The legend of Zelda: Ocarina of Time became 20 years old today. The link's first 3-D adventure, for content-destructed Nintendo…
The legend of Zelda: Ocarina of Time became 20 years old today. The link’s first 3-D adventure, for content-destructed Nintendo 64, captivated a whole new generation of players, which set a standard for adventure games and laid the foundation for today’s massive open world voyages. However, Ocarina of Time is a unique experience, even two decades later. Much of it is guilty of how easy it was.
After Nintendo Super Mario turned to 3D at the launch of Nintendo 64 1
996, an important thing about the players’ minds was: How amazing will Zelda be in 3D? Answer: Mind-blowing. Ocarina of Time was released on November 21, 1998 in Japan and is a few days later (just in time for a Thanksgiving weekend marathon) in the United States, must be discussed in connection with the release. The release was defined by eager fans and a big step forward in graphics. There have been countless open world games since 1998, but Ocarina of Time was the moment when the concept of massive interconnected worlds began to really crystallize. It was not a new concept – the series Ultima has given its own version of massive imagination for several years, but Ocarina of Time mixed scale with a graphical faithfulness that had not seen Previously.
The result was a version of Hyrule, which, although it was tiny according to today’s standards, felt like a real place and not just a connected series of video game levels. Its scale was shocking but not without purpose. Hyrule Field is to a large extent a golden plain that takes minutes to pass, but moving from the happy Kokiri Forest and into the wide border gave a sense of adventure. It was a quiet walk, an exciting but isolated walk that gives a standstill before the explosion of activity that occurred in Hyrule Castle Town. Twenty years later, it is a lesson some games still fail to take in. Ocarina of Time driven the limits of scale but never on b Ecstasy of the tone. There is no need for random events or brilliant assignments. The world is enough.
This simplicity is Ocarina of Time s greatest strength. It may be tempting to look back and think about Ocarina of Time when it comes to gameplay innovations. This is the game that created Z-Targeting and helped the pioneer in in-depth space design with its prisons. But Ocarina of Time ‘s lasting legacy is as much a lesson in restraint as it is in innovation. This is a game of implication, where the world wins enough to sell us on the imagination. It is not densely populated or particularly reactive at the moment. Outside a few key chains and bomby walls, Hyrule is largely indifferent to the player. Link can be Time Hero and the only person who can save the world from Ganon, but Hyrule himself-Death Mountain, Gerudo Desert and more-would remain even if we failed.
And it says that while the series would later experiment with gameplay gimmicks like transforming into a wolf or sailing through the sky on a giant bird, Breath of the Wild would embrace this sentiment and exploit it to a powerful and equally standardized open world. Like Ocarina of Time it is not afraid of silence and the world continues, even without its hero.
Ocarina of Time is not the most telling or thematic compelling game in the series Zelda . Wind Waker makes more effort to give its sign (including Ganon) deep, while Majoras mask experimented with mood and tone to greater effect. But Ocarina of Time ends because it sets a standard for game worlds. Hyrule pushed the limits, but never bowed back to accommodate the player. Many games try to imitate the scale and extent of Ocarina of Time but omit the simplicity. It is this simplicity, the willingness to offer empty spaces and silent hikes in the same combination of difficult battles or trade sequences that help Ocarina of Time resonate to this day.