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Legend of Zelda Ocarina of Time 3D


Major Britten

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New object in The Ocarina of Time 3D ! (well, kinda...)

Nintendo has replaced the Stone of Agony with the Shard of Agony. Since the 3DS has no rumble capability, Grezzo has opted for audio and visual clues. As Link nears an object of interest, a pinging sound will play out automatically, and an icon of the Shard will flash in the upper-left portion of the screen.

the-legend-of-zelda-ocarina-of-time-3ds-20110518023755970.jpg

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I was wondering how they were going to solve that. I'm one of the saddos who indeed used the Rumble Pak to find every last cave and alcove to 100% the game.

IIRC correctly there were some holes that could only be found with the Stone, but none of them contained Gold Skulltulas or anything like that. Or did you mean you just wanted to find & see everything?

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IIRC correctly there were some holes that could only be found with the Stone, but none of them contained Gold Skulltulas or anything like that. Or did you mean you just wanted to find & see everything?

There is a new way of finding these in the 3ds version (spoiler about new way to find these - not of the location of any hidden item)

Zelda: Ocarina of Time 3D - no more Stone of Agony

In the 3DS game, the Stone of Agony is no more. It has been discovered that the Shard of Agony has taken its place, which operates similarly, but offers audio/visual clues rather than rumble hints. As Link approaches a secret, a pinging sound will be played and an icon of the Shard flashes on the upper-left portion of the screen.

ocarina_of_time_shard_3.jpg

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One thing that always kinda bugged me about Ocarina of time was that Faeries you had in a bottle would revive you with full health, whereas in LttP you would get eight or so, and for full health you'd have to use a potion instead. I much prefered it that way as it created a decent risk/reward system where you'd have maybe 2 1/2 hearts left and think about using the potion but might want to risk another hit to get the maximum benefit of it. Faeries giving you all your health back took that aspect away, unless you're the type who obsesses over the number of deaths shown next to your file after you're finished.

...which I am.

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Yeah, Link To The Past and Ocarina both do it at least. During the credits LttP shows you how many deaths in each dungeon and in the overworld. I had a huge, huge spike in deaths on the Ice Temple the first play through as a wee ned, haha.

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Is this out yet? I'm soooo excited for this. OOT has to be one of my very favourite games and I'm just desperate to play through it all shiny and updated.

I'm all for re-master or updates of classic games as long as they don't fuck up the main mechanics or dither away too much from the core experience. REmake is how to fucking do it!

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Yeah, Link To The Past and Ocarina both do it at least. During the credits LttP shows you how many deaths in each dungeon and in the overworld. I had a huge, huge spike in deaths on the Ice Temple the first play through as a wee ned, haha.

Someone should make a game that records every single death you have that then plays it all back to you over the credits. Something full of pratfalls like Prince Of Persia would be ideal for that, as you could laugh at the bits where you died repeatedly on the same jump.

Though not so much Sands Of Time as you don't die properly very often in that.

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from eurogamer...

Touch the 3D depth slider, though, and things get even better. Race through Kokiri Forest and fireflies hover and swim in the air. Stand in Kakariko Village and Navi circles you ceaselessly, moving into the screen and then out of it as she wings around your shoulder. Cross Hyrule Field headed to Lon-Lon, and tufts of grass seem to brush against the bottom edge of the camera while the moon rises in the distant sky.

When you visit the Great Deku Tree, he now looms out of the grey mist with a real sense of shape and mass. When you go into a house, the rooms are filled with a riot of neat little details: bottles standing out on shelves, chairs in the foreground, dust moving through the sunlight.

Go into a dungeon, and the 3D is even faintly helpful. Distances between ledges are easier to judge, and enemies aren't as tricky to line up. Grezzo Co., which is handling the port, has also done a decent job when it comes to the strange business of where to stick the UI in a 3D game, too: the trigger targeting arrows seem unobtrusive, while the health and life meters are at screen-height and don't make your eyes go funny.

SLABBER

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