The Legend of Zelda: Ocarina of Time (N64) Playthrough [1 of 2] - NintendoComplete
A playthrough of Nintendo's 1998 action-adventure game for the Nintendo 64, The Legend of Zelda: Ocarina of Time.
This is part one of a two-part playthrough, showing from the beginning through getting Biggoron's sword. The second part, beginning at the Water Temple, can be found at https://youtu.be/T21BgSWmNlw
Some time stamps:
2:12 Link, meet 3D. 3D, Link.
24:46 Inside the Deku Tree
1:10:01 Infiltrating Hyrule Castle
3:14:00 Dodongo's Cavern
4:50:06 Inside Jabu Jabu's Belly
5:35:52 Zelda throws stuff at Link
6:22:00 Epona~ let's go away!
6:57:29 Forest Temple
8:27:10 Fire Temple
9:19:50 Ice Cavern
Mario is undoubtedly Nintendo's biggest and best known franchise, but the Zelda franchise makes a solid bid for second place. The series' games have been nearly as consistent in their quality as Mario's games have been, and Nintendo's willingness to take risks and experiment with the formula has kept things feeling fresh over the past thirty-five years. Breath of the Wild proves that one quite nicely.
The Legend of Zelda: Ocarina of Time (the fifth game in the series, coming after 1993's Link's Awakening for Game Boy, https://youtu.be/rXWqFO75IZY) was one of the series' biggest landmark titles, and it's one of the most fondly remembered Zelda games.
It would be easy to put its success down to being the first 3D game in the series, but it was much more than that. Super Mario 64 is known for establishing the foundation for the 3D platformer, and Ocarina of Time is the game that built on those basics to create the template for the 3D adventure game.
Internet critics seem to love to pick it apart in recent years, but I think that this is one that has been put on such a high pedestal that reality couldn't possibly match up. Of course it's not perfect - what game is? - but it pioneered and advanced *many* things we now take for granted in modern games.
The way the game is designed to make you consider your surroundings from all angles moved the gameplay firmly beyond what could be done in 2D in terms of both complexity and scale. The Z-targeting (lock on) system was a gameplay revelation in 1998, as was the verticality of the dungeon design, the automated camera, and the motion-captured animation. It was 3D gaming cranked up to eleven, and it was one of few games that Nintendo produced that meaningfully justified the use of cartridges to players. (You know, for something other than mere corporate greed.)
It was a game that couldn't have been made on the PlayStation or Saturn without making some big sacrifices, and it looked incredible. Running at 320x240 at 20fps, it painted quite an impressive picture for its time, especially when you take into account the size of the environments.
I must admit that I didn't like it at first. I remember playing it when it was new at a friend's house, and after about ten minutes I put down the controller and suggested that we play Mario Kart instead. I *hated* it. I could barely make Link walk in a straight line, I kept getting whacked by things I couldn't see, and I was annoyed that Link was so effing ugly. With that 90s middle part, he always made me think of a Vulcan Jonathan Taylor Thomas.
I tried it a few more times over the following years, hoping to understand the appeal, but that wouldn't happen until about ten years later when, on one boring afternoon, I popped my GameCube OoT disc into the Wii and gave it another go.
I'm not sure what changed my opinion, but I actually found myself getting into it. I spoke to all the Kokiri, used the village's little training course to learn the controls, brought about the death of the Deku Tree, and made it to Zelda's courtyard that afternoon, and I was pumped. I wanted to experience everything the first 3D Hyrule had to offer.
Once my interest had been piqued, I couldn't get enough and ended up blitzing my way through it. I still go back to it on occasion - I've beaten it half-a-dozen times or so over the years - and as dated as it is, I still find myself getting absorbed for hours when I pick up the controller.
(Now, if only I could learn to appreciate Spirit Tracks and Skyward Sword the same way... )
I still think that Link's face is hideous, though. I would seriously prefer the MGS-style shoebox heads over Link's pug triangle nose. Or an in-game brown paper bag costume. That could work. I'm not sure why I feel so strongly about Link's appearance here, but oh well. Doesn't really matter, I suppose.
Regardless, The Legend of Zelda: Ocarina of Time is an unforgettable experience. I'm glad I finally realized that, even so long after the fact.
(That scene where King Zora schooches his ass for a solid thirty seconds - pure cinemagic.)
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No cheats were used during the recording of this video.
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