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N64 gamers are rightfully hungering for some role-playing action, and The Legend of Zelda: Ocarina of Time appears ready to deliver. Even in its preview form, Zelda looks like it's going to be an epic tour de force. Be prepared to make a commitment. This game is huge, threatening to bust the meg cart at the seams. As Link, you'll travel through the land of Hyrule at Princess Zelda's behest, attempting to solve the mystery of the Triforce before the evil Canondorf can subvert its power. Even in this preview version, the graphics create an impressive-looking world with a dizzying variety of terrain and environments.
You'll traverse vast plains, wade through underground rivers, climb steep mountain passes, explore dense forests, and much more. Zelda's character pics kick, too. The bosses and sub-bosses are massive and very weird-looking. You run into scores of imaginatively designed races of creatures, like spiders with human faces.
Yes, you'll probably get lost, but you're likely to enjoy every moment of it. Zelda fires up a mighty mix of gameplay, too. You'll be able to rotate the game cam degrees and play Link from any angle as you fight weird monsters and tackle intricate puzzles.
A cool combat-targeting system lets you lock on to an enemy and launch precise attacks even as you circle degrees around it. In the version we played, a user-friendly inventory system handled the many weapons, items, magic objects, and treasures with ease.
Beyond the usual sword swinging and shield hefting, you'll fire a slingshot with a slick sniper targeting view a la GoldenEye, which you can use to trip switches and to fight foes. You also have to play an ocarina; the tunes you blow will unveil secrets and help you communicate with certain characters. You even learn how to ride a horse.
Zelda's deep, engaging fantasy action could hold you spellbound for weeks. I can't say I'm surprised in the least at how incredible Zelda: Ocarina of Time turned out to be. I've always had extremely high expectations for the Zelda games, and I've never been let down once. Why should things be any different this time? Once again Shigeru Miyamoto and the wizards at Nintendo have delivered a truly epic gaming experience that no one should be allowed to miss.
The game's creators have managed to take everything that was great about the 2D Zelda games--the exploration, the puzzles, the dungeons, the loads of hidden secrets, etc. The game's beautifully detailed world is so vast and immersive that you'll find yourself constantly losing track of the real world.
The controls are excellent, too. The auto-jump feature helps add to the immersiveness it's far better than I expected it to be , and Z-Targeting makes combat a snap. You'll have no problems with the game's length, either. It'll take an average gamer about 40 hours to beat, and trust me--there'll always be something to do, even after you've finished the game.
I do have a couple of minor fanboy-ish gripes, but I'll get into them some other time when I have more space. This game packs amazing visuals, beautiful music, a superbly crafted story and rock-solid gameplay, but what amazes me most about Zelda is just how satisfied I felt after beating it. I mean, it delivers on so many levels. Aside from the epic quest, you get so many little side jobs and puzzles that you'll never get bored.
And the dungeons are masterpieces of level design. Heck, even watching the sun rise over Hyrule fills me with awe. This is a legendary game. Everything Zelda offers--the engaging story, the vast areas to explore, the beautiful music--you wouldn't believe could fit on a cart.
There's not one gamer to whom I wouldn't recommend Ocarina of Time. While it isn't perfect controls take a little getting used to, graphics aren't up to Banjo's standards , Zelda has worlds of gameplay going for it.
This is one of gaming's best. Do not I repeat DO NOT miss it. Graphics: wonderful. Sound: glorious. Controls: perfect. Atmosphere: incredible. Is it the finest game ever made? Quite possibly. Only Miyamoto seems to be able to bring out the kid that lives deep down inside everyone, allowing you to enjoy his games exactly as he intended. It's an incredibly enjoyable experience, impossible to play for short periods of time With development headed up by Shigeru Miyamoto, it probably packs more gameplay innovations than the rest of the games in this feature put together.
If you've been reading recent issues of EGM, you're up to speed on much of the information that has gently trickled from Nintendo. Many of the specific details are still shrouded in secrecy. Yet we have been able to track down some new screen shots and information. As we've said before, it's Zelda's subtleties--aside from the obvious graphical excellence of the game--that will truly set this apart from any other action RPG.
The oft-reported horse scene is unique in itself, but most importantly it's the control system that will become a milestone in RPG history. The simplicity of its design, allowing action buttons to be context sensitive while also allowing a camera "lock-on" to make viewing the battles easier will no doubt be copied in other "Zelda wanna-bes" before the end of the year.
Since we last reported on the game in issue , we've seen that there are now weapons unique to the differently aged Links. While the older Link makes use of his sword and shield, as well as a bow and arrow, young Link has a boomerang weapon that only he can use. We've also found that the variety of attacks Link can perform on his enemies will have differing effects on what object is revealed once the assailant is destroyed.
We have also learned that the Rumble Pak will be used to startling effect throughout the game. Rather than simply throbbing away and occasionally jolting you during fights, it will be used to convey Link's surroundings in a way similar to " Snowboarding previewed on page 30 this month. Differences in the terrain texture will be passed through to the player via subtle changes to the hummings that emanate from the Pak.
If any RPG can be described as "revolutionary" then this is it. While other games in this feature are here because of their different approaches to story, setting and combat, Zelda takes a tried, tested and familiar formula and turns it on its head. Now, if only they'd announce the official U. The playable version at the show featured many areas never seen before, as well as some new items and Bosses.
Take a look at the first screens of the Hook Shot right , as well as Phantom Ganon below , one of the new Bosses revealed at the show. The game is due for release on Nov. To the left here are several screens of one of the areas of the game that apparently obviously takes place inside a giant monster of some sort.
Below we see the Tree of Deku, where the game's first main objective lies. As you can see, the graphics in Z64 are just phenomenal. Without a doubt this is going to be THE game to own in Was I right to be worried that Zelda wouldn't live up to its hype? I should have had more faith. This heady concoction of fairies, time travel and chickens is everything I expected it to be, and more. You only have to glance at the icon at the top of the screen to see what Link can do at any given moment.
The B button controls Link's main weapon - by using this in conjunction with the analogue stick, he can make different kinds of attack - and R brings up his shield. The ingenious part of the combat system is the use of the Z trigger as well. By holding Z while attacking. Link locks onto an enemy and will always face it, even while moving around.
The combination of these three buttons gives players what is quite simply the best combat system ever. Until you've used it in action it's hard to appreciate just how good it is, but Link can dodge, feint, probe for weaknesses, defend and dart in for devastating effect against multiple opponents, without the action ever becoming confusing. Even the inventory system is ingenious, with no need to keep stopping the game to switch between items.
Using the objects that Link collects is simplicity itself. On the Select Item subscreen, move the cursor over an item, push whichever C button you want to assign it to, and that's it. Back in the game, every time you push that C button the item will be used, be it a weapon, a magical spell or a fish in a bottle. Once Link gets out into the big wide world, the game becomes a mixture of combat, exploration, character interaction and puzzles.
Hyrule is vast, but is laid out in such a way that players don't have to spend hours slogging back and forth between areas. It's usually made clear where Link needs to go next, and if you forget, the in-game map helpfully puts up flashing icons to show places of importance.
Later in the game, shortcuts become available to cut down still further on travelling time. A few people have been heard to complain about Zelda's lack of support for the Expansion Pak. You know something? It doesn't need it. The game looks gorgeous enough as it is; it's hard to see how banging in a few extra pixels on screen could improve matters. Watching the sun set over Hyrule Castle, battling against the massive bosses, seeing the lengthy expository cut-scenes unfold or just sitting down to go fishing Zelda, unlike most games, goes to great pains to give its characters Minor actors are given typically Nintendo exaggerated facial characteristics to make them stick in the memory the Quasimodo-like gravedigger.
Talon the bog-eyed, sinister-'tached farmhand with ideas above his station and major characters like Zelda, Seria, Ganondorf and Link himself have facial expressions that perfectly emote their feelings. The characterisation helps pull you into the story in a way no videogame has managed before.
There are also plenty of delightful comedy moments that help provide relief from the main story. From Navi banging head-on into a fence in an opening scene, to Goron disco dancing, to fun with chickens, even the most cynical will crack a smile.
Because Zelda never takes you out of the game world, unlike FFVII constant stop-start turn-based attacks and CD access, Nintendo's game completely immerses you in the story and gets you involved with what happens to the characters. I speak from experience. Like most adventure games apart from Holy Magic Century, which took the brave step of not bothering with all that tedious discovering stuff in favour of hour after hour after hour of random monster attacks Zelda has loads of puzzles and problems that have to be solved before Link can progress.
Some of them are straightforward enough -anyone who's ever played Tomb Raider will feel right at home with the sliding block sections.
Other parts require more imagination to solve. Some of the puzzles seem impossible to work out at first, until with a mighty slap of the head and a cry of "Duh!
If you remember that all the necessary clues and items are available by the time you reach a puzzle, and that for the most part things behave as they do in the real world, you'll get there in the end. If you ever get stuck, then it's almost certainly your fault for not exploring the vicinity properly.
In the whole intensive odd hours play at Nintendo HQ, there was only one time - quite near the start of the game - when Link had to go back to an earlier point to get something he'd missed in order to solve a puzzle. The rest of the time, when you reach a problem, the means of solving it is either a short distance away or already in your grasp - you just have to work out how to use it.
Just as a hint to new players, which won't spoil the game at all, once you've been given the ocarina it's worth going back and finding the person who gave it to you again before you begin the main adventure. It'll save you a walk later on! Just how big a game is Zelda? In the course of two days at Nintendo of Europe's headquarters, 64 Magazine put in about 22 hours of play.
To put this in perspective, it took 12 hours to complete just the first, relatively straightforward part of the adventure, at the end of which Link winds up seven years older.
According to Nintendo, a player who has already completed the game, knows where everything is and how to defeat all the enemies, would take about 40 hours to reach the finish. As well as the main quest to save Hyrule, there are all kinds of smaller missions, challenges and amusing subgames to do on the side.
Some readers gave us stick for saying Banjo-Kazooie was challenging when they finished it in no time. Well, apart from saying that these people should get out more, we can confidently say that it will be quite a while before Zelda gives up all its secrets.
Remember, you need to eat and sleep and stuff like that. Obviously it wouldn't be a proper 64 Magazine review without finding some things to complain about, so here goes; once you've figured out the pattern of a boss's attack you can always beat them without harm; you can't speed up text, only skip it; the targeting system occasionally takes a few tries to lock on; narrow corridors put the camera too close behind Link for comfort; the chirpy music drills into your head like a Cerebral Bore and won't leave.
As far as things wrong with the game go, that's pretty much it. You'll live with them. If you have an N64, buy this game. If you don't have an N64, buy one, then buy this game. That's how good it is. Nintendo's problem now is that they've created a game that's so good, it's hard to see how they can top it. But then, people said that about Super Mario 64 , and compared to Zelda, Mario is just a demo knocked up in someone's spare time.
Even Goldeneye looks a bit anaemic alongside Zelda. With less than 13 months to go, it's a fairly safe bet that nothing more stunning is going to come along before the turn of the millennium. Even if you're one of those smart-arses who witters on about the millennium not really starting until it still applies. If you don't buy Zelda 64, you're missing out on the game of the century. We flew all the way to Japan to interview Zelda creator Shigeru Miyamoto in his secret underground train that whisks him around Japan.
No we didn't. We got this from the press release like everyone else. But it's still interesting stuff So, Shiggsy; what do you think is the secret of a great game? Well, I think the most important factor is the correct mixture, ie the weighing of the different elements of a game. My successful principle bases on a 70 to 30 percent share, that is to say 70 percent of tasks to be performed and the remaining 30 percent of secrets and mysteries to be unveiled and solved by the player.
As you progress through the game, you'll unlock new gear and weapons that boost Link's power. These new items like the hookshot and bow also allow you to revisit old areas, discovering new secrets and additional paths. In almost every way, Ocarina of Time is a satisfying and varied adventure.
From the depths of the Shadow Temple to the heights of the Fire Temple within a volcano, each new step of Link's journey is full of life and intrigue. Exploring the world of Hyrule is fascinating and exciting, thanks to a slew of memorable characters and side quests. You can learn new songs on your trusty ocarina, meet and tame the epic horse Epona, and purchase items at a number of shops and homes. You always feel like you're encountering something new, and every aspect feels fleshed out and polished.
Ultimately, The Legend of Zelda: Ocarina of Time is widely regarded as the best game ever made for a reason. Whether or not you think it's the highest point in gaming history, it's hard to deny how fun and exciting the game is. It's full of life, charm, and personality. The environments are wonderful and varied, and tie in well with the various themed dungeons.
Your quest to save Princess Zelda is a lengthy one, but it's a non-stop rollercoaster of quality. Few games hold up as well as Ocarina of Time does, and that's a testament to the quality of the game design.
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