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Posted

It looks so good. The thing I'm most interested in about the Water Temple, is whether what I thought was the most difficult puzzle will have a visual clue this time.

 

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Posted

The updated visuals are really nice, but I'm not digging the one showing the battle with Phantom Ganon. :nono:

 

2re5iyd.png

 

It's the lighting more than anything, it looks way too bright and clean, I seriously prefer the look on the original version. It's actually one of my favourite parts of the entire game, I loved the dark/eerie vibe of it.

But that seems to be lost in the 3DS version. :hmm:

 

Anyway, it's just a screen, so I'll reserve judgement until I see it in action.

Posted

I see your point, but I don't remember the N64 version being quite that dark either.

 

I do think I prefer the old water temple look though, the murky water suits it better rather than the bright blue, but I'll wait to see it in action :)

Posted

Yeah that Phantom Ganondorf picture was the one I wasn't too keen on either. I like you, prefer the original. And seeing as it was the forest temple, the green haze really suited!

 

I'm looking forward to seeing certain characters in the remake. I always thought Impa's design looked a little rough compared to others.

 

And will be good seeing Dark Link... though I really hope they give him a cutscene this time! With the camera behind him, down at his feet, watching you approach... the two of you staring at one another across the lake!

Posted
  Retro_Link said:

 

And will be good seeing Dark Link... though I really hope they give him a cutscene this time! With the camera behind him, down at his feet, watching you approach... the two of you staring at one another across the lake!

 

 

Really? I thought it was way more eerie and WTF to turn around and see this shadowy figure under the tree.

 

What I loved about the Dark Link scene in OOT, which a couple of people may not have noticed... when you go into the room, you can clearly see Link's reflection on the floor, keep running straight, till you're past the island... and suddenly, the reflection is gone. ie. reflection up until half way = dark Link. Turn around, and there he is waiting at the tree. Awesome

 

Posted (edited)
  Ronnie said:
Really? I thought it was way more eerie and WTF to turn around and see this shadowy figure under the tree.

 

What I loved about the Dark Link scene in OOT, which a couple of people may not have noticed... when you go into the room, you can clearly see Link's reflection on the floor, keep running straight, till you're past the island... and suddenly, the reflection is gone. ie. reflection up until half way = dark Link. Turn around, and there he is waiting at the tree. Awesome

 

I never noticed that!

 

Oh no, I love how you turn round and suddenly there he is... but then as soon as you see him, couldn't the camera then focus in on him and into a brief cutscene. I'd just like him to be made into slightly more of a character (the alter you)... and maybe make him a little darker than he was in OOT.

 

Dark%20Link%20Smash%20Bros.JPG

Edited by Retro_Link
Posted
  Retro_Link said:
I never noticed that!

 

Oh no, I love how you turn round and suddenly there he is... but then as soon as you see him, couldn't the camera then focus in on him and into a brief cutscene. I'd just like him to be made into slightly more of a character (the alter you)... and maybe make him a little darker than he was in OOT.

 

Ah right, then yeah fair enough. A bit more theatre and character building would definitely be good. Well, any character building would be a start as you say

Posted

I hope they leave it as it is. I prefer to be surprised in-game instead of an introductory cutscene. It adds to the surrealism of the battle.

 

@Grazza: That which you speak of...

 

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Posted
  Ronnie said:
Maybe it was an homage to the original LOZ, where there weren't any clues about which parts of the wall you could bomb :D

 

Bombable walls make a different noise when you hit it with a sword.

Posted

I agree that some areas should not have been brightened up, like the boss room with Gohma and the Phantom Ganondorf room. The "fog" and darkness in those areas added a lot of depth to the battles. I hope they don't muck up the Shadow Temple or the final boss battles this way.

 

That said:

 

OMFG I WANT THIS NAOW.

Posted
  Shorty said:
I agree that some areas should not have been brightened up, like the boss room with Gohma and the Phantom Ganondorf room. The "fog" and darkness in those areas added a lot of depth to the battles. I hope they don't muck up the Shadow Temple or the final boss battles this way.

 

Yeah I agree. Although I'll admit I didn't notice the lack of fog when I tried the demo on Sunday.

Posted
  Jonnas said:
I hope they leave it as it is. I prefer to be surprised in-game instead of an introductory cutscene. It adds to the surrealism of the battle.

 

@Grazza: That which you speak of...

 

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Posted
  Retro_Link said:
Surely the only way your gonna be surprised in this game is if they DO had new things like these!

 

Well, it's not going to be surprising to me either way, but you gotta consider the younger generation, think of the children!

Posted
  Jonnas said:
Well, it's not going to be surprising to me either way, but you gotta consider the younger generation, think of the children!
Why?!... this is OUR generations game *said in Sparta like way*... sod anyone else! :p
Posted (edited)

Iwata Ask - Volume 5

Asking Mr. Miyamoto Right Before Release - Zelda: OOT 3D

 

  Quote
Iwata: Well, I feel that I've started to understand, little by little, what makes Ocarina of Time special. Of course, the Nintendo 3DS version of Ocarina of Time is crammed with interesting things that weren't in the Nintendo 64 version, but we'll wait to talk about those the release.

Miyamoto: Right (laughs).

 

  Quote
Miyamoto:

Ah, you're right. One of the biggest features of Ocarina of Time may be that it has so many firsts packed into it. And then, this might sound a technical, but the Ocarina of Time game is built, not from a story, but from elements and composition.

 

Iwata:

Elements and composition.

 

Miyamoto:

Right. There are people who wrote the story, and of course, if you have no story, you're in trouble. But, more than the story itself, I think the various character settings and other factors are what make the fundamentals of the game come to life. In other words, it isn't that there's a certain worldview and a certain story around which the characters and items and landscapes are constructed. The heart of Ocarina of Time lies in what the individual designers composed with the elements produced by the person in charge of writing the story.

Edited by Dante
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