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jaen501's Legend Of Zelda: Ocarina of Time (N64)
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[January 19, 2007 04:23:24 PM]
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EDIT: Apparently GameLog has some issue with longer entries. This is part 2 of 2. The last paragraph was posted as a separate entry in order to get around the problem.
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One very aspect of the game that I personally found very enjoyable was that the game rewards the player for careful attention to detail and for innovating solutions. A puzzle may have more than one solution depending on what the player noticed was in the previous rooms or what was on the wall.
The combat system in the game is a lot like the puzzle system in that it is designed for a wide variety of audiences. The combat in the game is designed to be simple enough that even young players can defeat enemies without too much difficulty. The caveat is that some enemies have a certain behavior to them which makes them vulnerable only during certain times or against certain tactics. This, like the puzzle system was designed to challenge the player just enough so that success would reward the player with a sense of achievement. Unfortunately, unlike the puzzle system, the combat in this game is often times too simple; though I must admit that this particular opinion may be influenced by the abundance of combat oriented games with more complex options and higher difficulty that people are used to playing.
This entry has been edited 2 times. It was last edited on Jan 19th, 2007 at 16:29:15.
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[January 19, 2007 04:21:29 PM]
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EDIT: Apparently GameLog has some issue with longer entries. This is part 1 of 2. The last paragraph was posted as a separate entry in order to get around the problem.
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I've gotten some more play time with this game and have come to notice some of the elaborate details involved in the design.
Continuing from my last entry, this was the Zelda franchise's first vemture into three dimensions and I believe an often underestimated obstacle in making this transition is the control scheme. The control scheme for this game is such that it doesn't take long to pick up and is fairly intuitive. The designers decided not to give the player the ability to "free jump" and instead focused on an environment dependent system to determine whether or not the player should jump. This design choice was probably made to enabled the level designers to have more control over how they wanted to player to procceed in walking and in finding solutions to the game's many puzzles.
The puzzles are an integral part of this game as they actively engage the player; controlling the player's progression through the game. The puzzles for the most part are not terribly difficult to solve but are hard enough to cause most players to stop and think for a few minutes before arriving at the solution. This greatly adds to the enjoyment of the game, giving the player a sense of accomplishment for solving the puzzle. The puzzle design was probably very difficult considering they had to cater to a wide audience but being that they could expect a certain amount of people to have played the own Zelda games they could probably put in a few hints.
This entry has been edited 5 times. It was last edited on Jan 19th, 2007 at 16:29:02.
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[January 18, 2007 04:38:09 PM]
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This is my first time with a Zelda game where I actually properly sat down and started the game from the beginning.
Visually I was a little bit shocked at the dated graphics. In our current generation of consoles impressive graphics are so commonplace I believe we have become a bit insensitized to them and take for granted the huge leaps we have made these past few years.
Limited hardware aside, one can easily see that even before playing very far into the game, the level designers put a lot of effort into making the game world feel organic. It's easy to imagine when the game was released with it's peers with similar hardware limitations, how the environments in this game would stand out.
I believe this is the first time an attempt was made to transform Zelda into the world of three dimensions. While there are some growing pains(awkward camera angles) they are few and far in between.
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