Mostrando entradas con la etiqueta Zelda. Mostrar todas las entradas
Mostrando entradas con la etiqueta Zelda. Mostrar todas las entradas

lunes, 28 de noviembre de 2011

Zelda: Skyward Sword Unboxing Epico! - Español


SirPotasio, nos trae este fabuloso vídeo, sobre el nuevo juego de ZELDA: Skyward Sword, en este caso un Epico unboxing al gran estilo Zelda del juego.

martes, 13 de septiembre de 2011

The Legend of Zelda: Skyward Sword Quest Is 50-100 Hours Long

AppId is over the quota
Miyamoto Is Link from Skyward Sword at TGS 2011

A ton of new details have come out regarding The Legend of Zelda: Skyward Sword, a game that took Nintendo over FIVE YEARS to developer(!) with a staff of over 100, resulting in the largest game Nintendo has ever produced with the biggest game world they have ever made!

Nintendo says to expect over 50 hours of gameplay from the title (and up to 100!), extras after you beat it like an unlockable Boss Rush mode, Hint Movies like we saw added to The Legend of Zelda: Ocarina of Time 3D and much more. The game will even contain a minecart level! And Nintendo says they have worked hard to make the entire overworld feel like one giant dungeon! They have also worked hard to strip away all that fans think is Zelda, and rebuilt it anew. This promises to be the first Zelda game that isn’t built on the molding of The Legend of Zelda: Ocarina of Time N64.

Here is a giant list of new information from the Game Informer Zelda: Skyward Sword coverstory transcribed by the fine folks over at GoNintendo, for your perusal pleasure. Please be aware that spoilers are contained within! Read at your own risk!

But before that, here is ELEVEN MINUTES of new The Legend of Zelda: Skyward Sword footage, with Shigeru Miyamoto’s pre-Tokyo Game Show 2011 appearance! Where he is dressed with Master Sword and Hyrule Shield in hand once again!

Anyhoo, I will not be reading the below info myself. Don’t want no SPOILERS! But for those who don’t mind…. BAM!

“Some of the fun we had back then was lost in the creation of later games. The problem is that when you do something once in a game like Ocarina of Time, when you make the next game it becomes expected that all of that is there. You end up spending a lot of time creating all these elements of the game just to meet expectations. (My goal with Skyward Sword is to) take the franchise into new places.” – Eiji Aonuma

- Skyloft is a group of floating islands, and Link is a Skyloft resident
- Skyloft residents travel between islands through the use of birds
- Link befriends a rare breed of this bird early in the game, via a special ceremony
- Link and Zelda are out flying on their birds when they encounter a tornado
- this tornado sucks up Zelda
- spend the rest of the game finding Zelda using a powerful weapon that eventually becomes the Master Sword
- Forest Temple is Skyward Sword’s first dungeon
- Fire Temple is the second dungeon

- Eldin Volcano is where the a race of Mogma live
- Mogma are muscular creatures that have unique hair styles, and only pop their upper body above the ground to talk
- The Mogma warn link about a group of shady ‘guys in red’ as he heads deeper into the volcano
- Fi fills the role of Navi this time around
- Fi makes a loud beeping noise to let you know of a point of interest
- Fi is a female spirit who inhabits the Skyward Sword
- this Skyward Sword has the power of dowsing
- to use the dowsing ability, you hold the sword out in front of you and the game goes into first person
- the sword makes a noise when pointed in the direction you need to go
- use this ability to find keys, hearts and even Zelda herself
- the sword tells you that Zelda is indeed in the Fire Temple
- no compass in this version of the game, as it’s replaced by the dowsing ability
- dungeon maps automatically fill in treasure and boss locations

“A number of people working on Zelda now are people that grew up playing Zelda. From their perspective, they’re looking at it as, ‘What are some of the things that failed to be helpful in getting through the game?’ They’re stripping that out and streamlining.”

- developers are treating the overworld as a big dungeon itself
- between dungeon segments now feature combat and puzzle solving that would normally be in dungeons
- seal-like enemy called a ‘Pyrup’ hides beneath rocks and inside walls
- the Pyrup will climb into walls and spout fire that blocks you
- depending on how you hold the Wiimote, you can perform an overhead bomb, or roll one
- you can put spin on bombs as well by twisting your wrist
- throw the bombs into the cracks to blow up Pyrups
- some enemies require bomb tosses to destroy
- orange slime monsters split into smaller enemies when you hit them
- these smaller bits grow in size if you don’t destroy them quickly enough
- some Pyrups drop Eldin Ore
- slimes may drop collectible goo
- items grow more powerful as you continue on by upgrading them
- upgrade system is still being worked on
- example of how it might work: collect materials and rupees to upgrade a slingshot to utilize a spread shot
- every item has multiple levels of upgrade
- unclear if you choose upgrade paths, have to upgrade items to progress or have the ability to use all upgrades
- the Game Informer dev that played the game was playing for over an hour and still hadn’t reached the dungeon
- statues are scattered about dungeons and the overworld
- statues are save points and portals to the world above the clouds
- Skyloft’s map resembles that of Wind Waker
- bird flight is much faster than boat speed in Wind Waker
- you’ll come across enemies and tornado while flying
- Bomb Bag returns, which allows you to store bomb flowers
- use the Digging Mitts to find rupees, hearts and other secrets
- Whip can grab onto certain elements of the environment, and also stun enemies
- gain a new musical item that uses the MotionPlus to play

“I went to university at essentially an art school, but I wasn’t studying art per se. I was really doing more sort of craftwork, particularly creating wooden puppets. As I was wrapping up school, I realized that really wasn’t something that would be easy to get a job with. Mr. Miyamoto was in on my interview (at Nintendo) and saw the puppets that I made, and he thought they were pretty interesting. I think I won him over with my puppets.”

- no worries about controlling wind patterns while flying
- beams of light shoot up from the clouds to indicate locations
- green beam above the forest, red beam above the volcano
- set your own blue beacon to guide yourself during flight
- treasure hunting system
- while on ground, find hidden rune-encrusted boxes
- raise your sword to build up power and slash the boxes to teleport them to the clouds
- this unlocks treasure chests above the clouds
- chests are glowing points on your map
- Link can jump off his bird above any island or beacon
- control the fall by moving the Wiimote and then pressing B for your parachute
- if you overshoot your target, your bird will swoop in and save you
- return to Skyloft at most points during the game
- you’re only required to return to Skyloft between dungeons and at certain plot points
- use your dowsing mechanic to find pieces of a key to unlock a door to the Fire Temple
- grab a refreshing fruit to refill your stamina meter, or let it slowly refill on its own
- if it empties all the way you’ll be immobilized for a few seconds
- dash up steep hills
- dash into a wall to climb up a short distance
- climbing puzzles have you figuring out where to go so you can rest and climb more, or find a spot to eat a fruit and continue on
- run up a hill while bokoblins throw boulders from above
- you have to use certain types of swings to take out this enemy, and when you do they’ll hit the hill below and roll down to the bottom before they disappear
- Bokoblins will also stomp on your hands when you’re climbing up ledges and swing at you with their maces
- some Bokoblins have horns that allow them to call in reinforcements
- some Bokoblins hide in wooden towers that you have to blow up with bombs
- Aonuma credits director Hidemaro Fujibayashi for these new additions

“He has a fairly young team that hasn’t been involved in a lot of Zelda games before. One of their objectives from the beginning was that they wanted to do thing in Zelda that haven’t been done before. They spent a lot of time coming up with ideas for new interactions in the Zelda series.”

- Aonuma discussed the series’ timeline to a degree

“We’ve made so many games now that we can’t help but think about how those games connect to one another. However, that consideration comes late in the development process. When we create a new game, we don’t start with a preset notion of what the story is going to be or how it’s going to flow. We start by focusing in on what the core gameplay element is going to be and then develop from that.

There is a document on my computer that has a stamp on it that says ‘Top Secret.’ I actually haven’t even shown it to many of the staff members. One of the special privileges of being the producer of the series is that I have the right as we’re finalizing the game’s story to then decide what fits in.

People start to focus in on the storyline and gapes in the timeline. This is a backward way of creating a game.”

- it took the Game Informer staffer 3 hours of overworld action before he could enter the dungeon
- a Mogma will ask you to get a bomb bag for him, but then lets you keep
- pick up bomb flowers anywhere and refill your bag
- the volcano has a fish enemy that pops out of the lava and shoots fireballs at you
- defeat the enemy by tossing a bomb in its mouth
- if you get set on fire and pull out a bomb, it will explode
- Lizalfos can block all sword attacks at first
- dodge his move to make him taunt and then you can attack
- balance on a stone ball and navigate through lava
- another section has you running towards the camera to avoid an oncoming boulder
- Ghirahim shows up in the Forest and Fire temples
- Ghirahim calls Zelda a ‘precious oracle’ and a ‘female servant of the Goddess’
- Ghirahim summons the Fire Temple boss, tells you you’ll never find Zelda and then flees
- Mogma are accompanied by upbeat, jazzy music that features snapping fingers
- Guardians of the Silent Realm are accompanied by industrial music akin to something in Silent Hill
- this new approach to music comes as Aonuma’s goal to ‘break down some of the typical patterns you see in Zelda games’
- Aonuma reveals details behind the main theme for Skyward Sword, which is Zelda’s Lullaby reversed

“Sound director Hajime Wakai actually created that. He did it secretly and didn’t let me know. It wasn’t just a matter of them being silly or playing around but really looking at what they can do with the music that would draw on the rich musical history of the series but still offer something new.

The main theme is called ‘The Goddess’ Song.’ There is an intentional connection between the Goddess and Zelda, so we wanted those two songs to relate to one another.”

- other musical cues in the game that long-time fans will appreciate
- includes a surprising use of the overworld theme from the original Legend of Zelda
- original composition by Koji Kondo
- this is the song you hear before starting the game

“Mr. Kondo did something interesting with the arrangement. He requested that when we record it with the orchestra, there must be a bugle that sounds as if it’s coming from off in the distance. When you hear that sound in the prologue, what sounds almost like a military bugle, it adds this great feeling to it.” – Wakai

- Fire Temple boss battle takes place on a narrow ramp with a pit of lava at the bottom and bombs/hearts at the top
- the boss’ name is Scaldera, which looks like a giant boulder with legs
- Scaldera climbs the ramp and shoots fireballs at Link
- he will also try to suck Link up
- toss a bomb in his mouth to chip away at his exterior, revealing molten skin and a single eye on a stalk
- eye can dodge and position itself in ways that require you to slash in specific ways
- The Silent Realm lets you take on ‘spiritual tests that Link must go through in an alternate world’
- return to twisted versions of previous areas
- this Silent Realm location involves the overworld area that surrounded the Forest Temple
- mixes tear collecting of Twilight Princess and stealth of Phantom Hourglass
- shove the Skyward Sword into the ground to access these areas, and enter with no weapons
- fill a spiritual vessel with tears, all while Guardians try to block you
- these Guardians can knock you out with one hit
- you enter the Silent Realm in a circle of safety, but the Guardians activate as soon as you leave that circle
- this is when the Guardians raise their arms/swords and the industrial music begins
- Guardians deactivate as you pick up tears
- you get 90 seconds after grabbing a tear to get the next, or the Guardians wake up
- lantern-wielding ghosts float by, and if you are hit with their light the Guardians activate no matter how much time has passed
- collect light seeds to make the remaining tears shoot a beam of light into the sky for 30 seconds

“We’ve been talking a lot about how we’re trying to make this Zelda game feel new and different, but there will come a point in the game where you’ll still get that final feeling that this is still a Zelda game.”

Big thanks to GoNintendo for transcribing all of this information, and Game Informer for providing it.

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The Legend of Zelda: Skyward Sword How To Upgrade Weapons

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How to Upgrade Weapons In The Legend of Zelda: Skyward Sword

A new The Legend of Zelda: Skyward Sword Upgrade System trailer has been released that shows off the new Weapon Upgrade system that Nintendo has implemented in this latest Wii Zelda title.

For the first time in the series, Weapons in the game can actually be upgraded and purchased by collecting enemy loot/dropable items, instead of simply finding or earning a better weapon or improved piece of Equipment in a dungeon or what have you.

You can earn Items by killing off certain enemies, who will drop ingredients or materials that can be used at the “Scrap Shop” (remember “The Tinkerer”? The guy in one of the earlier trailers who looked like he was building something? Yeah, he runs the Scrap Shop). If you have the right number of items, you can then pay to have your weapon upgraded to a better version!

In the video you can see that Link needs: 2 Amber Relics (he has 12), 1 Monster Claw (he only has one) and 1 Jelly Blob (he only has one), plus 30 Rupees (he has 300 Rupees) in order to upgrade his Shield to a more powerful version. “A strengthened Wooden Shield With Improved Durability” to be exact. This also shows you that some items will be harder to earn or less plentiful to find than others.

The new Upgrade System feature will go a long way toward making The Legend of Zelda: Skyward Sword feel more like the Action RPG-type of game it is supposed to be. Fans have long argued that adding more RPG elements would improve the series. And it seems that Nintendo has finally listened as far as upgrading Equipement and Weapons is concerned. This will also give you a “point” to defeating enemies.

Here is the Zelda: Skyward Sword Weapon System video showing you how to upgrade Weapons and Equipment.

I for one think this is a very welcome change! What do you think?

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miércoles, 31 de agosto de 2011

The Legend of Zelda: detalles de la historia de espada hacia el cielo


The Legend of Zelda: espada hacia el cielo es el núcleo XVI muy esperado juego de Zelda y es una precuela de The Legend of Zelda: Ocarina of Time chronology-wise. The Legend of Zelda: fecha de lanzamiento de espada hacia el cielo es el 20 de noviembre de 2011 exclusivamente para Nintendo Wii. Será lanzado en Europa dos días antes el 18 de noviembre.
Por favor tenga en cuenta que va a ser posible AGUAFIESTAS de la historia figura a continuación. Leer a su propia discreción.

El argumento de The Legend of Zelda: espada hacia el cielo es diferente a la de títulos recientes y dará a los jugadores una nueva interpretación de The Legend of Zelda.
Lo más importante, Zelda no es una princesa en espada hacia el cielo y en su lugar acompaña el vínculo como un amigo! Una enorme partida de los últimos juegos, aunque esencialmente una continuación de lo que se inició en el DS mano títulos The Legend of Zelda: Phantom Hourglass y The Legend of Zelda: Spirit Tracks donde Zelda/Tetra acompañaría a Link. El último en particular tuvo Zelda contigo siempre; similar a un rol de amigo.

En The Legend of Zelda: espada hacia el cielo, Link es un joven que ha sido nació y se crió en una tierra de islas flotantes sobre las nubes, conocidas como Skyloft. No que nunca se atrevió a la tierra a continuación, enlace obtiene un rudo despertar cuando su amigo de patio de colegio, Zelda, es tomado prisionero. Los dos, junto con un rival que está enamorada de Zelda, están participando en una festival celebración tras su pájaro montando victoria de concurso (él es volante adepto de pájaro).

Mientras Link y Zelda lleva a un viaje de vuelo encima de sus respectivos aves, un tornado de repente rasga Zelda fuera de sus aves y le lleva. Vínculo es dado a la tarea de rescatar a su amigo, donde la tradicional vestimenta verde, a continuación, se presenta le junto con el titular espada hacia el cielo.

La espada hacia el cielo es una única lámina el juego gira en torno a. Está habitada por el espíritu de Phi, un sabio sabio que da consejos de enlace y imparte sabiduría durante su aventura. Esta espada hacia el cielo permite vincular a viajar entre los dos mundos, la tierra y el cielo y conducirá eventualmente a la verdad de por qué y cuándo se separaron los dos.


Enlace luego tendrá que viajar al mundo superficie debajo de las nubes, un lugar peligroso y caótico, en su búsqueda para rescatar a Zelda. Ella al parecer se celebra en el "cielo templo", un lugar jefes de enlace para. Mientras tanto, se reúne con el malvado Lord Demon Ghirahim, gobernante del mundo superficie. Su tribu busca Zelda, aunque no se conocen las razones de por qué.
Lo que se sabe es que la Trifuerza tendrá algún papel importante en el juego, pero no fue revelado cómo lo hace. Productor de Zelda Eiji Aonuma ha declarado que la Trifuerza "una especie de toma un significado diferente y desempeña un papel diferente en la historia". Ganondorf también al parecer no aparece en este juego, aunque la espada hacia el cielo hará referencia a su papel en Ocarina of Time.

Muchos más detalles de la historia y cómo el juego obtuvo sus conceptos son revelados en esta entrevista con productores Shigeru Miyamoto, Eiji Aonuma y Presidente de Nintendo Satoru Iwata.
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martes, 30 de agosto de 2011

The Legend of Zelda: detalles de edición de coleccionista de espada hacia el cielo

The Legend of Zelda: Skyward Sword Limited Edition Bundle (Wii)

Zelda: Paquete de edición para coleccionistas de espada hacia el cielo ha sido anunciado por Nintendo. Precio: $70 ideogamesblogger.com/2011/08/18/the-legend-of-zelda-skyward-sword-release-date-announced.htm">Zelda: fecha de lanzamiento de espada hacia el cielo: 20 de noviembre de 2011.

Este conjunto especial contará con un color oro Wii Remote Plus (con ese WiiMotion Plus accesorio incorporado, que requiere de espada hacia el cielo), así como una especial Zelda 25 CD concierto de aniversario.

Las características de CD seleccione arreglos orquestales de música de serie Zelda icónico que abarcan la historia de la franquicia; tomado de un concierto de la Sinfónica que se realizará en la leyenda de Zelda 25 aniversario Sinfonía conciertos en octubre de 2011.

Este paquete es una edición limitada que sólo la primera tirada del juego incluirá el CD banda sonora orquestal. Aunque la banda sonora se incluirá en la primera tirada de tanto el controlador de oro Zelda paquete y la versión estándar del juego el juego. La versión estándar cuesta $50.

Una normal Wii Remote Plus te cuesta $40, así que esto es un buen negocio para quienes no poseen un accesorio Wii MotionPlus o una Wii Remote Plus, como esencialmente están pagando sólo $20 para The Legend of Zelda: espada hacia el cielo! No sólo eso, sino que está recibiendo un CD concierto como un bono! Lo hace un buen poco definir. Y es el único lugar donde se puede obtener el controlador de oro.

Cabe señalar que no hay nada especial sobre el oro Wii Remote Controller, distinta de su color. Y no, no es real de oro. Pero siempre puedes pretender como se están recogiendo de un cofre del Tesoro, clave el tema clásico de tesoro pecho obtener Zelda, a sentirse más épica.

Aquí está un video mostrando a diez minutos de juego para The Legend of Zelda: espada hacia el cielo exclusivamente para Wii!

Paquete poco agradable establece allí. ¿Comprará uno?

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jueves, 18 de agosto de 2011

Zelda: Espada hacia el cielo de fecha para NA

Lo que probablemente será uno de los hurrahs de último de Wii antes de Wii U inaugura el año próximo, The Legend of Zelda: espada hacia el cielo, ha sido de una liberación de América del Norte.

Anunció ayer para un lanzamiento el 18 de noviembre en Europa, el aventurero seguirá en NA el 25, confirmó de Nintendo.

Será la primera aventura de Zelda nueva desde 2006's Twilight Princess.



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lunes, 15 de agosto de 2011

Reino Unido: Zumba no mostraba, Zelda alza

En una semana no hay nuevas versiones, 505 Games Zumba Fitness lleva el pack en semanal all-formatos gráfico el Reino Unido una vez más, marcado IX consecutivos y 12 total semana del título # 1.

The Legend of Zelda: Ocarina de ventas de tiempo aumentaron 60%; pasó de # 39 a # 13, gracias a precio espectacular de Nintendo, cortar en el hardware, sin duda.

El resto, sinceramente, no es muy interesante debido a la sequía del verano.

Coger el top 10 a continuación.

1. Zumba Fitness
2. LEGO piratas del Caribe
3. Coches 2
4. Dirt 3
5. FIFA 11
6. LEGO Harry Potter: Años 1-4
7. Just Dance 2: Extra Songs
8. Call of Juarez: el Cartel
9. Los Sims 3
10. LA Noire



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viernes, 12 de agosto de 2011

The Legend of Zelda: Galería de imágenes de espada hacia el cielo

Skyward Sword Zelda screenshot

Bienvenido a nuestro The Legend of Zelda: Galería de imágenes de espada hacia el cielo!

Publicado por Nintendo, The Legend of Zelda: espada hacia el cielo es un preludio para el clásico Ocarina of time. El juego es lanzado para la Nintendo Wii en algún momento este año!

En espada hacia el cielo, enlace nació y se crió en Skyloft, un grupo de islas flotantes. Llevando una vida ordinaria allí, enlace un día descubre la espada hacia el cielo que lo lleva a una tierra desconocida, gobernada por fuerzas malas. Poco a poco se revela con la espada para viajar ida y vuelta entre cielo y tierra, el misterio de por qué se separaron los dos mundos. Vínculo debe encontrar a su amigo de infancia Zelda, al tiempo que se enfrenta en su búsqueda por el demonio Ghirahim!

Un mundo vibrante que estalla en las costuras con color, The Legend of Zelda: espada hacia el cielo parece ser otra entrega encantador en la serie icónica! Es aquí que se publicará el último screencaps y obras de arte del juego. Muchas de estas imágenes impresionantes hacen demasiado grandes fondos de escritorio!

Añadiremos a esta galería en cuanto nos encontramos con nuevas imágenes y compartir con ustedes!

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The Legend of Zelda: vista previa de espada hacia el cielo

The Legend of Zelda Skyward Sword Artwork

Este Legend of Zelda: vista previa de la espada hacia el cielo da un rápido vistazo a lo que se puede esperar de próximo videojuego Nintendo!

Publicado por Nintendo, espada hacia el cielo es la más reciente entrega de la serie de Zelda universalmente adorada, clásica. El juego es lanzado para la plataforma Nintendo Wii en algún momento este año.

Un preludio para el clásico Ocarina of Time, en espada hacia el cielo, enlace vive en un grupo de islas flotantes conocidos como Skyloft. Llevando una vida ordinaria allí, un día descubre la espada hacia el cielo que lo lleva a una tierra desconocida, gobernada por fuerzas malas. Poco a poco se revela con la espada para viajar ida y vuelta entre cielo y tierra, el misterio de por qué se separaron los dos mundos.

Un mundo vibrante llena de vida y color, The Legend of Zelda: espada hacia el cielo próximamente a la Nintendo Wii y por lo tanto continúa la aventura!

Ver este episodio de "Iwata pregunta", después de la Conferencia E3 2011!

En este video Nate Bihldorff de Nintendo rápidamente conversaciones nos a través de la "Leyenda de Zelda: espada hacia el cielo" E3 2011 juego demo.

O tomar una más en profundidad-buscar en la misma demo en este video de 20 minutos!

Esta es una lista de elementos clave que estarán disponibles en The Legend of Zelda de Nintendo: espada hacia el cielo, basada en noticias y anuncios realizados hasta ahora.

Actualización de artículos
Así como optimizar el sistema de inventario, vínculo podrá actualizar sus elementos con tesoros o artefactos recuperados de batallas. Escudo del vínculo, escarabajos y otros elementos estarán actualizables en espada hacia el cielo.

Wii MotionPlus
El juego utilizará el Wii MotionPlus; espadachín se basa en la función MotionPlus, que permite el control de movimiento de uno a uno entre el Wiimote y la espada del vínculo. Otros elementos también se pueden controlar con el Wii MotionPlus, como bombas, un tirachinas, un látigo y el nuevo Beetle! Además, enlace podrán tocar arpa de Zelda, que implica también esta característica.

Un medidor de resistencia
Un medidor de energía permitirá para diversas acciones tales como Sprint! A diferencia de anteriores títulos de la serie, el consumo de pociones se produce en tiempo real. El HUD también será ajustable.

Diestro Play
Igual que la versión de Wii de Twilight Princess, vínculo será diestro en espada hacia el cielo para dar cabida a la mayoría de los jugadores. Por el momento se desconoce si habrá una opción para cambiar la mano dominante.

Viajes
Para viajar entre las islas flotantes de Skyloft, enlace monta un pájaro gigante! Estas aves, en los tiros promocionales del juego, pueden ser convocadas desde varios muelles alrededor de las Islas!

Ver el trailer oficial!

¿Anticipando ansiosamente el próximo título de la serie de Legend of Zelda? No olvide dejar un comentario y compartir tu opinión.

Asegúrese de retirar nuestros The Legend of Zelda: hacia el cielo espada imágenes & The Legend of Zelda: fondos de pantalla de espada hacia el cielo!

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miércoles, 10 de agosto de 2011

The Legend of Zelda Wallpaper (HD)

The Legend of Zelda Wallpaper (Link to the Past) - The Master Sword Rests In The Lost Woods

Estos fondos de pantalla de la leyenda de Zelda XV aniversario ayuda a Link, Zelda, Ganondorf, Navi, Tetra, cosquilleo y amado universo de serie pionera de Nintendo con algunos fondos de pantalla de alta definición impresionantes!

Aquí vamos a publicar imágenes que se pueden utilizar como fondos de escritorio, oficiales y de otro tipo. La mayoría será 1080p HD y pantalla ancha para su descarga en el equipo o PS3. Agregaremos a esta lista como nos encontramos con nuevos fondos frescos para el juego. Tenga en cuenta que no poseemos ni creamos estos fondos de pantalla. Gracias a los futuros creadores (cuyos nombres se mantienen en el nombre de archivo de la imagen) para sus creaciones.

La serie de Legend of Zelda fue el invento de Nintendo mastermind Shigeru Miyamoto y las estrellas siempre un niño llamado vínculo que se establece en una búsqueda épica para rescatar a la Princesa Zelda, descubrir la Trifuerza o derrotar a un gran mal. Zelda ha sido lanzado en prácticamente todos los sistemas de Nintendo y es una de las franquicias más grandes en la historia de Nintendo y videojuegos.

Para descargar en el equipo de PC: haga clic con el botón derecho en la imagen. Seleccione "Establecer como imagen de fondo".

Para descargar en el equipo de Mac: haga clic en la imagen para descargar al escritorio. Vaya al menú de Apple > preferencias del sistema. Haga clic en protector de pantalla de escritorio &. Haga clic en "Elegir Folder…".

Una vez que hace clic en una imagen de fondo en la Galería, a ver si es en 1920, 1680, 1280 o 1024 de resolución.

Aquí está la historia larga y estratificada de The Legend of Zelda con estos videos impresionantes retrospectivas cortesía de gametrailers.

Parte 1: The Legend of Zelda 1 y Zelda 2: la aventura de enlace

Parte 2: Zelda: Un vínculo con el pasado y Zelda: despertar del vínculo

Parte 3: Zelda: Ocarina del tiempo y Zelda: máscara de Majora

Parte 4: Zelda: Oracle of Seasons y Oracle of Ages, Zelda: el Minish Cap, Zelda cuatro espadas y aventuras

Parte 5: Zelda: Minish Cap y Zelda: el Wind Waker y Twilight Princess

Parte 6: continuidad de la línea de tiempo de Zelda

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lunes, 8 de agosto de 2011

Zelda: Ocarina de tiempo revisión 3D (3DS)

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Ocarina of Time 3DS review artwork. Link rides Epona through Hyrule Field!

Have you never played The Legend of Zelda: Ocarina of Time? Or are you a fan of the 1998 original? Read my 3DS review and you, too, will be convinced this 3D remake is a must-play!

Ocarina of Time 3D is the definitive version of this Nintendo 64 masterpiece, which was originally released to the masses during a crazy holiday season way back in 1998.

Over a decade later, 13 years to be exact, Ocarina of Time is still well-regarded as one of the greatest games ever made (THE “Greatest Game Ever Made” according to many) and is often hailed, and cited, as Nintendo’s crowning moment and the 64-bit/32-bit eras highest mark.

Ocarina of Time is also widely considered to be one of the key games that put polygonal 3D videogames on the map and perfected the mechanics, controls, scope and action that hindered polygonal 3D games before Ocarina of Time hit. One of the main mechanics that Ocarina birthed was the ability to lock onto targets (called “Z-Targeting” in the N64 version, it used the underside Z-Trigger button of the N64 controller to lock onto enemies; changed to L-Targeting in all future versions, including this 3DS one).

Yes you read that right. Believe it or not, “targeting” was something lacking in these sorts of games before Ocarina of Time came along and made it a normal feature.

Other new ideas Ocarina birthed were context sensitive button presses (or the A “Action” Button), in this case a single button that you used to open doors, open treasure chests, talk to folks, and more, depending on the situation, and the idea of automatic action. In this case, Link would automatically leap over small gaps and automatically climb up certain small ledges by simply moving him in that direction. No button presses needed. These types of mechanics are common place now, but weren’t regular features in games until Ocarina hit the scene and made them standard.

Of course, since the release of Ocarina of Time many, many things have changed. So how does a game from 1998 with a stereoscopic, glasses-free 3D coat of paint stack up here in 2011?

Surprisingly well.

System: 3DS
Also Available On: Wii Virtual Console (original N64 version download), GameCube (The Legend of Zelda: Collector’s Edition collection and the Zelda: Ocarina of Time/Master Quest set), Nintendo 64 (original release). Note that the 3DS version is an improved version. The 3DS version is not available anywhere else.
Released: USA June 19, 2011 – EU June 17, 2011 – AUS June 30, 2011 – JP June 16, 2011
Players: Single-Player Only
Genre: Third-Person Action Adventure
Save: Three Save Files Available. To save your game, press the Start Button and tap “Save” on the Touchscreen. You’ll start again at one of two checkpoints (Link’s House in Kokori Forest as a Child, or the Temple of Time as an Adult). If you save inside a dungeon you’ll start there next time. You can also close the system to go into sleep mode and resume by opening the 3DS. Or press the Home menu button to suspend the game (does not save it however).
Online Support? No
Controllers: Played using the Circle Pad to move and the buttons. Also uses the Touchscreen to activate items and navigate menus.
Developer: Nintendo, Grezzo
Publisher: Nintendo
Country of Origin: Japan
Rating: E10+ for Everyone 10+ due to: “Animated Blood”, “Fantasy Violence” and “Suggestive Themes”. (Animated Blood & Suggestive Themes? Uhhh no. This is a bum rating, Zelda is as tame as can be, and the ‘blood’ during the final battle is not red… It’s green! >_< )

As I stated above, if you haven't played Ocarina of Time yet, stop reading and go buy the game. The game is phenomenal, and even though it is outdated by today's standards, it holds up as well as A Link to the Past or Super Mario 64, and possibly even better. The game is the pinnacle of Nintendo engineering of the "old yet modern" days, and the game laid the framework for how Nintendo is STILL making most of their games.

In fact, many of the elements of The Legend of Zelda that started in Ocarina of Time still persist in some form for the modern Zelda games. From the weapons Link uses and how they are used (first-person aiming for the Fairy Slingshot and Bow and Arrow, for example) to how dungeons are designed and puzzles are solved, to the races introduced here and how they look (Deku scrub plants, Zora fish and the rock-like Goron) to the titular Ocarina itself and how you play and collect Songs as you progress through this large adventure.

And then you have the eye-popping 3D effects; obviously there is a "3D" in the title of this new 3DS Ocarina of Time for a reason, so the graphics are really a highpoint and one of the main reasons people want to dive back in to this classic.

The first time you turn this 3DS version on, whether you've seen the Epona-riding intro or not, you'd be hard-pressed not to be wowed. The colors pop, and are deeper and more vibrant than ever before, the Moon in the background looks stunning in its detail and sheen, and details in the game have been turned up a notch, along with certain aspects that literally pop out of the screen. Turn the depth slider off and then on again and you can really see the difference, and how the added depth really makes things feel and look more real than ever before.

Beyond the intro, I was surprised to see how many scenes from Ocarina of Time actually take advantage of the stereoscopic 3D effects that the 3DS system can now pump out. You wouldn’t think there would be many uses for it in a game from 1998 from the underpowered N64 hardware, but you’d be wrong. From the overlapping layers of land-bridge in front of Zora Domain’s Waterfall (the overlapping looks AMAZING now), to the flowers placed in front of Hyrule Castle’s courtyard, to the downward view from the tops of the Great Deku Tree dungeon to how Link raises items above his head after collecting them (after which they pop into your face); there are plenty of moments in Ocarina of Time where the game seems like it was built with stereoscopic 3D in mind. Which is quite the feat! In fact, if you didn’t know any better you’d probably think the game was a modern title! And all of this leads to a mightily impressive looking game, particularly with the bold colors and tons of added details that Nintendo has put in to make the game more appealing and fleshed out.

Generally most of the game looks absolutely the same as before, just prettier. And some added details, like more “bushes” throughout Hyrule Field, don’t really amount to much change. But the interiors throughout the game have been given a huge graphical facelift. In fact, some areas have been modified altogether (but never in a way that changes the original layout or gameplay in any way whatsoever).

A good example is the interiors of Lon Lon Ranch, particularly Talon and Malon’s rooms. Malon’s room in particular has been completely modified from the original version. The original version featured bland looking features including a bed in the corner and tables/dressers you could climb on. Well the version in Ocarina of Time 3D has been turned into a true little girl’s room. Posters hang on the wall, the nondescript tables and dressers now look like REAL dressers, and everything has a girly look to it. All of the spaces have now been filled with individual background items. And throughout the adventure you will find these kinds of details (including a few hidden Easter Eggs in the form of posters showing gameplay from the upcoming Zelda: Skyward Sword for Wii! Can you find them?), from the Witch’s Shop to the Fishing Pond to the stores and mini-games at Hyrule Castle Town; all of the interiors have been completely changed and jam-packed with new details. Everything just looks “filled in” and it goes a long way towards making Ocarina of Time 3D look as modern as it has ever looked.

You can really see the difference in these two screenshots. The left is the drab and empty looking Nintendo 64 version, the right is the 3DS version. See the added detail? Laps, new boxes, signs and posters, and objects that look like they are in the foreground, giving more depth to the scene. This is a great example of what you’ll see throughout the game.

As far as the adventure itself is concerned, Ocarina of Time contains some of the most unique elements, bosses, dungeons, characters, designs and mythos that Nintendo has ever come up with. The game plays like you’d imagine if you’ve played any action adventure or modern Zelda title.

You start the game out in a small village made up of green-tunic-wearing, forever-kiddified “Kokori”, who are watched over by the towering “Great Deku Tree”, the God of the Forest. Who tells you of impending evil caused by a great and mighty sorcerer. This is where you pick up the “Fairy Ocarina” as well as Link’s Sword and Shield, and then head off into Hyrule Field, a large green and mostly empty field that acts as a hub, with entrances in each corner direction and side taking you to the various topography of Hyrule. This includes Lon Lon Ranch, where horses are bred and raced, located in the middle of Hyrule Field; Zora’s River, where the source of the water flows through the overworld and the fish-like Zora race live-beyond the waterfall; Hyrule Castle, where Princess Zelda resides with her assistant Impa, along with the Hyrulean King and an active marketplace (where the majority of the mini-games are found); Lake Hylia, where the river empties into a vast source of water (here you’ll find the Fishing Pond mini-game), you’ll also find the mythical Temple of Time here; Gerudo Valley where the all-girl band of thieves reside and the desert awaits, and the towering Death Mountain; a mighty volcano where the race of Goron, rock-eating beasts, reside. At the base of Death Mountain you’ll find the sleepy Kokoriko Village, where the mysterious Sheikah, guardians of the Royal Family, originally lived. Beyond the village is the mysterious Graveyard.

From living Kokori Forest, you’ll meet Princess Zelda, who sends you on a new quest to collect three “Spiritual Stones”, that are used to awaken a mystical blade. Your encounter with Princess Zelda will also teach you the origins of Hyrule, along with some of the most majestic scenes Nintendo has ever created that actually show the goddesses literally forming the world and creating The Triforce, a mystical artifact that protects the world from ultimate evil and divides it from the mysterious Sacred Realm.

You will eventually need to ascend a great volcano, introduce yourself to the rock-eating race of Gorons and the Zora, people of the water, battle your way through the insides of a giant whale, speak to a talking “Wandering Scarecrow” and a wise owl who imparts wisdom to our young adventurer; navigate your way through the maze-like “Lost Woods”, and eventually travel through time and into the future, where you will see Link in his teenage form. From there, you will be tasked with traversing six dungeons, each one more perilous and deviously designed than the last. And each dungeon offers elemental-based puzzles of various degree, with the latter two being extremely interesting; playing on light and shadow. Through the course of all this, you will meet a mysterious male figure (see what I did there?) known as Sheik, a ninja-like character who gives you sage-like wisdom and imparts new songs to be played on your Ocarina, each of which will allow you to traverse the large world at light speed.

In between visiting each location, speaking with its inhabitants, and gaining access to new areas, you will enter various “dungeons” as described above. A classic Zelda staple, it is here that you will do the majority of the true gameplay in Ocarina of Time, and earn the game’s key weapons that open up more of the world and progress the storyline. At the end of each dungeon you will fight a boss, and earn a full Heart Container. The bosses in Ocarina of Time are some of the greatest ever conceived; each of which contains a unique trait that you will generally need to beat back by using the item you earned in the dungeon. All of the bosses are highly original and definitely one of the game’s high points (despite the fact that some are too easily beaten).

You’ll also be hunting for various collectables (Gold Skulltulas, golden spiders you want to kill and collect the coins they leave behind the lift the Spider’s Curse and earn rewards and Heart Pieces, collect four to create a new Heart of energy) and participating in various mini-games, which range from shooting gallery’s to bowling to races of various kinds (be warned, that Wandering Running Man race cannot be beaten! He’ll always win by one second, with your greatest times posted at the clipboard in Link’s house).

As you beat back the sands of time in the future, you will meet several characters from the past who play important roles in the balance of the new world; offering character development of sorts that adds a lot to the game and gives it the feeling of a grand adventure.

By the end of the game, you will likely look fondly back on many of the games awesome moments; which are sealed in a very neat way with a new epilogue-style ending sequence exclusive to Ocarina of Time 3D, which adds an all-new orchestral version of the famous Legend of Zelda theme! Old hats who were around when Ocarina of Time first hit the shelves for the Nintendo 64 way back in 1998, may recall that one of the biggest complaints about the game was its lack of “Zelda-sounding” music, a complain I echoed in my Zelda: Ocarina of Time N64 review.

While the new tunes in Ocarina of Time were fantastic, people felt that the opening theme did not sound enough like the Zelda music of the past, and Ocarina of Time entirely lacked a new take on the classic Zelda theme song… that “mistake” has now been remedied with Ocarina of Time 3D!

Here is how the classic Zelda theme sounded in Nintendo’s 16-bit masterpiece, The Legend of Zelda: A Link to the Past.

Compare that with the Hyrule Field theme from Ocarina of Time, and in some ways you can see why fans were originally bummed. Even though Hyrule Field has become a “classic” now in 2011.

Music plays a huge part in Ocarina of Time, and many of the Ocarina tunes (no less than 12 that you’ll learn throughout the adventure) have become fan-favorite songs and part of the Zelda lexicon. They are now considered classics. To that end, savvy fans realized that the theme song being played in the upcoming Wii-exclusive The Legend of Zelda: Skyward Sword, was none other than a reversed version of Zelda’s Lullaby, the main tune from Ocarina of Time and the first song that you learn on your Ocarina; it’s power is used throughout the game to open new paths and prove your connection to that of the Hyrule Royal Family (via Princess Zelda).

These Ocarina songs are not only amazing tunes that sound great in their own right, but they give Link a myriad of new abilities that truly add a ton to his repertoire of abilities. These songs do everything from allow you to teleport, to allowing you to speak to animals or call your horse Epona (whom you earn later on in the game, allowing you to traverse Hyrule Field at a quicker pace and leap large gaps. Try playing Epona’s Song in front of a cow for a surprise!), to giving you tips on where to go or what to do and more.

And it’s not just the Ocarina songs that are fantastic, the music in general in Ocarina of Time is really great, from the Arabian influenced sound of the Spirit Temple to the haunting chant-less drum beat of the Fire Temple to the unique doofus-y sound of Goron City. The music in Ocarina of Time was great and still great even in 2011.

You can see exactly how these songs have entered the consciousness of fans by listening to this absolutely badass version of “The Song of Storms”, a latter-song that you learn in Ocarina of Time which fills and empties wells and reveals hidden holes in the ground (grotto’s).

While Ocarina of Time on 3DS is essentially the same game as before, there have been additions. One of the new additions is a “tip” system where you can crawl into all-new Shiekah Stones found outside Link’s house and inside the Temple of Time. From here you can view various hint movies that show you exactly what you must do to proceed in the game and solve some of the tougher puzzles. This hint system is all-new, but follows a trend that Nintendo started with the Wii’s Super Mario Galaxy, that contained a hint system.

But one of the key changes from the original N64 game comes in the area of controls and user-interface. The original Ocarina of Time featured a Menu System that you activated by pressing the Start Button. This brought up the Items screen, which featured all of the Items and Weapons in the game such as the four Empty Bottles (along the bottom), Bombs, your Boomerang, Deku Seeds (ammo for your Slingshot), Deku Nuts (Stuns enemies when thrown), etc. Which you could set to the three C-Buttons on the N64 controller (C Left, C Down, or C Right. C Up was used to look in first-person or change your view when inside a building) and then press one of those buttons to use the item (A Button was context-sensitive and B was your Sword, while Z targeted, R used your shield and L turned the map on and off). You then had access to three other Sub-Menus which you could cycle through with the D-Pad or L and R Buttons. From the Items Screen came the Equipment Screen, which allowed you to Equip your different Swords, Tunics, Boots and Shields and then Quest Status Subscreen.

The Quest subscreen showed you how many Pieces of Heart you needed to make another Heart Container, how many Ocarina Songs you had found and how to play them, how many Gold Skulltulus you’ve squashed, which key items you carried (such as Spiritual Stones or Medallions) and which automatic items you had (such as the Scale that lets you dive deeper or the Wallets which allow you to carry more money). The last Subscreen was the Map Subscreen, which allowed you to see a fog-of-war map of Hyrule which filled in as you traversed to new locations or became a map of a dungeon if you were inside a dungeon. While in a dungeon, the Boss Key, Dungeon Map or Dungeon Compass would appear on the Map Screen if you had found them in the current dungeon, and revealed whether or not you found all the Gold Skulltulas hidden in the dungeon, at which point a Gold Skulltula icon appeared next to the title of the dungeon at the top. They also appeared next to the area name on the Hyrule Map to reveal when you had found all the hidden Golden Skulltulas in the main areas of Hyrule (Death Mountain, Hyrule Field, Lake Hylia, etc).

You could also press the B Button on any of the Subscreens in the N64 version to save your game. While this system of four subscreens (which acted like four different sides of a cube) worked fine back in the day, it doesn’t exactly pass muster nowadays. If the N64 Ocarina’s subscreen system sounds convoluted, that’s because it is. So Nintendo wisely has streamlined it for the 3DS version.

Here is a quick look at how the Map Subscreen looked in the N64 version. The GameCube versions were even worse, as the loading in the subscreens took extra long; making it even more annoying to switch between all four subscreens, and to bring up the Menu in the first place.

The controls in the 3DS version go like this: B Button (Sword), A Button (Action Icon/Context-Sensitive), X and Y Buttons (Set Item), L Button (Targeting), R Button (Shield), Circle Pad (Move Link, Navigate Menus), D-Pad (Hold Down to turn mini-map on/off). Then you have the bottom Touchscreen.

And the touchscreen is huge in making the 3DS version the definitive version of Ocarina of Time. Now all of your items and certain Equippables (mainly Boots, more on that in a moment) are laid out before you at all times on the bottom touchscreen. No more having to interrupt the action to see or access them!

Additionally, setting items to the C Buttons has been completely scrapped, and replaced with a new system where you can set items to either the X and Y Buttons (where you can use them by physically pressing the X Button or Y Button on the 3DS), or two other slots known as “I” and “II”, contained no the touchsreen. These have you tapping the I and II slot icons on the rightside of the Touchscreen Item Screen to use the items you’ve mapped to those Slots. Altogether you’ve gained one new slot from the N64 version (now four instead of three), with your Sword always mapped to the 3DS’ B Button and the A-Button remaining the context-sensitive “Action Button” (used to open doors and chests, talk, Dive, etc. depending on the situation).

One of the key reasons Nintendo went with this new Item Menu was to make it much easier to take new Boots on or off. One of the key complaints from the original game was that the Water Temple was an extremely complicated affair. In the Water Temple, you are required to raise and lower the water level to complete the dungeon, with new areas becoming accessible with the water raised or lowered to one of the three levels (low, medium or high). What made this temple tedious however was due to an Equippable Item called the Iron Boots. These boots allowed you to sink to the bottom of the water. While it sounds simple (put them on to sink, take them off to float), in practice this meant having to press start, navigate to the Equipment Screen, highlight the Iron Boots with the Control Stick and press the A Button to take them on or off, then press Start again to resume play (all with more delay if you were playing a GameCube version).

Since you raise and lower the water about 20 times as you attempt to complete the dungeon, and as you are constantly using the Iron Boots to sink to the bottom level, then taking them off to rise to the top of the water, mix and repeat; You ended up with a mechanic that was fundamentally flawed and took a lot of the enjoyment out of solving the puzzles of the awesome Water Temple, and instead highlighted a constant and stuttering break in the action.

Here is a video of the Water Temple from the N64 version, highlighting the tedious nature of the Iron Boots. Note that spoilers may be contained within. Watch at your own risk.

One of the main reasons Nintendo wanted to remake Ocarina of Time on 3DS was to fix this glaring annoyance and streamline the Item system so that the focus was solely on trying to solve the dungeons puzzles. Enter the new Touchscreen-based Item Menu! Boots, including the Iron Boots, have been removed from the Equipment Screen completely in this new Ocarina of Time 3D version and now appear as a normal item that you can set to any of the four slots (X, Y, I, II). You then simply press that button or tap the slot to have Link put the Iron Boots on or take them off. PROBLEM SOLVED! And this ease-of-use applies to all of the Items and Weapons in the game using this new touch-based system. Streamline get!

Additionally, all of the top screen, which shows the gameplay, has been removed of icons and user-interface text, with the exception of the context-sensitive A Button icon, which shows “Open” when near a door or chest, “Talk” when near a person, etc. and now appears in the bottom right of the upper-screen. All of the UI now appears on the bottom screen! This is awesome because it gives you a full view of the action without obstructing it with icons. Even your Hearts (energy) and Magic Bar have been moved to the upper part of the bottom screen.

You can now Save or access Options by simply pressing the Start Button to bring up the new Save Menu, from which point you can tap Save (and then Continue or Quit) or tap Options. The Options menu allows you to modify targeting to “Switch” or “Hold”. The former lets you target by pressing the button, while the latter makes you hold it to keep targeting; Change the camera control so that first-person viewing is inverted or normal (inverted means you press Up to look down, press Down to look Up) and let you turn Motion Control on or off (using the gyro in the 3DS to look or aim from First-Person).

Additionally, the Items Menu has tabs on the bottom in Green (Gear), Red (Map) and Blue (Items) that allow you to switch to the Hyrule/Dungeon Map or Gear Submenus. If you do so, the middle where the Items were displayed will change to display either your Gear (A combination of the Quest Status and Equipment Subscreens from before, now all conveniently in one spot) or the Map subscreen (shows the Map of Hyrule or Dungeon Maps). This system is much more efficient than before.

This video shows you exactly how the new User-Interface in Ocarina of Time 3D works (from the Japanese version).

Another major change from before comes in the form of your Ocarina. Your Ocarina is now permanently located at the bottom left of the Touchscreen, which you tap to pull the Ocarina out (in the N64 version you had to set it like it was any other Item). To play a song, you now can use the Touchscreen or Buttons. The buttons are mapped to the same places on the screen that you can tap to also play the same note. This system works fine, but took this retro gamer a while to get used to and I never quite got the hang of it. The button combinations also seem harder to remember than before, it was easier simply using the four C Buttons on the N64 pad.

Once you have the Ocarina pulled out, you will see a music button in the bottom right, tap that to see a list of all the songs you have earned and which notes you need to press to play them. In an annoying oversight, you cannot press the A Button or tap a song and hear how to play it, something you could do in the N64 version. From this screen you can tap the Ocarina again at the bottom to go back to playing a song (whereas if you press a button it cancels the whole thing and goes back to gameplay. Something I also found annoying). All in all, this system works. It’s just a bit different for fans of the original.

One last change is Navi. The fairy who allows you to see enemy weaknesses when targeting an enemy or boss can now be spoken to by tapping the “Navi” icon in the upper-left of the bottom touchscreen. When not targeting an enemy, you can tap this icon to change to first-person viewpoint to look around, or to change to an overhead perspective in certain shops or buildings.

An additional feature of the 3DS version is the ability to use the system’s motion controls to look around. If you go into first-person mode to look at your surroundings, or first-person aiming for you slingshot/Bow and Arrow, etc., you can look around by literally moving the system. While this works okay for certain parts of the game (namely shooting Skulltulas off walls for example), it is horrible for the Horseback Archery Range at the Gerudo Fortress. Thankfully this feature can be turned off in the Options Menu.

All in all, The Legend of Zelda: Ocarina of Time makes a perfect title for the Nintendo 3DS. It is a grand-adventure, and with the stereoscopic 3D effects and bolder colors and graphics, it is a showpiece for what the new glasses-free stereoscopic 3D effects can do on the system. The revamped controls are the icing on the cake.

When you add in the fact that Master’s Quest becomes unlockable once you beat the game (a much, much harder version of Ocarina of Time with reversed locations and all-new/much tougher puzzles, originally released for the GameCube as a pre-order bonus with The Wind Waker) as well as another secret mode, then you have almost no reason not to pick The Legend of Zelda: Ocarina of Time 3D up if you own a 3DS.

So how do I rate Ocarina of Time 3D for 2011? If you haven’t ever played The Legend of Zelda: Ocarina of Time then stop reading this and go buy Ocarina of Time 3D NOW! I DEMAND YE!

Ahem, let’s move on to the final scores…

FUN FACTOR: 10

The Legend of Zelda: Ocarina of Time 3D holds up phenomenally even in this day and age. Believe it or not, the game seems to have gotten harder, as I could not find everything (namely Heart Pieces and a couple Gold Skulltula) without using a guide! And I’ve beaten it many times! I guess the memory is failing me in my old age (ahaha). So not only is the game tough but there is tons to do, and the dungeon designs and boss battles are some of the best in the series. Overall, even if you’ve played the game before, playing it again will remind you of its greatness and how solid Nintendo was during the N64 era. Even with graphics that didn’t match up to the competition during those days, the level design, weapon design, boss designs, etc. were second to none, and the overall storyline and adventure still holds up extremely well today. Except now with the 3D coat of paint, it nearly does match or even best the competition! Add in Master Quest and the new mode and you’ve got yourself a ton of game that you simply must purchase and add to your new 3DS collection. Ocarina of Time 3D is a port done right.

Graphics: 9.5

Ocarina of Time never looked so good! The stereoscopic 3D effects don’t always pop, most of the time they simply add hardly noticeable “depth” to the game, but when they pop they REALLY pop (see: Holding an item over Link’s head!). The added detail given to interiors is quite simply awesome, and some whole areas have changed in look. Now everything has been filled out so nothing is “barren” anymore, and everything looks prettier. Overall, it’s a very nice looking sight, and the eye-candy of the opening will fill you with awe the first time you see it. Sadly though, one of my chief complaints is that the stereoscopic 3D effect wears down the more you play it. What do I mean by that? I mean that halfway or even less through your adventure, you’ll be so used to it that you won’t even realize its there. By the end the game I was unimpressed. There’s a scene where a building is collapsing, and I expected to see a ton of eye-popping 3D making the scene look much better than ever before. I was disappointed. In that way it’s much like 3D movies, eh. When was the last time you paid to see a movie in 3D? Exactly. BUT, I can’t fault the game for that, thus my 9.5 score. Had this game been not been a retooled N64 game, it would’ve scored a ten easily. Despite my complaints with the 3D effect, it does make the game look even better. And that’s something to celebrate.

Music & Sound: 9.0

Ocarina of Time features an amazing soundtrack. All of the Ocarina songs are excellent tunes in their own right, and the music for all of the dungeons and towns is beyond-fitting. While the music itself gets high praise, good luck hearing it with the small-ass 3DS speakers. This is something that infuriated me. The sound is so tiny that many details are simply lost, and even with headphones the system does not go loud enough for my tastes. While the music still sounds great with headphones (or speakers plugged in, be sure to crank them ALL the way up to even hear anything), one way it detracts from the experience is by making it seem much less epic than if you were to play it on a TV with full sound and a bigger screen. While once again I can’t fault the game for a hardware problem, it was a major annoyance for me and something that, IMHO, hurts the epicness off the game. But there’s nothing you can do about it, eh.

And now for an amazing hour long video that allows you to listen to every single song and music piece from the entirety of Zelda: Ocarina of Time! (N64 version)

Ingenuity: 7.0

Ocarina of Time 3D will feel like an old game in the way it plays. While these ideas were breakthroughs back in the day, they are old hat by now. And those who grew up on the combat of Zelda: The Wind Waker or later Zelda games, will feel unimpressed with the simple and in some ways clunky combat of Ocarina of Time. However the new controls and particularly the new touchscreen menu and Item usage go a long way towards refreshing this games interface for the modern age.

Replay Value: 10

Ocarina of Time is full of collectables that completists will love finding. In addition to 100 Gold Skulltulas to find scattered about the huge world of Hyrule (check how many you have on the Gear Menu, and you can tell if you’ve found all of them in an area if a Gold Skulltula appears on the Map Screen next to the name of the place), you also have 36 Heart Pieces to find. Both of these collectables are deviously hidden, and finding all of them will task even the best players. In addition, there is an extra new mode to unlock and beating the game for the first time will unlock the Master Quest, a MUCH harder and infinitely more devious version of the game! This version features insanely weird changes (floating Cow Head Switches in Jabu Jabu’s Belly anyone?) and a mirrored world where everything has been “reversed” and turned around, adding a layer of confusion onto the much more difficult puzzles. Having both the core game and Master Quest on one cart makes this title one heck of a value with enough gameplay to keep you going for about 30 hours or so! Replay Value Get!

Complaints Of A Fanboy:

I have a few niggling complaints that don’t really detract from the game but still irk me. One of them is a carry over from the original N64 game, and that comes in the way of Rupee collection. Rupees are the currency of Ocarina of Time (and all Zelda games). My problem stems from the fact that Rupees, except in the early portion of the game, are way too easy to find and you will often times find yourself with as many Rupees as you can carry. This is made worse by the fact that you will often open a treasure chest and be rewarded with, you guessed it, Rupees. What makes this a crime is that these Rupees completely go to waste if you already are at your max amount (so if you don’t know what’s in that Treasure Chest ahead of time, then you just wasted it). But by far the worse complaint comes from the fact that Rupees are almost useless, as there is very little of worth that you can buy or will find yourself needing to buy with them.

The most important item that you will spend Rupees on are Magic Beans, which you plant in the soft soil you find scattered about Hyrule to sprout a flying lilypad when you are older (tip: catch a bug and drop it into the soft soil to earn a Gold Skulltula from each one!). But you will likely finish buying all of these when you are a child, and after that there really isn’t much else to spend Rupees on…

Adding insult to injury, is the fact that your BIG PAYOFF for collecting all 100 Gold Skulltulas is…. RUPEES! You heard it right. You’ll be rewarded with a 200 “Big Rupee” that you can keep on collecting for infinite money. Problem is… at this point in the game there is absolutely NO REASON to need rupees (and you’ll have long been maxed out at 500 anyway). There is nothing to buy with them except potions, but adept players won’t need potions and you can find fairy’s for free everywhere that you can catch in a bottle and they revive you fully if you die with them in your inventory, making Potions obsolete. This is a HUGE waste IMHO and is an aspect of the game that pissed me off even way back in 1998.

You know what else makes me a bit upset? Why are there hardly ANY extras in Ocarina of Time 3D? How about a Bestiary that gives you detailed information and artwork of all the enemies and bosses in the game? What about having unlockable making-of videos that gave us a look into how Ocarina of Time was developed? What about videos or images of all the Ocarina of Time fanart/cosplay that is art there? What about an unlockable music box that allows you to listen to all of the game’s tunes at your leisure? What about a Movie Gallery that lets you watch any of the game’s cinemas or string them together for one big Zelda movie? How about biographies on all of the game’s characters and a history of Hyrule? Nada. Zilch. Nothing like this is included and it bums me out….

One easy thing Nintendo could’ve done to extend replay value is make all of the above unlockable by using all these wasted Rupees. Imagine if you need to collect say 3000 Rupees to unlock the Bestiary. And 5000 to unlock the Movie Gallery. Why Nintendo doesn’t include something like this is beyond me. It would’ve infinitely added more replay value to the game while also satisfying those who feel ripped off that they had to re-buy Ocarina of Time, while also not taking anything away from the original core game.

Another part of the game that makes me upset is one of the final items you find, the Silver Gauntlets. These FINALLY allow you to lift the Gray Boulders that you have seen mysteriously spread about Hyrule throughout the adventure. Man there must be something amazing hidden beneath that Gray Boulder in Hyrule Field right! RIGHT?! HELL NO! You know what is under that Gray Boulder you’ve been pondering about since the beginning of the game? You know the one smack dab in the middle of Hyrule Field. NOTHING. I will say it again. ABSOLUTELY F*CKING NOTHING. You know what’s underneath two other Gray Boulders? One of them is a Deku Shop with Business Scrubs who sell you Deku Nuts, Red Potion, etc. (just like you’d find BEFORE YOU TURNED INTO AN ADULT), underneath another is a bunch of Rupees beneath some water. In fact it’s better I tell you now so you don’t throw your 3DS against a wall when you finally pick up that Gray Boulder. For all of Nintendo’s great design decisions in Ocarina of Time, they really failed at the endgame, and aspects like these really show Ocarina of Time’s age. This type of thing would be unacceptable in this day and age. To be fair, there ARE one or two Gold Skulltulas that you can’t get until you can lift those Gray Boulders. So, you know. There’s that. They help you earn that moolah you so badly need! Grr…

*end rant*

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