Tuesday, May 8, 2012

Legend of Jull Ocarina of Rules Part 2: Back to the future fictional world.

So a brief finish up of the story before I bring up the fictional world and the story/narrative and such.

So last I left the hero was getting the three gems from the natives to open the temple of time so Ganondorf (the bad guy) couldn't get into the temple of time. After you obtain all three gems and open up the temple of time. When the hero opens up the door, He is put into a stasis for seven years, giving the villain full access to the temple you were trying to keep him out of, so he obtains the Triforce (kinda) and takes over the kingdom.

You awake to discover you are now 18 or so, most of the tools you found as a child are too small for you to use, and a sage is standing in front of you. After pointing out its his fault Ganondorf broke in, he sends him to awake the 5 other sages. These are mostly people he met as a child and are important to his development into a hero. They include the Zora princess, The Goron leader, the princesses aid, a random thief you met in a temple, and finally your childhood friend who gave you an ocarina. Most of these are stereotypical and you don't hear from them except for after the boss room. The only two huge self discoveries on this are the forest temple, where you find out the hero was not Kokiri in origin, but instead hyrulian. this is used to explain the hero can grow up, because Kokiri are trapped as children for eternity. And that your ninja guardian angel is really the princess. Soon after finding out the princess is the ninja, you also find out she is the 7th super secret leader of the sages. Then she gets kidnapped by Ganondorf.


She sends you to kill Ganondorf who lives in the tower he built on the ruins of Hyrule Castle. The sages create a bridge letting you into the tower. You then release their energies into the tower, destroying a magical barrier inside. You climb the tower, defeat Ganondorf using tennis, and rescue Zelda from her prison. You escape the tower's collapse and Ganondorf survives, turning into the pig monster Ganon. You kill him with the Master sword and there is a celebration. High fives all around. The sages watch the world turn to peace as you return to the past.


Now to Juul's writings. Juul gives a list of the different type of world's that can appear in games. Most (if not all) zelda games match the design for the coherent game world, since they cover every detail and they describe most adventure games as being coherent. And Zelda is one of the oldest adventure games. (I would argue that Adventure is the oldest adventure game.) How do they create this world.

In graphics, they keep things rather clear. If you are looking for the seams in graphics you can find them occasionally. Just little things like how Bottles look like their in menu picture when given to you, but gain a lot more angles when you use them. Occasionally the town shots and horizon are obviously just flat images instead of three dimensional objects. But for 1998 it is very revolutionary.

Sound is possibly the greatest aspect of world creation in OoT. The howl of a wolf lets you know night is about to begin. A small version of The Sun's Song plays in the morning. The collectible Golden Skulltellas can only really be found by their scratchy noises. This is before we go into the music of the ocarina. The instrument not only lets you control day or not, but also summons your horse, teleport from one place to another, summon blocks, make friends happy, etc. All of these are small tunes approximately 8 notes long that are all beautiful in their own way. In the sequal these tunes turn from mostly teleportation to time altering melodies. 

The Text delivers dialogue, as Juul mentions in his book, Sometimes the readings can drag a little bit.

The Cut-Scenes, where most of the dialogue takes place, only really pop up after a boss fight or before the final battle. The only time they took me out of the immersion was the lengthy scenes during Link's stasis and before, during, and after the final conflict.

The game box, title, and manual are all help the game. The box is to recall the original NES Legend of Zelda game and the Cartridge is given a golden coloration for the same reasons. The title mentions the magical item used to travel through time and throughout the land.

The controls. Oh god the controls. Targeting is sticky and has a tendency to target everything except for the small target you are after. You already heard me rant over the Nintendo 64's controller, so I won't bring that up again. The hero has a habit of jumping off small cliffs you are trying to traverse. Aiming is using inverse. I know this is purely personal preference, but Inverse controls are miserable to use. And there isn't a way to change this in the options.

The rules are all quite simple. You need obtain tools before you can proceed. You an find these tools by solving puzzles using other tools. 

Rumors are the best part of games. Ocarina of Time's rumors included being able to change the color of your gloves by doing a convoluted series of events. But these rumors also help you find secrets that increase your maximum capacity of items. 




Now to time. Each day lasts two and a half minutes in game, and each night only lasts about half that time. But of course it doesn't have to last that long. You can play The Sun's Song instantly turning it from day to night and from night to day. but within towns and other areas time is at a standstill. If you walked into a village during the day and sat there three reality hours, you will never see the sun set. Then there is the time skip. The number of days passing doesn't make a great deal of difference, but when you enter the Temple of Time, you skip ahead seven years and the world changes because of it.



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