The war of words on the 3DS shows no signs of stopping in the near future. While the chief arguments are largely rehashed criticisms lobbed at the now-juggernaut PS3 (it’s overpriced and has no games) and original DS (too gimmicky and ugly to be taken seriously), one of those criticisms stings the most: the lack of games. Despite this, the sterioscopic little blue handheld soldiers on in the hands of dedicated Nintedo fans content to play Pilotwings and pretend that’s all they need. Now, one game has risen from the Nintendo vault to answer the call, and it’s a pretty beastly title at that.
The Legend of Zelda: The Ocarina of Time 3D is a remake of a game that needs little introduction. In addition to being one of the most critically lauded games of all time, the original Ocarina of Time pioneered the 3D (we’re talking polygon rendering, here) action-adventure game as we know it today and introduced may of the genre’s staples still in use today. The question now is: can this game do for stereoscopic handheld visuals what it did for 3D console rendering?
At it’s core, this is the same Ocarina of Time we (that is, those of us old enough to remember) love from our childhood. The game engine seems untouched (except for the removal of the notable glitches), which is overall a good thing. The tight, precise controls are intact via the slidepad, and Link’s responses to commands are solid like the orignal. Visually, the polygons have been smoothed and many of the character models have been redressed, most notably Link who received a complete makeover. All this cosmetic improvement enhances the aesthetic of the original instead of replacing it, which should give piece of mind to veterans watching young ‘ens pick up Ocarina for the first time. If nothing else, Ocarina of Time 3D is a showcase of the staying power of the Zelda franchise and the lasting value of this particular entry’s aesthetic.
The greatest departure from the original is in Ocarina 3D’s inventory and item use system. Like most DS remakes of retro games, all HUD and menu information has been moved to the lower screen, clearing away the clutter on the top to put all the focus on the action. The four screens that originally comprised the pause menu are now distributed among three tabs along the bottom of the lower screen (all of which pause the action as well) and the start button. The rest of the bottom screen is filled by an ever-present map (always welcome) and hotkeys for the four items Link currently has at his disposal–that’s right four. In addition to two items linked to the X & Y hardware buttons, the touch screen offers two slots for additional touch-activated items from Link’s inventory. Combined with the fact that the bottom screen is rounded out by an ever-present button for calling up the ocarina, it all adds up to, in this reviewer’s opinion, a significantly improved and intuitive inventory system, providing many more options for item configuration to the player. Thumbs up, guys.
As for plot and gameplay, it’s all there and it’s just like the original. The minimalist cinematic moments, the battles, and the puzzles all ring true to the original, and they are all just as captivating. This is a game that refuses to get stale no matter how many times it’s played. For the uninitiated, The Legend of Zelda: Ocarina of Time follows the journey of a young boy raised by forest spirits who is tasked with assembling three sacred stones in an attempt to ward off a great evil threatening the land of Hyrule. Without spoiling much, the task ends up being much more complicated that it is originally presented and the boy’s quest takes him into a deep forests, an active volcano, the bottom of a lake, a haunted graveyard, a vast desert, and even the realm of time itself (hence the title). The culmination of this great journey, which is every bit as mythical as it sounds, presents gamers with one of the most contentious elements of the Legend of Zelda frachise’s mythic canon. This is a humdinger of a game, folks.
One change in the action that I’ve noticed, and it may be just in my own head, is in the pacing. For some reason, it feels to me like things happen faster in this version. Link travels a little faster, boss’s introduce themselves a little faster, and certain cinematic moments don’t seem to last quite as long. I don’t know if it just appears this way to me bacause I’ve played this game so many times in the past that I can fly through it with my eyes closed or if it’s a conscious effort by Nintendo to make the game more friendly to a mobile paradigm. Either way, it’s not strictly a negative, it’s just different.
As for the enhancements made possible only by the 3DS, there are two notable inclusion: of course, the whole game is presented in optional sterioscopic 3D via the adjustable slider, but the other notable addition is the ability to control Link’s line of sight in first person mode by moving the 3DS itself around. Since the 3DS’s 3D effect is reliant on a fairly precise viewing angle, this doesn’t always jive well with the 3D effect when executing sweeping glances around a room (which, in all likelyhood would mean standing up wherever you are, holding the 3DS out in front of you, and turning your hole body around to face whatever direction you think the piece of heart is in anyway, so you probably won’t be doing that in public anyway). I did, however, find myself using the motion control to make minor adjustments when aiming the slingshot and bow, which felt intuitive and convenient. Overall, I’m happy with the feature.
The 3D effect’s value, in the other hand, is harder to take a firm stance on, if for no other reason than it’s too early in the technology’s life to cite earth-shaking benefits it has over 2D visuals on any front–not just in the 3DS but in TVs and smartphones as well. In many ways, 3D is fighting the same battle HD did almost ten years ago, the difference being that HD didn’t require a set of awkward glasses for each viewer. The 3DS (and perhaps the EVO 3D smartphone) seeks to mitigate this barrier and bring 3D to the mainstream which (yadda yadda yadda) brings us to where we are now.
As for the value 3D brings to this particular game, the bottom line is that, while it’s cool and brings new flair to the visuals of Ocarina of Time, it’s not integral–but that’s because this game’s core is from 1998 and not designed with 3D in mind. In all likelyhood, this release fits into Nintendo’s long-game as a launch window title with a sure to satisfy gamers that starts the conversation about 3D in earnest rather than finishing it. In that regard, I think it succeeds. I find myself playing almost exclusively with the 3D slider turned all the way up and finding the experience quite pleasing.
Ultimately, the answer to that massive question at the start of this review is, unfortunately, more subjective than not. I think this is a great game enhanced further by the improved visuals, control scheme, and 3DS gimmicks. In fact, I think most gamers will agree that Ocarina of Time is a great game that earns a 10/10 on it’s own, so the question becomes: do the 3DS revisions hurt this game in any way? That I will answer with a firm ‘no.’ The inclusion of 3D and motion control along with upgraded rendering technology brings this game fully into the 21st century while maintaining the core features that make it a treasure. To top it off, the redesigned item system means players no longer have to deal with the subpar GameCube and classic controller implementations that jimmy the C-buttons onto an analog stick, and the music has been remastered. In my estimation, everybody wins when they play The Legend of Zelda: The Ocarina of Time 3D.