It's impossible to lock on to a specific part of a monster's body if you can't even see it, and it just adds insult to injury when the camera has decided that what you really want is a nice view of the other side of a wall. Some of the camera angles, particularly in certain boss battles, are terrible. The save system, which saves the status of the world but not your actual position in it, is a menace, and most of us will use the 3DS's close-to-sleep function when we want a rest. There are also some elements of the game that could have done with updating or fixing. Ocarina of Time 3D still looks and feels like Ocarina of Time, but it’s a version you can play without looking at the screen and wincing. On the plus side, the original game had character and none of this has been lost. Characters, landscapes and monsters look smoother and rounder than they did on the N64, but they still have a weird, very angular appearance, and while many textures have been replaced and backgrounds rebuilt in full 3D, we’re talking enhancement, nothing more. If you were hoping for something on the scale of what Capcom did with Resident Evil on the Gamecube, Ocarina of Time 3D isn’t it. Graphically, this is an update rather than a wholesale remake. Let's get the disappointments out of the way first of all. Think of it like the first Star Wars trilogy: it's of its time and the technology is no longer cutting-edge, but that doesn't mean it isn't great. ![]() Ocarina of Time 3D can feel old-school and some of the ideas it introduced have been expanded on umpteen times in subsequent games, yet it remains one of the most graceful, seamless and engaging works of game design ever produced.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |