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Especially after playing this remake, I would defy anyone to tell me that Ocarina of Time doesn't have the best integration of music ever seen in an adventure game. You briefly mentioned the music, which is something I wanted to touch on. But for me, the best part is how they touched everything up just enough that all the rooms are recognizable and none of the classic atmosphere is sacrificed. It's an incredibly thorough overhaul – Nintendo left no stone unturned when improving the game's visuals. It's only 12 years (and about as many playthroughs) later that I can articulate these feelings. And when my increasing medical complications became too much to cope with, it wasn't a dark corner that I fled to but rather the wide and fantastical world of Hyrule. I was born with severe pulmonary hypertension, so I was in and out of hospitals a lot as a kid. Ocarina of Time was a game of heroes and adventure and it came at the exact time I needed those two things most. This dungeon scared me so much as a kid that I had to have my older brother play through it for me. One of the game's final dungeons, the Shadow Temple, is a foreboding place with haunting music and rooms filled with macabre torture devices. A lot of effort was put into making the different areas feel as real as possible, even with the limited processing power. If you wanted the player to feel scared, you weren't able to add a thick layer of fog and put in a few flickering lights. One dungeon scared me so much as a kid that I had to have my older brother play it for me.But, as you point out, it's the limited resources Miyamoto's team had that pushed them to make Ocarina of Time as timeless as it is.Ītmosphere was hard to pull off back then.
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This has since influenced pretty much every 3-D game ever made. So Miyamoto and the gang designed a superb lock-on system that would keep you focused on enemies and other things as you moved about. In 1998, camera controls weren't as refined as today. Ocarina of Time established many mechanics that we see in modern 3-D action games. Here was a game far beyond even the greatness of Mario. Its vast, vibrant world and colorful cast of characters captivated me at a young age. It was my first Zelda game and, like you, my second 3-D action title after Mario 64. I was 6 years old when Ocarina of Time hit store shelves. What was your experience like as a kid? –Chris The same held true for early polygonal games like Ocarina: The reset button had been pushed, and suddenly designers were shackled by a new set of restraints, triangles instead of pixels. It's been pointed out in the past that because designers of early 8-bit games had so few pixels to work with, they had to wring as much meaning as they could out of each one, which is why those games could feel so well-designed compared to the more bloated, showy games that would come later. This is remembered as one of the best games of that early era, and the 3DS version makes clear why that is more than just nostalgia talking. Playing Ocarina on the 3DS has given me a new appreciation for the game's design. I rarely if ever replay lengthy single-player games, so I never touched it again in the ensuing 12 years. All I knew at the time was that it was great retaining the intricate, vast gameplay of previous Zelda games but doing it all with the new quantum-leap technology of 3-D.
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Since it was still one of the earliest open-ended polygonal games, I didn't have the perspective to describe why Ocarina was so well-designed.