassing you to get on to the main quest. This is doubly annoying because there's a ton of sidequest content, if you're running around collecting heartpieces you don't want to be reminded every minute or so "Hey you should get to Death Mountain!", and she does it even when you are currently progressing to the location she wants you to go! That was always the worst to me, traveling on my way to the next dungeon, then get a popup telling me I need to go there. It's like "Yes, I know, why else would I be running this way?!". I suspect it bothers people who can easily ignore flashing popups far less, but when I have a flashing yellow button at the top of my screen I am most likely going to press it even knowing it will do nothing for me. It's a weakness for flashy things :(


    As to the gameplay itself... I always forget how fast the game gets started, especially compared to some other ones. Literally 20 minutes deep and we're halfway through the first temple. 20 minutes into Skyward Sword and we were still in the opening cutscene. I think I prefer the "Here's your first dungeon, start learning fast" method; and the Deku tree is such an excellently designed dungeon that it works perfectly as a tutorial level.


    Other random thought of the day
    Now that we have seen the Kokiri, we can begin openly speculating on their relationship to the Kikwis. Did the cute little plant people evolve into cute little forest children? Where did the faeries come from? If the faeries are intelligent, why do they only guide the Kokiri; and why does it take so long for the Deku tree to send one to Link despite clearly knowing who/what Link is? I believe this is the first time in the timeline (and possibly in real life time) that we see fairies that do more than just get trapped in a bottle and/or heal you. I don't think there were even Great Faeries in Skyward Sword, though they were in Minish Cap; but those are a completely different thing regardless.
    Last edited by Seerow; 2016-06-06 at 11:21 AM.
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    Default Re: Zodi Plays: The Legend of Zelda Ocarina of Time (Adventures in early 3D video gam

    I must admit, I usually preferred to just use Z-targeting with the ranged weapons, but aside from some of the awkward moments in particular, it wasn't all that bad to do the manual first-person targeting.

    Certainly from what I recall, the places where you needed to go into first person perspective were quite limited in SM64.

    Anyway, I must admit that I had completely forgotten about deku sticks doing that much damage. Always just forgot about them after I got the slingshot because having a ranged attack option is always vital to me.

    I wonder if you can use deku sticks on any of the bosses, come to think of it... Probably quicker to either do the quick slashes/stabs, though.

    Then again, I think it was supposed to shave a bit of time off to do jump attacks on certain bosses. Hmm. Intriguing.

    As for Saria, I'm going to go with caretaker and love interest for that one. I mean, do you see any way that the Deku Tree is changing any diapers or giving an infant a bottle or milk or whatever?
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    Default Re: Zodi Plays: The Legend of Zelda Ocarina of Time (Adventures in early 3D video gam

    Quote Originally Posted by Seerow View Post
    Other random thought of the day
    Now that we have seen the Kokiri, we can begin openly speculating on their relationship to the Kikwis. Did the cute little plant people evolve into cute little forest children? Where did the faeries come from? If the faeries are intelligent, why do they only guide the Kokiri; and why does it take so long for the Deku tree to send one to Link despite clearly knowing who/what Link is? I believe this is the first time in the timeline (and possibly in real life time) that we see fairies that do more than just get trapped in a bottle and/or heal you. I don't think there were even Great Faeries in Skyward Sword, though they were in Minish Cap; but those are a completely different thing regardless.
    I think the Kikwis were probably what became the Deku people, and the Kokiri are a new thing. The fairies have always existed, it's just that the big ole nature spirit of the Deku Tree has asked the fairies to guide his eternal children. And yes, this is the first time in both timeline and actual real life time that a fairy has done anything other than heal you.

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    Default Re: Zodi Plays: The Legend of Zelda Ocarina of Time (Adventures in early 3D video gam

    Spoiler: Actual spoilers on a game (much) later in the series.
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    Spirit Tracks has the best Princess Zelda.

    She's still the damsel in distress; in fact, she has the highest chance of being killed out of any Zelda, because for most of the game it has already happened!

    She acts as Link's partner in the game, like Navi or Fi, but is not intrusive like the former nor devoid of personality like the latter.

    She's just as much of a hero as Link is (as long as there aren't any mice around.) I mean, have you seen how tough she is as a phantom‽

    I'd even go so far as to say the Princess Zelda from Spirit Tracks is the best character in the entire series! Yeah, she's that cool.
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    Default Re: Zodi Plays: The Legend of Zelda Ocarina of Time (Adventures in early 3D video gam

    Yay, new game!

    I think this'll be interesting, because unlike a lot of you here, I really don't have any personal experience with Ocarina of Time, nor do I really know more than the bare-bones about this game. So, I'm excited to see what's going to happen.
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    Default Re: Zodi Plays: The Legend of Zelda Ocarina of Time (Adventures in early 3D video gam

    Oh, another Zelda thread for me to follow for a while and then sort of lose.

    Is it a trend for Links to start their adventures with prophetic dreams? Prophetic dreams that end with him being messed up by the main villain? I am surprised that the fact he finally gets a fairy for the first time in his life is pretty much glossed over though.

    Talking of the fairy, this is the first time I've actually seen the infamous Navi... and she's adorable. Her little segment where she rushes through the village tells us a lot about her eagerness and slight clumsiness. Her voice is a touch on the annoying side, but it's bearable.

    Kokiri village is also adorable, but I'm a little put off by the fact that everbody dresses like Peter Pan. Brrrr...
    That their great treasure is a sword is a cute little touch about how idylic life here is.

    The Dungeon is cool, although it is a bit weird for it to not have a pre-dungeon area outside. It is a little conveneint that the new item is literally right next to the enemies it needs to take out though.

    Overall, this looks fun, and I'm looking forward to seeing the rest of the Deku tree and the game.

    Quote Originally Posted by Lord Raziere View Post
    GAHAHAHAHAHA! That moment where Link crashed into the wall while the triumphant music plays about getting the golden skulltula token. thats just perfect. like, just exactly that moment is beautiful.
    I agree with this statement.
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    Default Re: Zodi Plays: The Legend of Zelda Ocarina of Time (Adventures in early 3D video gam

    >No master quest

    That's okay, I'm in the middle of a master quest run, so I can provide commentary on the absurd dungeons as we go (I might have to redo the first part of the game for it to really have anything to say for the first couple of dungeons - it's been a while - but that's not too much trouble).

    --
    >Instead, he just has nightmares

    THE BEST NIGHTMARES! In which plot happens. Ominous, foreshadowing plot.

    --
    Currently digging the graphics and sound, though those "HEY LISTEN"s from Navi did make me twitch (a bit).

    --
    Ayy, Saria! If only she talked to Link for more than like, four or five times total in the game.

    --
    Mido, you ass. He's a great character, though. Everyone is too nice to Link.

    --
    I'm pretty sure Wind Waker tells you what the rupees are worth somewhere.

    --
    Ah, truly the best part of OoT - HAAT HUT HAAAT YAAAH HYAAA HUP

    --
    Okay, dungeon time! The master quest version of this one isn't that much harder, but you visit the rooms in a different order and there are a lot more enemies. Including fire keese regular keese that are conveniently placed right next to a source of fire, right near the entrance. Including gohma eggs and giant deku babas and a lot more spiders. How they haven't set the tree on fire from the inside is a mystery.

    Aw yiss, torch puzzles. For those of you interested in playing the master quest version of the dungeons, expect a whole lot of these.

    --
    So, revisiting this dungeon found me two gold skultullas (including one hiding behind boulders that you need a bombchu to break), and a purple rupee in a chest (which you need the song of time for).
    Last edited by Amidus Drexel; 2016-06-06 at 08:16 PM.
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    Default Re: Zodi Plays: The Legend of Zelda Ocarina of Time (Adventures in early 3D video gam

    Possibly improvement: shift captions to be entirely within one of the two areas that's not showing a screen? Maybe just shuffle the bottom screen with the filler image above it. Bottom screen isn't usually important, admittedly.
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    Default Re: Zodi Plays: The Legend of Zelda Ocarina of Time (Adventures in early 3D video gam

    Quote Originally Posted by LaZodiac View Post
    To elaborate a bit on that point. The Oracle Stones still exist, but there's a special one near Link's house that gives pro strats(tm).

    Not to derail but...what "misguided FPS attempts" did Nintendo try? It did Mario 64, which was great. It did this game. That's...basically it? The F Zero game I guess but people like that. What mistakes did they make, in your eyes?

    Yeah, it definitely is a turning point in the series. This is the first one to really introduce the idea OF the three Goddesses and stuff. Also, we'll deal with it when I do get to it, but I've...never been that impressed with Link to the Past. But again, we'll cross that bridge when we get to it. For now I say "to each their own"
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    Castlevania 64, one of the most gawdawful attempts at a bad first-person port to have ever existed. They even got rid of it and went back to side-scroller for Symphony of the Night. Let's not talk about Superman64... that one was on AVGN. Heck, half the games with '64' in the name was a blatant attempt to cash in on the first-person 3d game, because it was the easiest way to do 3d because there were only so many poses you the character could make. The exception being Mario Cart 64, since this is a genre the platform was actually designed for. As far as FPS SNAFU's, Turok: Dinosaur Hunter. Yet Another Doom/Quake Release. Go look up the N64 titles, and despair.


    And I absolutely agree with 'to each their own'. Maybe it was nostalgia and the order I was introduced to them to. Anyone born after OoT will likely have a drastically different opinion than mine.
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    Default Re: Zodi Plays: The Legend of Zelda Ocarina of Time (Adventures in early 3D video gam

    Quote Originally Posted by Qwertystop View Post
    Possibly improvement: shift captions to be entirely within one of the two areas that's not showing a screen? Maybe just shuffle the bottom screen with the filler image above it. Bottom screen isn't usually important, admittedly.
    I'm not quite sure what you mean by this. Yeah, the bottom screen isn't that important. The reason I have it the way it is is because it flows better. Having it be in the upper right corner would feel weird.

    Quote Originally Posted by ShneekeyTheLost View Post
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    Castlevania 64, one of the most gawdawful attempts at a bad first-person port to have ever existed. They even got rid of it and went back to side-scroller for Symphony of the Night. Let's not talk about Superman64... that one was on AVGN. Heck, half the games with '64' in the name was a blatant attempt to cash in on the first-person 3d game, because it was the easiest way to do 3d because there were only so many poses you the character could make. The exception being Mario Cart 64, since this is a genre the platform was actually designed for. As far as FPS SNAFU's, Turok: Dinosaur Hunter. Yet Another Doom/Quake Release. Go look up the N64 titles, and despair.


    And I absolutely agree with 'to each their own'. Maybe it was nostalgia and the order I was introduced to them to. Anyone born after OoT will likely have a drastically different opinion than mine.
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    Literally all the games you list as bad aren't Nintendo's fault. They're people who are bad or inexperienced at this new fangled 3D thing failing at it. I think that kinda...hits against your point? I don't know.


    Yeah. I hope you can still enjoy this besides that

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    Default Re: Zodi Plays: The Legend of Zelda Ocarina of Time (Adventures in early 3D video gam

    Is it just me or does this game have a "epic" feel to it that is really lacking in some of the latest entries in the franchise?
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    Default Re: Zodi Plays: The Legend of Zelda Ocarina of Time (Adventures in early 3D video gam

    Quote Originally Posted by Reddish Mage View Post
    Is it just me or does this game have a "epic" feel to it that is really lacking in some of the latest entries in the franchise?
    While I personally disagree for the most part, you are right that something about Ocarina of Time's aesthetic has a more...LOTR/Grand Adventure style feel to it. I'll talk more on this later, but basically Ocarina of Time really sets out to be quite dark, while still being reasonable with it. It's got a darker feel while still being hopeful.

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    Default Re: Zodi Plays: The Legend of Zelda Ocarina of Time (Adventures in early 3D video gam

    Quote Originally Posted by ShneekeyTheLost View Post
    Off topic-ness:

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    Castlevania 64, one of the most gawdawful attempts at a bad first-person port to have ever existed. They even got rid of it and went back to side-scroller for Symphony of the Night. Let's not talk about Superman64... that one was on AVGN. Heck, half the games with '64' in the name was a blatant attempt to cash in on the first-person 3d game, because it was the easiest way to do 3d because there were only so many poses you the character could make. The exception being Mario Cart 64, since this is a genre the platform was actually designed for. As far as FPS SNAFU's, Turok: Dinosaur Hunter. Yet Another Doom/Quake Release. Go look up the N64 titles, and despair.


    And I absolutely agree with 'to each their own'. Maybe it was nostalgia and the order I was introduced to them to. Anyone born after OoT will likely have a drastically different opinion than mine.
    Spoiler: 3D vs FPS
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    Aside from Turok and the Doom/Quake ports, none of those are FPSes.

    They're just badly done 3D platforming environments through a combination of fad and trying to experiment with new technical limits.


    Quote Originally Posted by Reddish Mage View Post
    Is it just me or does this game have a "epic" feel to it that is really lacking in some of the latest entries in the franchise?
    I don't want to say less light-hearted, but some term that's similar could very well apply, yes.
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    Default Re: Zodi Plays: The Legend of Zelda Ocarina of Time (Adventures in early 3D video gam

    Quote Originally Posted by ShneekeyTheLost View Post
    Off topic-ness:

    Spoiler
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    Castlevania 64, one of the most gawdawful attempts at a bad first-person port to have ever existed. They even got rid of it and went back to side-scroller for Symphony of the Night. Let's not talk about Superman64... that one was on AVGN. Heck, half the games with '64' in the name was a blatant attempt to cash in on the first-person 3d game, because it was the easiest way to do 3d because there were only so many poses you the character could make. The exception being Mario Cart 64, since this is a genre the platform was actually designed for. As far as FPS SNAFU's, Turok: Dinosaur Hunter. Yet Another Doom/Quake Release. Go look up the N64 titles, and despair.


    And I absolutely agree with 'to each their own'. Maybe it was nostalgia and the order I was introduced to them to. Anyone born after OoT will likely have a drastically different opinion than mine.

    Spoiler
    Show
    I think you don't understand what the term "first person" means with respect to videogames.

    First Person games are ones where the viewpoint of the camera is intended to be the eyes of the character. Most of the games you have cited are third person, where the camera is positioned outside the character as if it is an actual camera held by a seperate entity in the world

    Now, first person shooters had something of an awkward start on consoles because, basically, you need two analogue sticks to control them properly. The N64 managed the best awkward compromise because it had the 4 C buttons, but until the later PS1 era when the DualShock controller came out there simply weren't the tools to control FPS games properly on controllers.

    But, y'know, that's not actually very relevant to Ocarina of Time because the only times you go into first person is to aim the bow and slingshot and you can't actually move then anyway, so it avoids the awkwardness (except Big Poe hunting because horse).

    In terms of transition from 2D to 3D, The N64 is where you find almost all the examples of actually good transitions of gameplay until the PS2 era. Ocarina of Time is often cited as the best direct transition of a series from 2D to 3D control, and as a 3D action game it set standards which are so common now that they are simple an expected part of 3D mechanics (Z Targeting is basically a default component of 3D melee action games now that is almost unthinkable to not have, and Nintendo thought it up for their first major attempt at 3D melee).

    So y'know. You're wrong, 3D was absolutely a good move for Nintendo in both of its major franchises, and they did it so right first time that it took an entire console generation for anyone to catch up and people are still using mechanics they got right first time to this day.

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    Default Re: Zodi Plays: The Legend of Zelda Ocarina of Time (Adventures in early 3D video gam

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    Quote Originally Posted by LaZodiac View Post


    We return once more to Hyrule, and my big silly Zelda Retrospective idea! This time we're going into Ocarina of Time, a game released for the N64 back before anyone really knew how to MAKE 3D games work. It's often considered one of the best Zelda games, and with good reason. Same rules as ever apply, keep discussion about this game, no spoilers, etc etc. You know how to keep the decorum good guys.

    We're playing the 3DS rerelease of the game here, and on the regular version. I'll be making a video that shows off any important or interesting changes between this and the original at the end of it all, and unless I'm mistaken some wonderful person is going to be talking about the dungeon differences in the Master Quest version of the game. With that all being said lets jump right in.

    Zodi Plays: The Legend of Zelda Ocarina of Time [1] The Boy With No Fairy

    Video Length: 24:31


    We begin with a very cool opening title screen that shows Link riding a horse along the countryside, beautiful music in the background. If that doesn't set the tone for things, I'm not sure what will. We ACTUALLY begin with our hero having...quite the nightmare. A horse rides by with a ninja lady and a princess on it...followed by another horse with a large wizard on it. The wizard blasts Link in the face. We cut to a large tree, known as the Deku Tree, instructing a little fairy called Navi that it is time. There is work of great importance to be done, and we musn't dawdle. We get a cool scene of Navi flying around, showing off the 3D world and stuff, and it's a pretty stylish way to show off what they've made. Navi flies into Link's tree house and wakes him up, telling him he's gotta go meet the Deku Tree, the great spirit that protects the forest and all the Kokiri. And thus our adventure begins!

    Some things to talk about first though. First, I like the general idea the game is sort of pushing that Link's a Kokiri here. It's...not really spoilers to say he's NOT, of course, but to someone who was playing this for the first time you wouldn't be hard pressed to believe it. So his getting Navi is a pretty big moment for the guy. It's just a small bit of writing I like. Anyway, let's talk about said fairy, shall we? A lot of people...really dislike Navi. Where Fi was a little dry and inexplicably hated despite being well written and interesting and never really interrupting gameplay, and where Ezlo was genuinely useless in every way but still well liked because the writing was cute enough, Navi is...a good blend of not very useful and actually quite annoying. I don't find it too bad, and aside from some basic and perfectly reasonable tutorial stuff she never really outright interrupts you, just plays a voice clip to make you realize she has something to say. Now, unlike Fi, when she presses that "Hey!" button, she's usually just reminding you of what your next goal is instead of giving new information, but overall I don't REALLY get the annoyance beyond Navi shouting at you, which is super minor. But yeah, that's just how things go.

    Leaving Link's tree house we see Link's...looove interest and or caretaker, Saria. She's the nicest lady here and quite cool. She, as is basically everyone aside from Mido, is quite happy for Link getting his fairy finally. Hooray! Now to explore the Kokiri Woods. We see a cute little scratch drawing on Link's tree of Link fighting a giant dinosaur, which is a nice little detail. We run around and find some Rupees (both invisible and not-invisible) and eventually make it to where the Deku Tree lives...except the beforementioned ******* Mido is in our way, and refuses to leave until we get a sword and a shield. This isn't that big of a deal, but Mido's such a jerk about it that it's kind of annoying! The Deku Shield can be found in the store for a decent amount of rupees (of which you can make quite easily) and the Kokiri Sword is behind a very simple boulder obstacle. It's a pretty cool way to tutorialize you about how this game plays, especially since doing what the signs instruct often rewards you with rupees to make buying the shield easier. Combat is fairly simple compared to Skyward Sword's, but you can see the system that it clearly uses in place here. You lock onto things and dodge around, slicing stabbing and jump attacking. The thing I like the most here is that the combat feels very weighty, if that makes sense. Link is very "heavy" with how he moves, even if he's acrobatic, which makes it feel pretty impactfull.

    With sword and shield in hand we can shove Mido out of the way and get to the Deku Tree. It's here we meet our first real enemies...sort of. The Deku Baba returns, but the first ones we meet are wilted and dry and can barely move! They stand up straight and try to spin at you to hurt you but it's kind of pathetic. But hey, it's a good way to learn how to fight real enemies! Killing them also gets you an item, depending on how you do actually kill them. Most horizontal attacks will sever the Baba from it's roots, leaving behind a Deku Stick. Other attacks that don't cut them in half instead gives you a Deku Nut. The stick is invaluable for torch puzzles and is about as strong as a Jump Attack when you hit with it...though it breaks afterward. The Deku Nut is like a flash grenade stunning most enemies in their tracks! Quite handy.

    Anyway, the Deku Tree informs Link about what all is going down. Evil is afoot and the Deku Tree's got a case of the ole spider belly, so we've gotta test our courage by diving into his mouth and clearing out any nasty stuff in there. So...we do so! Instead we meet our first REAL baddy, a non wilted Deku Baba that actually tries to lunge at us. How rude! We also eventually fight some Skulwalltulas, little spiders that are skull shaped and hang out on climbable surfaces, trying to run into you. Fairly simple to deal with...once we get the Fairy Slingshot. We also encounter Deku Scrubs, who we have to beat by reflecting their seed shots with our shield, and the Big Skultula, which...is a large Skultula. They're invisible from the front, but after looking at you for a moment they turn around, leaving their weak underbelly exposed. All in all a good set of enemies to tangle with. We also encounter a Gold Skulltula, which drops a skull token that will be useful for later.

    I actually really like this as a first dungeon. It's a big ole tree and the way it's laid out shows that. A big tower with branching side rooms, and the ability to go deep underground to where his roots would go, though we don't get to that juuust yet. We easily find the dungeon item, the Fairy Slingshot, which makes dealing with most of the enemies in this area quite simple. It also continues the longstanding tradition of switches you need to shoot being eye shaped, which is always fun.

    But yeah, that's it for our first episode. Half way through the Deku Tree's insides already! I hope you enjoyed, and I hope to see you all next time. Ocarina of Time is pretty great, so I think this'll be a pretty fun LP.


    I'm excited to see the 3DS version on a bigger screen than my own gamepad, because I have a small 3DS and stuff. For the record for everyone, this was my first real Zelda game. I played Zelda and Zelda II a bit on the NES, but I'd never finished them at the time, and I didn't have aLttP, so when this came out, my parents bought me my first console - the Nintendo 64. And with it came Ocarina of Time, Iggy's Wreckin Balls, and Star Fox 64. I played the heck out of this game. I've beaten it over 30 times (probably at least ten more than that) as well as master quest a handful of times. I have it in every incarnation - N64 first gen (it has the original game before they changed certain details), N64 gold cartridge (collector's edition), gamecube version with master quest, virtual console and 3DS remake. Suffice it to say, there is no Zelda I have played more, though I've played the heck out of Majora's Mask as well. While it might not be everyones favorite, it's certainly mine, so I'll chime in as much as time allows on this one, including dungeon analysis, kill, death, and rupee count, and of course style points! Hope everyone is enjoying what I've done so far.




    And as we start, I have no bones to pick about navi. Sure she has annoyances, but ultimately, I think its a love of picking on Navi in general that perpetuates the bashing. At the end of the day, I feel its fine to assist the player in where they should be going, especially in such a large map with so much to do like this game has. Ultimately, I think Navi is like having a little brother. I love picking on him, but I'm still happy he's around, and enjoy him!

    I don't know if you know this, but in the Kokiri Shop there's a red rupee behind the counter if you go around to the right. We can't see it on screen so its not counted as missed, but figured you might like to know! One thing about that scratched drawing into the tree, link also drew a fairy above him. So he was daydreaming about fighting monsters and having a fairy for a long time. And since he just had a nightmare/vision thing...I wonder how long he's been plagued by these dreams of...the future?

    I also like that they use navi to explain Z targeting. This isn't just some illusion of arrow only we can see really...we are able to better focus on the targets because Navi is guiding our eye. And that's neat. And something they don't do outside of this and Majora's Mask, because after that its a staple. They don't feel the need to explain the mechanic. I like the creative things they did to introduce new mechanics to the player, and keep it immersive. Even the tutorials are blended into the Kokiri Forest to assist you with learning the game, before thrusting you into a dungeon where you use the mechanics you learned. (also, if you target the pair of rocks and do 3 backflips, you'll get a blue rupee).

    Something makes me wonder how that boulder keeps rolling...and turning...must be enchanted.

    Link got the steak knife! Doo doo doo dooooooo!

    I love the animation of Mido stomping off. He's a bully, but again I think he's cute in his childishness. If you think about it, Mido might have good reasons to not like link. First of all, he's the leader of the Kokiri, and he may be trying to protect his people and the sacred tree. We know that Link isn't one of them, so its safe to assume that he knows this too. Wariness of a human among them. Then again, he also bosses the other Kokiri around and makes them do his chores to try and impress Saria, so there's that. It could be that he likes Saria, and Saria likes Link, and be as simple as that.

    The deku nut is the most under utilized item in this game, but one of the most useful. I think its mostly gotten and forgotten about, because it doesn't explicitly have you use them for a puzzle so you never get used to using it, unlike the deku stick. It makes quick work of certain enemies, and I admit my first handful of playthroughs I really didn't consider the duku nuts anything special. I was very wrong. I however do appreciate that they don't effect skullwalltulas, which would create a possible sequence break.

    Wait...fairy slingshot? What does that mean? That its used to slingshot fairies? Or it was created by the fairies? Interesting. In all my years, I never realized you could aim with the bullet pouch because I always started by drawing my seed, so I never saw it not pulled back. I always eyeballed it between the two prongs, and never went back.

    As for the skulltula, I think they are spiders that inhabit skulls, not spiders that are skull shaped. Kind of like Kubone the Pokemon.

    Fun fact, the original version of this game, and I mean the first print had some details that were changed in late n64 and later releases. For instance, the push blocks and switches both had a crescent moon with a star instead of the symbol that represents two eyes or whatever. I preferred the crescent, though they changed it because of the religious affiliations of that symbol. I suppose someone got offended?




    EPISODE 1 KILL TALLY!

    Deku Baba - 6
    Skullwalltula - 3
    Big Skulltula - 5
    Gold Skulltula - 1

    Style Points - 0

    Missed Rupees - 0




    Ocarina of Time
    Total Kills
    (As of Episode 1)

    Deku Baba - 6

    Tula
    Skullwalltula - 3
    Skulltula, Big - 5
    Skulltula, Gold - 1

    Total Things Dead - 15

    1st Place - Deku Baba, at 6!
    2nd Place - Big Skulltula, at 5!
    3rd Place - Skullwalltula, at 3!

    Total Style Points - 0!

    Total Missed Rupees - 0!
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    Default Re: Zodi Plays: The Legend of Zelda Ocarina of Time (Adventures in early 3D video gam

    Yeah, that's a good point that I was going to bring up down the line. Our Z/L targeting is explicitly a case of Navi helping us focus on the target in question. Without her we would be unable to do it! That's quite cool.

    It depends on the game. I know in laaaater games the Skultula's are just spiders who's bodies have a skull shaped pattern, but these spiders seem more like "a spider in a skull". At the end of the day it's just a really cool enemy design, I think.

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    Default Re: Zodi Plays: The Legend of Zelda Ocarina of Time (Adventures in early 3D video gam

    Quote Originally Posted by GloatingSwine View Post
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    I think you don't understand what the term "first person" means with respect to videogames.

    First Person games are ones where the viewpoint of the camera is intended to be the eyes of the character. Most of the games you have cited are third person, where the camera is positioned outside the character as if it is an actual camera held by a seperate entity in the world

    Now, first person shooters had something of an awkward start on consoles because, basically, you need two analogue sticks to control them properly. The N64 managed the best awkward compromise because it had the 4 C buttons, but until the later PS1 era when the DualShock controller came out there simply weren't the tools to control FPS games properly on controllers.

    But, y'know, that's not actually very relevant to Ocarina of Time because the only times you go into first person is to aim the bow and slingshot and you can't actually move then anyway, so it avoids the awkwardness (except Big Poe hunting because horse).

    In terms of transition from 2D to 3D, The N64 is where you find almost all the examples of actually good transitions of gameplay until the PS2 era. Ocarina of Time is often cited as the best direct transition of a series from 2D to 3D control, and as a 3D action game it set standards which are so common now that they are simple an expected part of 3D mechanics (Z Targeting is basically a default component of 3D melee action games now that is almost unthinkable to not have, and Nintendo thought it up for their first major attempt at 3D melee).

    So y'know. You're wrong, 3D was absolutely a good move for Nintendo in both of its major franchises, and they did it so right first time that it took an entire console generation for anyone to catch up and people are still using mechanics they got right first time to this day.
    Spoiler
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    You can cite anything you want, that does not change, or invalidate, my personal opinion. It just simply indicates that my opinion is the minority, which I believe I already indicated. But hey, thanks for trying.

    Also, at least when I played the game, it was first-person perspective for the most part.

    Also, some people seem to be confused with the difference between first person and FPS. OoT was an FPRPG, not an FPS, but the perspective was identical. The difference between first and third person is about six inches of personal space on the part of the camera.

    I'm also relaying my personal perspective from actual experience at having purchased one, having owned previous consoles, and dealing with the translation first hand. 'the experts' can claim anything they like. But taking it on blind faith that the companies who have a vested interest in a topic that their money-making attempt was correct is... something else. Unless you were there, I'd advise you to take anything you hear, including from an old fart like me, with a grain of salt.


    Anyway, back on topic. I'll still follow along, and I'll keep my nattering to a minimum, and point out differences that I spot between this and the original version.
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    Default Re: Zodi Plays: The Legend of Zelda Ocarina of Time (Adventures in early 3D video gam

    Quote Originally Posted by ShneekeyTheLost View Post
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    You can cite anything you want, that does not change, or invalidate, my personal opinion. It just simply indicates that my opinion is the minority, which I believe I already indicated. But hey, thanks for trying.

    Also, at least when I played the game, it was first-person perspective for the most part.

    Also, some people seem to be confused with the difference between first person and FPS. OoT was an FPRPG, not an FPS, but the perspective was identical. The difference between first and third person is about six inches of personal space on the part of the camera.
    Spoiler
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    It's not that people are confused. It's that literally nobody else uses the term "first person" the way you are.

    "First Person" has a specific meaning which everyone else uses, it means the camera PoV is the same as the character PoV.

    Ocarina of Time is not a First Person game, it is predominantly a third person game where you can occasionally switch to first person to aim your bow but not move.



    Also, no, the practical difference between First Person and Third Person is more than strictly the camera position, because camera controls are also regularly different between first and third person (even really between an FPS and a TPS, the camera and character response is different).

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    Default Re: Zodi Plays: The Legend of Zelda Ocarina of Time (Adventures in early 3D video gam

    Deeper into the tree we go. Where we stop, nobody knows!

    Zodi Plays: The Legend of Zelda Ocarina of Time [2] Armored Arachnid

    Video Length: 25:00


    Opening up this video, we fall deep into the pit that is seemingly burrowed into the Deku Tree's roots and stuff, and quickly find two more Gold Skultula's. That's three all together, so one is left and later on in the dungeon we encounter a rock wall which is where the last one is. We can't get it since we don't have bombs. Anyway, moving on.

    This room we fell into is the first in a long line of torch puzzles throughout this dungeon, and the game as a whole. Burning webs, lightning other torches, perhaps using the flaming deku stick for other purposes. It's a lot of cool stuff I think. We burn the web in this room and move onward, we find another Deku Scrub that gives us hints! This one in particular is quite iconic. He tells us the order to beat up his brothers in to get to the boss of this dungeo, 231. Twenty Three is number One! Such a classic mnemonic to use, and it's use here is quite iconic to say the least. We also reintroduce Eye Switches to the game, which work as you'd expect. Shoot a seed or other projectile at them to activate things. Be careful not to put your eye out!

    The other main puzzle in this half of the dungeon I want to talk about specifically is the room with all that water and the rotating spike log. Due to perspective issues it can be a little hard to realize the spike log can't be ducked under, which is fair I think. But the switch you need to press being under water...while it's a good challenge and a reasonable place to put it, I think it's unclear that you actually CAN hit said switch underwater. It always felt weird to me, and it feels weird now. What do you guys think? This room also has the oddity that despite being easily within reach you can't actually climb up onto the platform moving in the water. This is perfectly reasonable since otherwise you could just break the puzzle that way, but it still feels a little silly.

    This video also introduces our old friend, block pushing puzzles! However, unlike many of the other games, this game does something quite smart with it. First of all, all pushable blocks have a little mark on them to let you know they are pushable. I believe the mark changes each area, but the distinct look of a cube with a mark on it is unmistakable. The action button prompt also makes it easier to TELL you're supposed to be doing some block pushing. Another thing is that, when the cube is in it's final position, it makes a distinct noise. These are all things that help the player understand and solve these sorts of puzzles, which are appreciated. They're still not the best type of puzzle in my book, but Ocarina of Time does it's best to make em enjoyable!

    Now, let's talk about the new enemy we encounter in this sordid place. The Gohma Egg, and the Gohma Larva it holds within! We can't scan the eggs here and I sooorta missed my chance to scan the egg in the boss fight, but suffice to say...they're eggs. If you break them the larva inside doesn't get to exist, which is fine by me. I did make sure to fight at least one Larva to show off how they function. They're...super weak, as to be expected of strange larval baby spiders. They hop around and don't take much damage before dying. They'd be annoying in mass numbers or if some larger spider was around, but I doubt that'll happen any time soon.

    Speaking of which it's boss time. The little introduction scene where you're required to look up at her yourself is PRETTY GREAT. Another iconic as hell moment. But yes oh no it's the giant spider! Queen Gohma, the Armored Arachnid! As first bosses go she's...pretty easy. She lunges at you and skitters around the room, trying to hit you or run you over. Her weakness is her big ole eye, stunnable by Deku Nut or from our slingshot, each of which stun her for a different length of time which I think is cool. After teasing her a bit on the ground she gets up on the ceiling, and this is where she'd start spawning eggs at us to make us fight some of her larva. However, a quick shot from our slingshot takes her down, giving her the longest amount of stun time...and also allowing us to kill her outright. We get a heart piece for our trouble, and a magical ward out of the dungeon. The curse has been defeated!

    And now it's time for some backstory from our dear friend the Deku Tree. For the first time in series history, we finally learn the creation story of the world, and one that would stick with it forever. There are some more details than what we learn here, lost to the ages of history, but the general story remains the same. The three Goddesses, highest on high, shaped the world. Din, with her flaming arms and intense Power, forged the land. Nayru, with her Wisdom, infused the land with law. Farore created all life inbetween, and with them the spark of Courage that drives men forward. These three supreme deities left, leaving three golden triangles in their wake...the Triforce. As we also know, a lesser god of Light protected the Triforce, but that is a tale for another day (go watch Skyward Sword).

    After telling us this story, the Deku Tree also admits that...he kind of tricked us. The curse was too far gone, and though what we did helped ease his pain...his passing is inevitable. He grants us the Kokiri Emerald, the first of three Spiritual Stones that we will need in the future. He dies, and we must move on. We passed his test of Courage, exploring this massive tree and fighting a monstrous spider. We must now leave the Woods, though it's said that any Kokiri who leaves dies...we must find the Princess of Destiny. On our way out, Saria meets us on the edge of the woods. She gives us her Fairy Ocarina, a tool that will be quite important to us...though sadly due to game mechanics will get lost along the way. I'll talk more about it later but it's actually something that kinda bugs me. But for now let's reflect on the fact that she's given us a nice flute, and wishes us well. It's time for the game to begin in earnest.

    We enter Hyrule Field, and that wonderful Zelda theme music starts playing. It is quickly interrupted by the encounter of a...friend. Kaepora Gaebora, the tutorial owl! When people talk about Navi being annoying it's typically in jest or due to her sound clips being bothersome. When people talk about THIS guy being annoying, I can understand it. He's quite long winded in explaining things that most people would consider...perhaps not needing an explanation, and when you're done his conversation he asks if you understood what he said, and it defaults to NO. NOW, there is a REASON why this is done. I don't really agree with it, but I do UNDERSTAND it. This game was such a new thing that Nintendo really wanted to make sure people understood what was going on. It wanted to ensure people where paying attention, so that they'd play the game with understanding and not get mad at it because of their stupidity. Just look at people like say, Egoraptor for examples of how a game can look really ****ty if the player is a moron who doesn't pay the slightest bit of attention. So in order to make sure people were paying attention they had Gaebora ask if you wanted him to repeat his question, and set the default answer to yes. If you're paying attention, you say yes, and nothing bad happens. If you're mashing through the text like some impatient baby man, you get to listen to the whole spiel again. I do not approve of this method of enforcing your player to pay attention, but for the time it was really the only way to do so and I can't really fault them for it. Later on we'll meet this owl again, and he'll phrase the question of "would you like me to repeat what I said" in a different way, making it so that you have to answer OPPOSITE of what we answer here, another method to ensure the player is paying attention. It's rude and I don't really like it but again, this game was made in the era where it was kind of needed. Moving on.

    SO! Hyrule Field! This place has a lot to explore, and it's quite large! I won't be speeding through it just yet, I want to show off all the areas IN it first before just kinda zipping along willy nilly with editing. There ARE enemies here, but as long as you stay on the path they won't attack. This is also where the Day/Night mechanic plays a factor. Time passes in the Field, and at night different things occur in places, as well as different enemies being about. We actually end up encountering some because I missed the drawbridge by like five seconds. Stalkids, little child skeletons that are...certainly not ACTUAL children I hope. They wonder around trying to smack you, and if you take off their heads they wander even more! If you kill ten of them a large one pops up with more rupees in him, and if you kill ten more you can get even more rupees. It's neat and I'll show it off later.

    As day breaks, the drawbridge lowers and we can finally enter Hyrule Castle Town. We have fun smashing up some pots and crates with a city guard (finding a Gold Token in the process), we talk to a bunch of neat looking NPCs and get some hints to stuff we can do in the future, we talk to this cute farm girl. It's a relatively small city, but this is clearly just "one part of it" and we don't get to see the other parts because it's not vital to the game. The camera angle makes it feel like it's VERY crowded which I think is quite effective. But we can't tarry for long, and we head towards the Castle proper. We encounter our devious tutorial owl friend once more and he does the trick I mentioned above that is quite rude, and we end the video here (after killing another Gold Skultula).

    So yeah, hope you enjoyed! Went on a biiit of rant there with Mr Owl, but it's to be expected. See you guys next time!

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    Default Re: Zodi Plays: The Legend of Zelda Ocarina of Time (Adventures in early 3D video gam

    I don't have much to say, but I just wanted to point out I like the small detail that Link's sitting down when the Deku Tree tells his tale. So many video game protagonists would just stand around awkwardly.
    The stars predict tomorrow you'll wake up, do a bunch of stuff, and then go back to sleep.~ That's your horoscope for today.

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    Default Re: Zodi Plays: The Legend of Zelda Ocarina of Time (Adventures in early 3D video gam

    Ha - "Twenty-Three is Number One." Completely meaningless, absolutely no particular reason for it to be any more memorable than any other order, but you don't need to remember for very long so it works.

    Another useful thing for the block puzzles - the blocks are always in an inset area so you know where they can and can't be pushed (and can't steal them to bring them elsewhere).

    You know, I don't think I ever went down the back alleys at all. Into Castle Town then straight to one of the two plot places.
    Quote Originally Posted by jamieth View Post
    ...though Talla does her best to sound objective and impartial, it doesn't cover stuff like "ask a 9-year-old to tank for the party."
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    Default Re: Zodi Plays: The Legend of Zelda Ocarina of Time (Adventures in early 3D video gam

    Quote Originally Posted by Qwertystop View Post
    You know, I don't think I ever went down the back alleys at all. Into Castle Town then straight to one of the two plot places.
    Oh you're gonna have some fun in a couple episodes. Oh man.

    People who know what I'm talking about, don't say anything.

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    Default Re: Zodi Plays: The Legend of Zelda Ocarina of Time (Adventures in early 3D video gam

    Oh, that owl is evil, switching his phrasing around. I personally don't skip through any dialogue really fast. I always take the time to actually pay attention to what people in the game are saying, but I've seen enough let players to know that they will just speed through the dialogue because they are impatient. Personally I think if your playing an RPG and constantly skipping through dialogue, your in the wrong genre of videogames, because half the appeal is dialogue and story, and the other half getting to customize your character, combat while a part of the RPG genre, honestly isn't the best part of it. for Legend of the Zelda the appeal is more "puzzle-solving and story" and if your a puzzle-solver one would assume your a thinker who doesn't skip through things and actually pays attention to details anyways. if I want to skip the dialogue and cutscenes and to just get to the action, I play an action game for that, but even then I'm always about experiencing a story so I don't even really skip there unless I have to do retries to progress.

    but y'know whats really evil? making day time just short enough that the moat closes right when you get to it. just look at that, they had to have timed that so that your fastest walking speed to get to Hyrule city from Kokiri was just enough to get you there in one day yet not actually get you in, so that you have to stay the night fighting Stalkids.

    I've always like the Hyrule town music the most in this game. one could just stand there and listen to it forever in that plaza.
    Last edited by Lord Raziere; 2016-06-10 at 05:06 PM.
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    Default Re: Zodi Plays: The Legend of Zelda Ocarina of Time (Adventures in early 3D video gam

    Quote Originally Posted by Lord Raziere View Post
    but y'know whats really evil? making day time just short enough that the moat closes right when you get to it. just look at that, they had to have timed that so that your fastest walking speed to get to Hyrule city from Kokiri was just enough to get you there in one day yet not actually get you in, so that you have to stay the night fighting Stalkids.
    I actually think that that's rather ingenious. It lets you know that the day/night cycle causes things to change, gives you ideas of what some of those changes are, and lets you know how long the full cycle is.

    But, no, that doesn't make it any less evil.
    The stars predict tomorrow you'll wake up, do a bunch of stuff, and then go back to sleep.~ That's your horoscope for today.

    01001110011001010111001001100100

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    Default Re: Zodi Plays: The Legend of Zelda Ocarina of Time (Adventures in early 3D video gam

    Quote Originally Posted by Lord Raziere View Post
    but y'know whats really evil? making day time just short enough that the moat closes right when you get to it. just look at that, they had to have timed that so that your fastest walking speed to get to Hyrule city from Kokiri was just enough to get you there in one day yet not actually get you in, so that you have to stay the night fighting Stalkids.
    You can actually make it if you roll or side-run all the way (for some reason, Link runs faster sideways than forwards in OoT/MM).
    There's no wrong way to play. - S. John Ross

    Quote Originally Posted by archaeo View Post
    Man, this is just one of those things you see and realize, "I live in a weird and banal future."

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    Default Re: Zodi Plays: The Legend of Zelda Ocarina of Time (Adventures in early 3D video gam

    Quote Originally Posted by Yuki Akuma View Post
    You can actually make it if you roll or side-run all the way (for some reason, Link runs faster sideways than forwards in OoT/MM).
    Backflipping is faster too, I think.
    Quote Originally Posted by jamieth View Post
    ...though Talla does her best to sound objective and impartial, it doesn't cover stuff like "ask a 9-year-old to tank for the party."
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