A fixed Water Temple, mirrored Master Quest, boss challenge, and more await.
http://www.nintendoworldreport.com/impressions/26282
Following up after my previous playtime, Nintendo invited me back to check out the new additions to their Ocarina of Time remake, coming out June 19 in North America.
The primary location I played was the infamous Water Temple. Traversing the labyrinthine level originally required repeated trips to the pause menu to equip and remove the Iron Boots. Now the boots can be assigned to a button, making switching easy, and the whole experience is no longer an exercise in tedium. The ocarina song menu is now touch-based as well, and songs can be played while the menu is open. Additionally, the walls in the Water Temple have been color-coded to help players keep their bearings.
I also had a chance to return to Jabu-Jabu's Belly -- in the Master Quest mode, mysterious cow heads and all. The Master Quest is unlocked after beating the game. A new option appears after the title screen, and the Master Quest includes its own set of three save slots separate from the regular version's three. While including the dungeons from the GameCube version's Master Quest, the entire world is also mirrored. And like the Wii version of Twilight Princess, even Link is mirrored, a point explicitly made as a 3D model right-handed Link with Master Sword in hand greets players who enter the mode. Enemies also do double damage, making the quest much more challenging.
There are a few other additions to the game. For instance, Link can now "talk" to his bed in Kokiri Forest. Here, he can take a nap to replenish health. He can also enter the boss challenge mode, where he can fight any boss he has previously defeated. The best times are saved for each boss, and once they are all defeated, the ultimate challenge, a boss gauntlet mode appears, where Link must defeat all of the bosses in sequence.
Finally, new colored Gossip Stones called Sheikah Stones are scattered throughout the world and channel "visions" to Link. Specifically, they act as a hint system, showing short pre-recorded movie clips providing varying levels of hints as to what Link needs to do in certain situations. The system isn't as in depth as the Super Guide, instead intended to jog players' memories and provide subtle hints.
Primarily through the touch screen additions, the Zelda experience is more streamlined, though I still have some reservations with the mostly unimproved camera system. Coupled with the graphical enhancements and extra modes, the game is more enjoyable and treads closer to the original vision for the game as seen through its artwork, while keeping the essence of the game the same. Ocarina of Time 3D launches worldwide in June.
Is the graphical discrepancies in the earlier builds still in here? Is it Pretty Link and Friends and everyone else N64?Everyone else is better than N64, not just model-wise, but also with added things like animations. However, I do feel they could have done better.
I didn't find the Water Temple difficult or annoying. Believe me, I'm not bragging considering I got stuck on the Forest Temple for about a month because I missed the eye switch that untwisted the hallway. An entire month... Adrock for the loss.....It was particularly a problem on the GC port due to the delay in bringing up the pause menu.
It was particularly a problem on the GC port due to the delay in bringing up the pause menu.Well, that's because you're playing it on the wrong system, sir. Get N or get out.
This will finally make my 3DS purchase worthwhile. This will be my first time playing OoT, I cannot wait.You're in for a treat if you never played it before. Its one of those games everyone should play at least once.
In A Link to the Past the fortune teller acts as a hint system. The key thing is that it costs money and the hints are subtle. I know they were trying to shoehorn a hint system here into a game that never had it but I like a subtle "fortune" way of doing it versus blantantly hitting you over the head and telling you what to do.Play Portal 2 and give me your thoughts on how it does puzzles.
The Super Guide is something that can only be done in a game but the irony is that games are more and more dumbed down regarding puzzles when we're in the age of Gamefaqs. Anybody can easily look up the answer if they are stuck without the answer being put in the game itself. Hint systems are completely unnecessary in this day and age. Meanwhile back when games were often ridiculously obtuse there was no internet to look up the answer.
I think the sweet spot was in the 16 bit era where game puzzles had become logical enough that one could be expected to figure them out on their own while at the same time they were not yet telling you blantantly how to solve it. We've overcompensated, going from obtuse puzzles that make so sense at all to essentially not having puzzles at all since the answer is given to you. I guess you could say the same thing about difficulty as well.
I know they were trying to shoehorn a hint system here into a game that never had it but I like a subtle "fortune" way of doing it versus blantantly hitting you over the head and telling you what to do.
A game that never had it? Um, OoT actually had two hint systems (Navi and Saria). Both functioned in the same manner as ALttP's fortune teller except they were free.
I didn't find the Water Temple difficult or annoying. Believe me, I'm not bragging considering I got stuck on the Forest Temple for about a month because I missed the eye switch that untwisted the hallway. An entire month... Adrock for the loss.....This is the kind of thing that the visions would be helpful with.
It was explaining that Master Quest was originally included on the Ocarina of Time bonus disc that came from pre-ordering Wind Waker.Ok. That WW box was very busy.