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FTG Review: The Legend of Zelda: Ocarina of Time 3D

 

zelda, 3D, 3DS

It’s been more than a decade since Ocarina of Time wowed Nintendo 64 players with its fantastic gameplay, eclectic set of collectibles, and endearing cast of characters. Now that Ocarina of Time 3D has hit the 3DS, one question is on every gamer’s mind: How do you improve a game that many consider the greatest of all time?

Return of a Classic

Everything players loved about the original Ocarina of Time is here again: you still progress through various elemental temples, take on ridiculously large bosses, and collect cool items like the Hero’s Bow and Hookshot along the way. The storyline is also untouched (obviously), and all the hidden chambers and power-ups are still located where you last saw them. Everything is exactly how you remember it.

A New Coat of Paint

One thing that has received a change (a better word would be “upgrade”) is the game’s graphics. Every surface has been retextured, and a side-by-side comparison of screenshots from then and now makes this abundantly clear. However, the only difference you’ll really see while playing is on Link himself. He seems to have received some special graphical treatment; all other characters still look like what I remember.

zelda, ocarina of time, 3D

You can see the difference in lighting and textures. The biggest difference is on Link himself.

More Control = More Fun

A number of other improvements have been made to the base game. Originally, Link could have up to three items equipped, each mapped to a different C-button. This time around, players can map an item to the X and Y buttons. In addition to these face buttons, the touch screen also sports a I and II button, which can also hold an item. On top of that, the Ocarina is always equipped and placed in its own spot on the touch screen. All together, players have five items ready for use. That’s a great improvement over the original’s three.

Item placement has also been improved. The touch screen sports button for the map, items, and gear. Tapping over to items brings up a 5×4 grid, where items can be rearranged and swapped out. I’m not one for assigning an item to a certain slot, but players can use this functionality to keep their more popular items in a better spot.

Let’s go back to the 5×4 grid for a moment and do some math. This grid supports 20 items, but players may recognize that there aren’t 20 items in the game. You see, the Iron and Hover Boots are now considered items. That means that now, rather than going to the gear screen to switch out Link’s wardrobe, players can simply tap the button the boots are assigned to. This is one convenience that this reviewer is very happy about.

zelda, ocarina of time, 3D

See? It's an easy-to-use grid.

The 3DS doesn’t just have a touch screen; it also sports a gyroscope and an accelerometer to allow motion control. This comes into play while looking around in first person and while using the ranged items. Players can tap the view button on the touch screen to free look, then physically look around the room with their 3DS to browse the in-game world. Aiming with the Fairy Slingshot, Boomerang, Hero’s Bow, and Hookshot works the same way. This motion control is a great feature, and it adds to the immersion that 3D already gives.

There is a problem, however. Players must hold the 3DS a certain way to view the 3D images; using motion control to aim while 3D is engaged will blur the screen. Also, moving the 3DS around may make you look a little strange if you play in a public place. I’m just saying…

The review continues with new modes and (believe it or not) complaints on page two!

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Permanent link to this article: http://fronttowardsgamer.com/2011/06/22/ftg-review-the-legend-of-zelda-ocarina-of-time-3d/

  • http://Website Gregard

    If memory serves, Impa is whistling using her fingers. Not using an ocarina! Anyway, great review :)

NS