![]() Each dungeon does its best to incorporate the theme of whatever it's comprised of. Of course, we have the "Child Dungeons" that are the insides of a being (with the exception of about 3/4 of Dodongo's Cavern). detailed, let's just move onto the highlights, shall we? As I've noted before, environmental immersion is what OoT does best, and the dungeons and temples certainly back that claim up. Knowing that your destiny is tied to that of Hyrule's, he wishes that you are going to save it and grants you the mission of meeting the princess in hopes that Hyrule will stop the dangerous man with evil intentions. However, this is where the plot itself takes a vicious turn and throws a place as peaceful as this into chaos by allowing Ganondorf, our very own menacing antagonist, kill the sole deity of authority this whimsical place knows. After that, you're only thrown into a sort of half-adventure-this is Link's home, sure, but unlike, say, Twilight Princess's or Chrono Trigger's protagonists, our hero's location of origin is that of a child's dream-a place where children don't have to worry about adults or even growing old, and the music certainly helps convey that. Once you get passed the introductory scene (that sports some nice music by itself) and the Great Fairy's theme that plays during the file selection screen (as per the usual Zelda format), the story begins with the very serious notes incorporated into the Great Deku Tree's theme. As the board (or something) of this thread shows, the music can be quite immersive as well. It's about time for the plot (and a bit of music). For example, we have the upward stairs that lead towards Death Mountain's silhouette, for example, imply that there is likely a bit of civilization that lies between the field and the base of Death Mountain, the farthest location in that specific direction, and the rocky earth that lies just before Gerudo Valley, an extremely arid, dry place. Its exits, on the other hand, do provide some environmental flow in that the locations give an element of where you are about to go. If such a connecting location were annoying or terribly time-consuming to pass through, it would make travel particularly irritating in a game that is supposed to focus on adventure. For as much as I disliked Hyrule Field for the sparse bit of ground it is, the fact of the matter is that it made sense simply because it was just that-a central hub. I believe that environmental immersion is one of Ocarina of Time's best features. This is a game that will last through the ages and still have wide appeal as RPGs even today use it as inspiration for good storytelling and world building. Ocarina of Time is full of puzzles that any joe could solve just by slingshotting random symbols. Also Chrono Trigger is a real deal RPG at its core that gets tough as you go on. It has light and dark moments and the environment is masterfully presented through the art style as well as graphics which age marvelously unlike Ocarina of Time’s ugly flat textures and wonky real time combat system that pales in comparison to Chrono Trigger’s fast and effective real time turn based combat system. The story twists and turns at every corner. Chrono Trigger is pure imagination and fun in a deep and very innovative RPG gameplay system. Chrono Trigger is far superior to every game that released at the time while OoT came out in 1998 and looked like a moldy butt compared to its competition. Chrono Trigger though? Its a classic that will never die. Ocarina of Time was extremely hyped up because it was the first 3D Zelda, even though it has game design issues that people like to ignore. ![]() This is a team that is creative, determined, and widely innovative. The swag level of this picture is not only over 9000 because the DBZ creator is actually in it, but it has more moxie than Shigeru Miyamoto has in every fiber of his being. ![]()
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