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Showing posts with label The Legend of Zelda: Ocarina of Time 3D. Show all posts
Showing posts with label The Legend of Zelda: Ocarina of Time 3D. Show all posts

July 19, 2011

The Legend of Zelda: Ocarina of Time 3D - Robin/Zelda Williams' second commercial

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June 30, 2011

REVIEW - The Legend of Zelda: Ocarina of Time 3D

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The Legend of Zelda: Ocarina of Time 3D. What can be said of a remastering of a 13 year old title that many gamers herald as the greatest game of all time? Well, that largely depends on what you've come to expect from such a game. Sure, some of the visuals have been overhauled, but the actual core of the game is unchanged. So the question remains, has the Legend of Zelda: Ocarina of Time actually stood the test of time?

June 20, 2011

The Legend of Zelda: Ocarina of Time 3D soundtrack CD heads to Australia as well

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zelda3D_soundtrack_NAL_NOE.jpg

Looks like Nintendo hasn't forgotten their Aussie gamers, as the Legend of Zelda: Ocarina of Time soundtrack bonus is also going to be available there. Let's hope the registration process goes smoother for them than it did elsewhere around the world

Link

June 19, 2011

The Legend of Zelda: Ocarina of Time 3D - Club Nintendo soundtrack issues as well

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It seems there have been a few issues cropping up regarding the Soundtrack Bonus when registering the Legend of Zelda: Ocarina of Time online at ClubNintendo. Apparently some people never received the soundtrack offer upon completion of the survey. While I just registered mine, and had no trouble, your mileage may vary. I'm not sure if the issue has been resolved or not, but if you do run into any problems calling Nintendo's customer service should be able to help you out...

Iwata Asks - The Legend of Zelda: Ocarina of Time 3D : Part 2 (tons of details)

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- the pond owner character was redone 3 different times before the version we see in the game
- characters were designed to make sure players would remember the shape first and face second, since a familiar race shape would be easy to pick out
- Aonuma was quite shocked with the Great Fairy design when he first saw it
- the Great Fairies were designed to surprise people instead of giving them what they would expect from a fairy
- boss/enemy design starts with enemy specs from Aonuma-san and then the designs and functions are considered fromthere. Then, once the specs have come together, it is moved over to Morita-san at SRD to do the animation
- Aonuma used to do enemy design sketches himself, but when Takizawa-san saw a sketch he had drawn, he said "Aonuma-san, could you please stop drawing your own sketches?"
- Iwata says that the way a StarFox Arwing moves as it flies is exactly the same programming as Volvagia's movements
- the idea for fishing came up during the development of the Water Temple's boss
- during the development of that boss, a fish was put into the final boss room pond just to see it swim around
- Link's sword animation was then translated into a fishing cast just to see how well it would work
- Morita was actually working on this fishing aspect while he was supposed to be completing the boss work, so he hid the work when Aonuma came by
- the team eventually decided to make the fishing aspect its own part of the game, even though it had nothing to do with Link's adventure
- Miyamoto suggested that players should be able to cut signs
- When Miyamoto saw the sign cutting aspect put into the game, he whispered to Haruhana, "That's cool...now that's the Legend of Zelda!"
- the development of Kakariko Village didn't have a specific blueprint, but instead came together from the team just throwing out various ideas
- apparently, this is how most Zelda games come together
- the team was happy to hear about the various game delays, because it gave them more time to polish the project
link

June 17, 2011

The Legend of Zelda: Ocarina of Time 3D - video review

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Direct link and more footage here

Aonuma on expanding Z-targeting, Navi isn't annoying, why Link remained a child

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Part of a Kotaku interview with Eiji Aonuma...

K: How much do you get in royalties every time another developer uses Z-targeting in their post-Ocarina games?

Mr. Aonuma: Recently, it's been common for new ideas to be patented immediately, and it's difficult for people to figure out how to escape this situation. While I think that this is the right way for things to be from a business perspective, I also fear that this situation may impede the maturation of new technology. I believe that the process of everyone improving upon great ideas in different ways leads to new ideas. I want the idea of Z-targeting to develop into something even greater through the efforts of many different developers, and I want to keep being one of the developers that improves upon great ideas.

K: Some people find Navi to be annoying. Do you find Navi to be annoying? Is there a way to silence her in Ocarina of Time 3D?

Mr. Aonuma: Going on an adventure by yourself is lonely and dull. Navi may seem "annoying" at times, but it's hard to imagine Ocarina of Time without communication with Navi, and communication partners like Navi have been employed in different forms in subsequent games in the Zelda series.
I think that how you feel when you have to say goodbye to a partner who you sometimes thought was "annoying" is an important element of the experience of Ocarina of Time.

K: Why did Link have to go back to being a kid? He just saved Hyrule. Surely he should be allowed to stay grown up.

Mr. Aonuma: Through the guidance of Zelda, Link was able to become a young man without maturing mentally. So Zelda returned Link to his child form once more. I think she wanted him to live a life in which he grew up normally. Also, if Link didn't return to being a child for us, we wouldn't have the story of Majora's Mask, so this is a part of the story that I really want to remain the way it is.

Full interview here

June 16, 2011

The Legend of Zelda: Ocarina of Time 3D - tons of footage

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Iwata Asks: Ocarina of Time - even more development details, secrets and suggestions

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- Miyamoto was worried about memory constraints for Ocarina of Time, and he thought that a worst-case-scenario would see Link adventuring in Ganon's castle. He would travel through paintings to new lands, just like in Super Mario 64.
- The forest painting fight with Ganon was carried over from this development idea
- Miyamoto says OoT was less about story for him and more about what kind of characters would show up
- Miyamoto wants people to stop focusing on story, because he feels it wastes a lot of dev time
- Miyamoto wants to focus on gameplay, and relates the smaller details to Yoshi. With Yoshi, if he is a boy then why can he lay eggs? Why does he have a girlish voice? Focusing on these details just wastes time
- Miyamoto relates Mario characters to Popeye, saying that various Popeye characters take on numerous roles in the cartoons. Miyamoto says that how Mario characters work, and he wishes it were the same with Zelda.
- Miyamoto prefers real-time cut-scenes so he can change them on the fly
- For the scene in Lon Lon ranch where Ingo chooses to be a sore loser and lock the doors so Link can't get out - originally he wanted to have Ingo burn the ranch down in reaction to that. This idea was squashed when devs asked what would happen when people wanted to revisit the ranch.
- Nintendo of America proposed doing a Legend of Zelda 25th Anniversary collectors pack, but Iwata and Miyamoto didn't like the idea. They said it wasn't very Nintendo-like, and they had just done that with Mario
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The Legend of Zelda: Ocarina of Time 3D - HUGE Iwata Asks details

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- Aonuma didn't come into Ocarina of Time until later in development
- Ocarina of Time originally had a jump button
- original development on Ocarina of Time started with 3 people
- Nintendo was, at one time, creating Zelda II: The Adventure of Link with polygons on the Super Famicom
- Miyamoto wanted Ocarina of Time to display from a first-person perspective, and then switch to a side perspective during fights
- A visit to Toei Kyoto Studio Park where the team saw a ninja stage show lead to the development of Z-Targeting
- Z-Targeting discussion actually began during Super Mario 64
- the idea for Navi came from the development team wanting to place a marker above the enemy you were targeting, but didn't want it to be a simple triangle marker
- this was originally called the Fairy Navigation System, but was changed to Navi, which is short for navigate
- the creation of Navi lead to other design choices, like Navi's hints, color changes for characters and even the main storyline
- with Zelda titles, game mechanics come first and the script later
- Ocarina of Time originally featured only an adult Link
- the desire for a young Link came from Miyamoto and other dev team members
- talk of Young Link didn't come into play until the second year of development
- the time-traveling mechanic came into play thanks to young Link, and caused a bunch of problems with the dev team
- Link has roughly 500 basic motions
- Ocarina of Time was originally developed with the N64 DD in mind
- Discussion of Epona arose during Super Mario 64 development
- Epona is the goddess of horses and fertility in Celtic mythology
- Miyamoto requested specific camera angles for when Epona jumped
- The reason the horse jumps automatically is Miyamoto-san said that a Zelda game doesn't need any difficult actions.
- Miyamoto added the carrot system, and also wanted archery and horse battles
- Horse battles didn't get included in the series until Twilight Princess
- Miyamoto also wanted Link to raise his sword above his head, which has only now been accomplished in Skyward Sword
- the number of items in Ocarina of Time was decided from the start, and this caused problems later
- items would be made, and then devs had to go back and make sure those items didn't cause problems in earlier parts of the game
- Aonuma says that development on OoT 'was a mess right up to the end'
- Miyamoto isn't a fan of cinematic elements
- he thinks including cut-scenes are okay, but they need to have the option of being changed multiple times during development
- the developers would actually fly the camera around in-game to find good locations for cut-scenes
- the dev team was really impressed really impressed when the sword was able to cut a sign
- When Miyamoto saw a cut sign float in a pond, he said "Now that's The Legend of Zelda!"
- The development period was two and a half years
- Link originally had a button nose in OoT
- Koizumi changed the design of Link based on what his wife said, as she requested a handsome character
- Koizumi gave Link a pierced ear to make him cooler, but also gave him long underwear to keep him from being overly cool
- Aonuma is asked if he wants to work on Mario games from here on out, and he strongly states that he wants to stay with Zelda
link

GameSpot Sync - Wii U, The Legend of Zelda: Ocarina of Time 3D

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