I really loved oot, I can’t imagine the amount of hours I spent playing it. I’m looking forward to giving that another go. In fact, I’ll probably start tomorrow.
It is basically two games in one. The Clocktown/‘sidequest’ time loop game, and the traditional Zelda dungeon game. I tend to agree that the latter is mostly just not good. The dungeons don’t improve with the existence of the time mechanic - in fact they needed to add a mechanic to slow time down because of how poorly the two designs mesh, which is kind of antithetical to the whole initial conceit, in my opinion.
The Clocktown Game, on the other hand, I think is really cool. You get to see all the routines and problems that characters have over those three days, and nudge events towards desired outcomes. Exploring how all their lives intersect, and how they react in the literal face of impending doom, allows for some really cool stories and moments.
It’s a Clocktown game trapped in the body of a Zelda game.
The devs actually thought of that. There are two auxiliary time control songs. One slows down time by ~50%, the other jumps ahead to the next dawn/dusk. MM3D revised the latter to allow to jump to any top of the hour across the next 12 hours.
Any of the scarecrows around town teach it to you just by talking to them, but they do so by describing the songs, not teaching you the notes
I realize this. What I meant is, ‘that’s why it was added’, rather than ‘I wish that this existed.’ Relying on the time slow is recognizing that the dungeon wasn’t really designed around the time loop in the first place. It just doesn’t feel like a very cohesive design.
I absolutely love this game. It was great because you have to do actual puzzles, which for sure gets annoying sometimes. But figuring how to fit everything together with the time constraints feel much more gratifying to succeed at. It also stops me from just endlessly running around doing random stuff for no reason like the Witcher or something 🙃. Different strokes for sure!
I just started OOT a couple of days ago for the first time. After setting it to run 60fps and dual analog, it feels perfect. A fun adventure where every secret isn’t so obvious and leaves room for imagination. The game suprises you often. I even like how it looks after disabling the texture filters.
The fire sound of the torches are killing me though. The PC port has a sound switcher but i can’t find this annoying ear-tearing noise from it. www.youtube.com/watch?v=AW6uTdDx7s8
Plan is to try Majora next. I’m probably going to hate it like you as i don’t really enjoy time-loop games.
The behind the scenes where he talks about the art style is really amazing. Like how he kept it as minimalist as possible but still having to show enough to capture details.
And the design choices on that Molotov scene, which lead to the removal of the sniper mechanic that didn’t fit.
Also all the consideration to resizing the game for mobile, and UI.
Probably one of my favorite behind the scenes in a long time.
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