In short
The Game Scoop episode “Is It Still Fun Today?” revisits The Legend of Zelda: Ocarina of Time (1998) and debates whether its design, controls, and atmosphere still hold up.
Guests (backgrounds)
Damon Hadfield hosts. Parrish Schneider is an IGN reviewer from 1998 (gave Ocarina of Time a 10/10; remembers Nintendo clamping the N64 cartridge during review). Sam Claiborne is a strategy-guide writer who played extensively and discusses dungeon progression and guide design. Miranda Sanchez is a long-time fan who replayed it and connects it to later Zelda eras.
Key claims
The game is “a thousand times yes” for fun today due to charm, temple design, music, and progression. Main drawback is camera/control friction (N64-era Z-targeting, limited camera control, boss-fight frustration). World is “simulated open” via interconnected spaces rather than true open world.
Notable examples
Deku Tree’s sweeping camera and water/fire rules; Forest Temple’s Phantom Ganon and creepy moments; Shadow Temple’s torture chamber and “Alphos” fight; Jabu-Jabu’s tedious Ruto carrying; Death Mountain scale; Kokiri/marketplace “hat box” world construction; adult-world horror and well escape sequence; Phantom Ganon painting effect; Phantom Ganon/Shadow Temple enemy variety.
Written by AI. May contain mistakes. Listen to the episode to check what was said.
Chapters
Tap a time to open that second in VORevisiting Ocarina of Time
0:00 to 0:48
Discussion on the history and impact of Ocarina of Time.
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Revisiting Ocarina of Time
2:45 to 3:58
Discussion on the history and impact of Ocarina of Time.
“So, Pear, I've invited you here not only because your experience and perspective brings a lot to the table, but also because you reviewed Ocarina of Time for IGN back in 1998.”
Memorable Nintendo Review Experiences
3:58 to 5:20
Pear shares his unique experiences while reviewing Ocarina of Time.
“Per, did you also play the Japanese version early of Ocarina before you played the North American version?”
Personal Connections to Ocarina of Time
5:20 to 7:50
Miranda recounts her childhood memories with Ocarina of Time.
“We'll see if I like it this time around, I suppose.”
Preparing for the Revisit
7:50 to 9:17
Hosts discuss their plans to revisit Ocarina of Time.
“I haven't played it since it was released in 1998.”
Preparing for the Revisit
9:20 to 10:34
Hosts discuss their plans to revisit Ocarina of Time.
“You've got the angle, you've got the timing, but you still lose the trade.”
Preparing for the Revisit
10:42 to 11:51
Hosts discuss their plans to revisit Ocarina of Time.
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Preparing for the Revisit
11:57 to 12:16
Hosts discuss their plans to revisit Ocarina of Time.
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Initial Reactions to Ocarina of Time
12:16 to 14:03
Hosts share their thoughts after revisiting Ocarina of Time.
“Only a moment has passed for you watching this video or listening to this podcast, but it has been months.”
Controller Experience and Initial Gameplay
14:03 to 15:20
Learn about the varying experiences with controller setups and the initial gameplay mechanics of Ocarina of Time.
“First of all, your experience will vary depending on what controller setup you use.”
Show all 30 chapters
Cinematic Techniques in Ocarina of Time
15:20 to 18:15
Explore the groundbreaking cinematic techniques used in Ocarina of Time that enhanced gameplay immersion.
“I gotta hear what your Scarce Grow song is, Pear.”
Camera Controls and Gameplay Challenges
18:15 to 19:40
Discuss the challenges posed by camera controls in Ocarina of Time and their impact on gameplay.
“Combat, locking on, always having a visual, like having your enemy, all of those things.”
World Design and Exploration Mechanics
19:40 to 22:27
Examine the design of Ocarina of Time's world and how exploration mechanics influence player experience.
“You have to like survey and then you run in and you got to constantly snap like, you got to like snap that camera behind you to look at everything, right?”
Nostalgia and Game Progression
22:27 to 24:44
Reflect on the nostalgia tied to Ocarina of Time and the satisfaction derived from game progression and challenges.
“In fact, we were starting this project out in a very busy week where there was a bunch of games we were supposed to be playing for work.”
Comparative Analysis with Modern Zelda Games
24:44 to 28:00
Analyze how Ocarina of Time compares to modern Zelda titles in terms of gameplay density and world interaction.
“sculptural sound yep yep yep and then my favorite thing about that point in the game is that you get a compass.”
Exploring the Depths of Ocarina's World
28:00 to 29:15
Discussing the immersive world design of Ocarina of Time compared to Tears of the Kingdom.
Hints and Secrets in Gameplay
29:15 to 30:51
Examining the hints, puzzles, and secrets that make the gameplay engaging.
“And then time does not pass when you're in that area, only outside in the world.”
The Creepy Atmosphere of Ocarina
30:51 to 32:41
Discussing the eerie moments and creepy elements found in Ocarina of Time.
“That game reminds me of how horrible it is to not have a big wallet in that game.”
Growing Up and Emotional Themes
32:41 to 34:56
Exploring the themes of growing up and emotional depth in Ocarina of Time.
“But the adult world is generally like really dark.”
Combat Mechanics and Game Design
34:56 to 36:26
Analyzing the combat mechanics and design choices that enhance gameplay.
“And I was just like having this complex about and I was like really little.”
Iconic Boss Battles and Challenges
36:26 to 37:59
Discussing memorable boss battles and the challenges faced in Ocarina of Time.
“They're kind of buff plazalfo skeletons.”
Dungeon Design and Exploration
37:59 to 39:45
Evaluating the dungeon design and exploration mechanics of Ocarina of Time.
“I mean, it's kind of paced well in hindsight because it's like the first adult Link battle.”
Comparing Ocarina with Modern Zelda Games
39:45 to 41:16
Comparing Ocarina of Time's gameplay and style to modern Zelda titles.
“People just kind of invade his personal things.”
Legacy of Ocarina of Time
41:16 to 42:00
Discussing Ocarina of Time's impact and legacy in the gaming world.
“But they never have that sort of progression where you go, now I have a horse, right?”
Comparison of Zelda Mechanics
42:00 to 45:41
Explores the mechanics and character dynamics in different Zelda games.
“and so it isn't as pretty as it should be.”
Ocarina of Time's Ending and Lore
46:16 to 47:47
Discusses the ending of Ocarina of Time and its narrative implications.
“Choice hotels get you more of what you value.”
Game Development and Era Reflection
47:47 to 52:40
Reflects on game development challenges and the era of gaming around Ocarina of Time.
“Like the three-day structure is so unique.”
N64 vs. PlayStation Era
52:40 to 56:00
Analyzes the competition between Nintendo 64 and PlayStation during their release.
“I was like, oh, my God, by buying all these consoles, this is just so weird.”
Exploring Ocarina of Time's Development Challenges
56:00 to 57:51
Learn about the technical limitations faced during the development of Ocarina of Time.
“And what you were just saying, like how they solve these problems is like so interesting.”
Assessing the Fun Factor of Ocarina of Time
57:51 to 58:30
Discover whether Ocarina of Time is still enjoyable to play today and how it remains accessible.
“we have to come up with some kind of animation.”
Transcript
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2:27And for this inaugural episode, I thought it would be interesting to revisit a game that for quite some time was considered by many to be the greatest game ever made. To this day, it is still the highest rated game ever on Metacritic. It's the only game with a 99 score. It is, of course, The Legend of Zelda Ocarina of Time. Released in 1998, not only did it bring the Zelda franchise into the third dimension, not only is it the best reviewed game ever, It's probably the biggest shot in the arm the humble ocarina wind instrument ever received, and it's 12 ,000 years of existence. So, Pear, I've invited you here not only because your experience and perspective brings a lot to the table, but also because you reviewed Ocarina of Time for IGN back in 1998.
3:08You gave it a 10 out of 10, and your review opens with the line, the new benchmark for interactive entertainment has arrived. What do you remember about reviewing Ocarina of Time? I thought you invited me because I own three ocarinas. It's true. Wow. Can you play one? Can you perform Song of Time for us? Absolutely not. Okay. Look, yeah, that was an interesting review because it was at an age where reviewing games was really complicated and a representative from Nintendo had to come into our offices handcuffed to a Nintendo 64 with this like saw movie-like metal clamp on top that held the cartridge in place and then actually stay in a room with us overnight while we're trying to finish the game.
3:50So yeah, it was very early on. Does the game still hold up? I think we will be getting into that in our 14-hour discussion. Yeah, it's going to be a 14-hour discussion. I stand by that review. It's going to be video essay, yeah. Per, did you also play the Japanese version early of Ocarina before you played the North American version? I'm trying to remember how that went. You definitely played it at, not CES, maybe E3 by then. No, I did get to play an early version at an event in San Francisco with like Miyamoto and everybody was there. And like we got to sit in beanbag and play for a few hours.
4:27He sat in a beanbag with Miyamoto? Yeah. So he walked by and he's like watching your screen and you're like, am I playing this okay? And he's like, oh. He's like watching pair play. It's like, we're going to have to add that Z targeting after all. And he goes like, interesting. And then he keeps walking. and then he looks at another guy and goes like you don't have the horse yet and then i bet he flew to uh austin and started work on that pre-production of metroid that's right that's right uh no that review look i i haven't i don't think i've changed anything in the years and snuck in there i still stand by it um it's such a good game still i recently replayed it on uh switch online i started just to see what they screwed up and whether the emulation was bad and then I just, once you get past the Kokiri BS in the beginning, you're like, man, this is so good.
5:20I like the Kokiri stuff. We'll see if I like it this time around, I suppose. It's a little slow. Miranda, when I reached out to you about this, you said you'd been wanting to revisit Ocarina of Time. Is that right? The big reason I wanted to replay this was because my heart was, it just belonged to Ocarina of Time. Like it was a, it's a foundational game for me. I was quite young when it came out. I don't actually remember how old I was when we had it in my home. obviously my parents, the 64 was theirs and I was like I want to play this, give it to me and so yeah you can play Zelda, it looks cute, it looks good and I was like yeah and lo and behold it's just like this incredible journey that made me feel so much guilt as a child Did you get freaked out by the stuff under the well?
6:01Yeah I did Yeah there was so much like the Redeads I was just going to say the Gibdos or Redeads, yeah yeah there's Gibdos in the second one
6:15yeah that was terrifying and like we would scream i would scream when they would scream i was like no that my mom would be like what are you doing that was like an actual sample on that cartridge like that was a choice to use that much space to put that scream in there but they probably use it for some other 10 other things too i feel like that was the level when when miranda decided to have an actual skeleton in her home yeah i do have a skeleton in here Oh, there it is. Her name's Lorelai. I have her standing up now. She used to sit for a long time, and now she just gets lurk in the corner next to my Bloopy, which is a custom plush that I ordered.
6:50Miranda got that sent to the office, and she took it home on our subway train, Bart, one day. I did. I always pictured that. And that wasn't even close to being the weirdest thing that happened on Bart that day. No. Yeah, 100%, not even on that ride. I was sitting in a little chair, and I had her standing next to me, and I put plastic wrap on her feet, because I didn't want her feet to touch the ground on our trains. And then I would just see people just kind of... The carpeted trains. Just taking photos, just kind of trying to sneak up. I'm like, I mean, you can take a photo of it, guys. I would be like, thank God, it's Skeleton Girl on the train, not this other 10 people.
7:24Oh, God, yeah. There's a lot of things that you don't want to see on the train. Cross your fingers, it's just Skeleton Girl. All right, well... It's just Skeleton Girl. But, yeah, but basically, I've really wanted to replay Ocarina of Time because it is so foundational for me. And now I'm like, wow, Chains of the Kingdom has completely changed my life. Breath of the Wild, too. And those sit in the weird camp of together for me. And I'm like, man, do these compare to my love for Ocarina of Time? That's kind of why I want to go back to it. Yep, same. I'm excited to revisit it. I haven't played it since it was released in 1998.
7:55So we are now going to go our separate ways, play the game for a week or so, and then we'll reconvene and we'll dig into our 14-hour discussion. Let's find out if The Legend of Zelda Ocarina of Time is still fun today or is it just okay, Rena of time? Let's find out. No.
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12:47And we're back. We played the song of time. Only a moment has passed for you watching this video or listening to this podcast, but it has been months. It's been months since we embarked on this adventure. We recorded the intro in June before IGN Live, and then event season just carried us all the way to Comic-Con and Gamescom. Now the world is full of zombies. Oh, no. Yeah, now the world is everywhere. Ganon has destroyed the world. We're older and can no longer use a slingshot. Lost seven years of my life. So, everybody, I'm going to collect your copies, hand them back here. Here's one. Okay, yeah.
13:19Here's two. Three. Thank you. Thank you. I'll take these back. Okay, perfect. The good news is we had a lot more time to play Ocarina than we were planning on. Thank you. I'm excited to hear everyone's thoughts. But for me, the short answer to is Ocarina of Time still fun today? It is yes, yes, a thousand times yes. This is a very special game that is packed with charm. Still feels like a big adventure. The temples are genius. And every step of the way, the music is incredible. It's one of the greatest video game soundtracks of all time. There are some slight quirks that are products of their time, but they don't diminish the overall package.
13:54So, Pear, start with you. You reviewed Ocarina of Time in 1998. How does it sit with you today? A different century. First of all, your experience will vary depending on what controller setup you use. Yeah. Thankfully, Nintendo patched things with Switch 2 where you can remap buttons, so all is well. But originally, with the Switch 1 re-release, it mapped it to controllers in the most horrific way. it's one of those games that was designed with the N64 controller in mind camera controls were sorely missed but they used the C buttons as basically your inventory and it was a really clever way to let you assign the things you really needed right at the time yeah this game obviously has been fresh in my mind because I've revisited it over the years played it on 3DS again probably two times and then played it again in emulation and on different devices.
14:51And yeah, it's like you start it and it starts slow, like a lot of Zelda games do, but it's just sort of easing you into the basic controls. But at this point, we know what happens in the beginning and you don't need the tutorial for jumping and swordplay and cutting bushes and all of that, or using your ferry to Z-target people who are far away and talking to them. All of that sort of blaze through and then you get right into the game and like the first dungeon is already great. Yeah. I gotta hear what your Scarce Grow song is, Pear. Oh, I just go do-do-do-do-do-do-do-do-do-do-do-do-do-do so I don't forget.
15:31I just go left-right, left-right, left-right. I know, yeah. Is it left-right? Yeah, is it left-right, left-right, left-right, left-right. How about you guys? Oh, yeah, 100%. I think mine might have been up-down. I just play Song of Storms all the way through until it stops. really? anyway you get into the you get into the deco tree and the atmosphere and this is when you go back now you're used to games being cinematic but this was games were not that way back then you go into the deco tree and the camera zooms out and it's got these sweeping camera moves it shocked me I didn't remember that that like there's so much camera stuff where the camera will come in from way from the edge of the level and come in and like go right in a link's face he's like ah and there's like all kinds of stuff and then i think they do that several times too and i think it was like one of my favorite parts that just felt like they're they're taking liberties of making this a bigger experience beyond you and that like the flying through and that happens several times with different flying characters which shows you this world in a different way and it gives that sense of scope that i don't feel like you really got in a lot of games at that time um and it was just such a cool way to mix it up too yeah i was shocked that it works so well too it's like so seamless like that was the disc based at the time like uh problems with with cut scenes right yeah is that they loaded yeah and then they look completely different because they were fmv or whatever they were and you go back to the game but this i remember ign talking about this when i was first reading agenda like in engine cut scenes and why they matter like this is why they matter it's a completely organic experience and they've developed their own language right like they letterbox the uh the display whenever like some of the faces are comical now like zelda when she turns around she's like you know um but but but remember one thing they did it looked different on uh on a crt tv right like exactly there were lines that were left free and like so the color blending the way it all comes together it looks more rounded when you play it on an old old school tv like that because they're also the curvature of the screen they took that into consideration back then but Going back to the deco tree, you immediately learn the rules of water will put out fire, but you need to get the fire to the other side.
17:48And what do you do? Whenever you do something, the effect is shown. Like a ladder falls down. And then super clever. That's right. When you do something in a room and you unlock a door and it goes, you know, it opens, the camera by default positions you with a line of sight towards the thing that you unlocked. And it draws that line of sight to your head. The stuff they figured out back then in this game that we just take for granted today is just awesome. Combat, locking on, always having a visual, like having your enemy, all of those things. There are some warts. Yeah. Jump button. Well, also, I think that worked.
18:26I think the auto jumping just running off a cliff. It works. I think it works. You fall by accident. Yep. You can just roll. Okay. I do. It did really bug me when I started replaying this. Just not being able to control the cameras. Because this was two years after Mario 64. They still didn't trust people to just control their own camera? I don't know. There wasn't enough buttons. That was it. They ran out of buttons. The hardest thing I think people are going to have coming into this game, if they want to play it again. This is the, is it still fun today? Yes, but. If you take time off and it's been a bit, getting back and getting used to how the camera operates by using Z-targeting is one of the most obnoxious things.
19:05It feels like some, in some ways, it feels like some of the harder games where it's like if you take a step back from it for too long, you kind of forget everything. And that's how it feels to play this. And sometimes where the controls just don't feel very intuitive at some points. And you get used to that pretty quick, but that feels extra sticky on boss fights. Like I had that issue in so many boss fights. I'm like, just look this way, Link, please, for the love of God. and it's really hard to adjust to that after having the luxury of moving my own camera for almost every single game that I play these days.
19:40When you walk into a new room, you're rarely attacked where you're standing and so you can pop into first person and look around but now we want to organically do this while we explore and this game doesn't let you do that. You have to like survey and then you run in and you got to constantly snap like, you got to like snap that camera behind you to look at everything, right?
20:01I was going to say, you also have the problem of Navi wanting not to lock on enemies. If they're close, but they're just still too high, she doesn't want to go up there. I'm like, can you please look at this bat so it doesn't set me on fire? I can't target it. Remember, they're just far enough away to not target them. You're like, that bat's just going to hit me, isn't it? Yep, it's going to hit me. It's going to hit me. Camera is the biggest issue. And then when you're locked on, your functions are different, right? Then you can do, when the Z button is pressed, you can do backflips and things.
20:32But you can also fall off things that you don't jump when you're locked on. I love the backflip so much. The backflip is awesome. It's mammoth so much. The way the combat works, how you can sidestep around characters. It feels really good and really organic. Z targeting still feels great. Once you're locked on, it's like, oh, this is awesome. But the camera controls are missed. And there's some areas where they don't want to give you free camera control because of how the levels are constructed, right? Yeah. You guys, if you're… They made a little 2D background and wrapped it around a town and just run around a circle.
21:05If you use a tool like Noclip and you can see how the world is constructed, like literally when you're inside the farm, there's no world outside. It's just like it has like tapestry around it. When you're in the marketplace, it is a circular, like you're inside a hat box, basically, that rolls around you. And like the thing that amazed me is when you're in a house in the first, in the Kokiri forest in the first village, when you're inside a house and you hit C up, it does a third person view from the top. And they actually have to create a different version of that house. That's like, it doesn't come free.
21:42They have to do a couple of things in order for you to be able to switch. It's pre-rendered, right? They have pre-rendered textures. When you're on top of Death Mountain, you look down, you see a tiny version of Kakariko Village in the background. Those used to look better in CRTs, I'll tell you that. Everything, it's designed to be blurry. And so when you're on an LCD or OLED or something, it does look. It's designed to be blurry. That's exactly right. The magic trick is given away. But back then, that was mind-blowing because we thought it was an open world. They simulate an open world, but it's just cleverly interconnected little paintings and tricks that make it happen.
22:18And so, yeah, going back to it again, I'm just struck by how creative this team was and how much work they did to pretend that it was an open world. Sam, how about you? Still fun today? Okay. Yeah, absolutely. In fact, we were starting this project out in a very busy week where there was a bunch of games we were supposed to be playing for work. And I was texting Damon saying, like, I just want to play Ocarina more. like it was that it drew me in that much and especially after the jabu jabu kind of which i actually liked all of this i always remember being like oh i have to play as fast as i can to get past jabu jabu then i like this other stuff better but i liked all of it yeah and the jabu jabu stuff was difficult and complicated luckily i brought two different strategy guides along for the ride and uh which one's the official one strategy guides they're both official oh wow see this one says the official uh guide from nintendo power this is the official guide for brady no i see cool i may have worked yeah i think official was a different term back then uh these guides are horrible i didn't work on the brady one well the igan guy is good they don't use maps they don't tell you where anything is they just have like a page with like a picture and it's like tip tip you know what sure this is what link does next look at that big blank map thanks Thanks for nothing, everybody.
23:36They were coding this down to the wire. I think the teams, the strategy teams, didn't get a lot of time with the game early. Usually the official guides, people are embedded. Well, there were later released ones, though. I remember going to Borders in 1998 and getting that by the holiday seasons. This came out in November, I think. And then by December, there was already a later pressing something with like much better stuff in it there's much better but so i i was drawn in i stuck with it i got the furthest i i've gotten to the water temple which means i played through the forest temple and the fire temple the fire temple was a really fun revisit what a great yeah yeah yeah it's like the column of the center of the thing and how you like just wrapping your head around like oh that's what's happening here i i you know you barely figure that out then you you don't really use that hammer for anything else in the game aside from breaking some world things so i thought that was kind of funny but you do use it there um yeah very clever and then that that temple is where things start where things are so hidden in there do you have to listen for those sculptural sound yep yep yep and then my favorite thing about that point in the game is that you get a compass.
25:02And then you really need it. And you look and you're like, there's a chest in that room. Oh man, I have to get it. Then you go back and it's a freaking heart. You know, like a tiny little refills one heart. This is a troll chest. No, this is just Nintendo. This is what they do. I feel like a lot of the times you go for a hard reward in almost any Zelda game, it's not going to be actually rewarding unless it's a big test it's just exactly it's like the satisfaction that you cleared it 100 yeah and you can clear it you can 100 these dungeons and it feels so good but sam from a strategy guide writer and miranda from a strategy guide writer's perspective obviously this is gold for us because like you'll go through the forest temple and you hear behind the wall and you're like i don't know how to get it and like the answer is you can't you have to come back you know sometimes you have to get bombed sometimes uh which you know you get later or you have to get the whole shot right the item from the dungeon so you're like you don't go so hard until you get the compass the map and the item and you're like i'm gonna have to do a suite so then my other like point of context that i want to throw is that i've i've since i've played breath of the wild you know they ever replaced my favorite game of all time which was ocarina and i you know was think about all the reasons why that is and why tears of the kingdom is so wonderful and why i never want to go back to these kind of what i would refer to as more linear zelda experiences this game is not that it's it's still open it's still it's more metroid like you backtrack a lot it's less like the first zelda game than than you'd expect which is really open world i mean the legend of zelda for nes is like a perfect example of an open world game this is like it's tighter and it's it's the way it sends you back to things is clever because there's two different eras right and and all that so the reason i enjoy this game though now is is partially nostalgia and comfort right like it's just like it's so fun to return to and so familiar and lovely but it also is really fun and and it's in its satisfaction that it gives you of how you progress when you do get something you can do a lot more things like you generally when you get the hook shot you're like oh my gosh yeah yeah think of all the pieces of wood you can go back to and just and just aim at that but then some are too far away you're like oh well what what's gonna solve like it's so clever and and what it what in the world opening up and being um less i think dense than i remember but still more interactive than i remember that's that's kind of what surprised me as well is how much there is to do although when i got into an area i felt like my brain just clicked and i remembered so much like i gotta do all these sidequake things i know exactly how to find this i know how many cuckoos to find i know like what the secrets are which tombstone to pull and that felt really satisfying but at the same time it makes me excited for anyone who hasn't played it because i think they'd be surprised by how much there is to do how much optional stuff there is like the mini games they get really hard but you get addicted yeah and i think that's something we still have and obviously they've carried on with but it feels like there's just a bit more life and density to this world than like tears of the kingdom where everything is really open and sometimes it feels like you're just going through a bunch of empty space with some monsters you can find some like old rusted swords and stuff but this one feels like the towns just feel a little bit more alive or more dead i guess you could say sometimes like there's just a lot of character to them whereas sometimes when i was walking for through tears of the kingdom everything felt a little small for the scale of like what i feel like they could develop to whereas this sort of met my expectations of like life in these towns um and i think that's really cool to see where that all started in a lot of cases um i also just kind of on the development part of just being a guide writer and loving how things are structured i love how so much of this game is reliant on hints like even though people are like man navi just talks to you of time she's giving you all these directions until she doesn't yeah until you're just like where to go where do you go and i'm like well i remember where to go but it took me like an hour to figure like remember how to get the water temple stuff started it's just like wait a second yeah i noticed that there's some obscure moments right remember you have to talk to i think malin in in the back of the village but she's not there during the day or something right They actually changed some of those.
29:40And then time does not pass when you're in that area, only outside in the world. And the 3DS version actually fixes that. So they had some changes where they knew that their puzzles were a little bit, had some issues. But I remember this game so well because I played it so many times, wrote a guide and all of that. But when I started playing again, I fell into a hole with a cow in it. I'm like, oh, man, the cow? What do you do with a cow again? like do i play a song like how do i get the milk you know yeah and like there there are surprising amount of secrets but the thing that always struck me with this game is how many different types of secrets are there are there's a rumble secret where the rumble pack pulsates there's a sound secret where you have to listen to something there's a visual thing right like and then you start piecing it back together it's really yeah you mentioned do you remember the sheikah stones being like super mysterious there's so much you can do with these but they don't really do anything it's like you can hit them or bomb them or read them with the mask flying there they're flying every object's gonna have some kind of effect with this it's so interesting yeah yeah i think going though even though playing with a guy it's really helpful one thing that i've always loved about zolda games is they kind of just trust you to figure it out as well like there's a lot of hints like there's um even as early as what was it um just going to zora's domain for the first time and going to go through all of that it's like how do i kick this off to get to lord jobby jobby like how do i get him to move and they there's you can leave or you can go do this cool little diving game it's like oh this just happens to be here and it's i always get lucky because i always forget that i'm like oh you do have to leave this this little tunnel down here yeah that's always frustrating right yeah and so it just kind of feels like it's trying to point you in a direction of like oh you can't do this yet but what else can you do in this area and It kind of forces you to explore that.
31:33And I like that design for it. That game reminds me of how horrible it is to not have a big wallet in that game. You can jump off that and you're like, I just got 300 rupees and I can store 99. This is just crazy. This happens in Wind Waker too. Wind Waker, you're constantly over your wallet size. Yeah. I focused Skulltulas just immediately. I was like, I'm getting my wallet upgrades. Give it. And there's a lot available. I mean, you can really open world the Sculptulus. That's a really fun thing to do. Go at night, roll against trees. There's so many ways to get them. Can we talk about how creepy this game is, Damon?
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32:12Yeah, we should talk about it. Because the Sculptulus, you walk into that house for the first time, you're like, oh no. Right? There's a half-human weird spider creature, and they're all cursed. And then there are these moments. It is eerie. The music in the Forest Temple, the weird like... it's so creepy you always think there's something and then you forget that the hallway has a freaking skulltella dropping from the top and like bumps into you there are these moments of like genuine surprise and scary moments and then there's the cut scene where you go back into kakariko village and something escapes the well right and like it points your nose at hey there's something wrong with the well and you're like i've been here a hundred times this didn't happen what happened And now you go down into the well and you're like, oh, God.
32:58Yeah. Oh, God. But the adult world is generally like really dark. Like the town is filled with dead things, like which is crazy. And it's like shocking when you get there the first time. You can't go back. And you're like, they're like, maybe you should check. Dobby's like, maybe we should check in with Saria. I think she's still alive, you know, because it's completely crazy. All the kids are not in the forest until you get into the Lost Woods. And then one of them tries to block you still. the link it's basically they took link to the past and then they made it into like this sort of it's a grown-up version right it has the two worlds but in link to the past you go to the dark world it is it is less like it feels less pleasant to be there it's like it is a bad world and everything is transformed but it still isn't that that threatening like in ocarina of time you're like what is going on here like everything is messed up you like you walked into you walk into the guardhouse like first of all the the castle town is in ruins you walk into the guard house and there's there's one-eyed dude sitting there buying post-solds and like it's just so the goron town is just like completely empty yeah that's so sad what happened to the gorons yeah i think it's just that sudden shock of obviously everything's different but there's also the horror for link where he's still just a child that's like now you're an adult and yeah And they kind of explain it to him in these kind of interesting ways.
34:19I think Sheik does it, where Sheik's just over and over just saying, and now, Link, remember, you're a big boy now, and you can't do this anymore. It's so weird. I think that's one of the main themes that resonate with people so well, the emotional hook, is that you're a kid who's different. That's very relatable. You feel different. But you're important, and you have a destiny. People like that. there's all you know it's a it's a kid going on an adventure by themselves like goonies or something leaving town but then all of a sudden he has to grow up you're forced to grow up and everyone has you know mixed feelings about growing up and getting more responsibilities so i think these are just like these are like universal themes that have resonated with people yeah there's that cool moment though when you're like when you're grown up and you realize how much more powerful your sword is right like he could like he's he can't use some of the items anymore that he used to use as a kid but he gets much cooler stuff and that's the forest temple the first time you get the bone and arrow you're like yeah now we're cooking with gas right like it gets to be really cool to the slingshot and you're like this is a child's toy but the first time you get that you're like yeah now i'm dennis the menace i mean and the boomerang's funny because you get at the late child you know like stage you barely use it yeah but then you go back and you realize you have to use it to get all these like distant skulls and stuff in the past which are not in the future and like it's complicated and you mentioned spooky stuff the shadow temple has a torture chamber with a blood-soaked floor it's like what i i don't know how i made it through the shadow temple when i was a kid because like i was really little and the whole shift of oh now you're an adult also you kind of mess up because you let ganon basically get what he wants and and destroy the future even though you're kind of supposed to because you bring him the medallions yeah i felt yeah because you open the temple and I was like, man, I feel so guilty.
36:11I feel awful. And then everything's terrible. And I was just like having this complex about and I was like really little. I think it was like seven or something. And the shadow temple has these like ships of the dead too. Remember? It has these real, it's like the river sticks down there. And those enemies are not easy. Yeah. What are they called? They're kind of buff plazalfo skeletons. Yep, yep, yep. What are they called? They just bow cobble and stealth. Those are kind of hard. You know, they kind of teach you at certain moments about sword and shield parrying combat and stuff like that. One of them is the switching was Alphos, where they know you can't lock onto two and they could easily just stab you.
36:55Yeah. Right. So one always goes, ah, and it hops away. That fight is so good. It's like. It's so good. Right. And then they jump across these things. Yeah. yeah and you know in that scene if you jump off the side that you fall down to another level and you have to get all the way back up there too like that's an actual region you've been in before which is really mean those combat set pieces are really clever and then you know a lot of the enemies are you know staple enemies from past games but i can link to the past seeing a bubble enemy was like this circulating thing you can spray fairy dust on and get unlimited fairies and here it is literally a flying skull with wings and makes skull noises and sets you on fire.
37:35Yeah, it's so cool. It's very creepy. The Forest Temple doesn't have any super scary enemies in it. It has an amazing boss fight. Phantom Ganon. That Phantom Ganon boss fight is so cool. But then it goes into the creepiest boss battle with someone jumping out of paintings. That effect of him going in the painting and still riding up the hill in the painting, it still looks so cool today. It's like, what? That's awesome. Man. How did they come up with that? Why is Phantom Ganon there? Why does that? I mean, it's kind of paced well in hindsight because it's like the first adult Link battle. So you're like, is this the end of the game?
38:14And there's kind of like... Don't think too hard about it. A lot of stuff doesn't make sense in that game. Just enjoy it. The creepiness impressed me. And then just the sense of scale when you're climbing Death Mountain and you look down and then you make the mistake of talking to Kaipura, Gaipura, the owl and you say, should I repeat this? Yes. No. And then you do it again accidentally. And he's like. Did that get you guys for the next 30 minutes? Yeah. Did you accidentally press yes this time? Oh, I did. Twice. Twice. I did, yeah. I'm like. Yeah. It's the worst loop. But then just the sense of space you get from looking down and you understand how this entire our world fits together and then you get to the fence and you don't know how to get into the Lake Hylia area and then you do and then remember it's like fishing in it all of a sudden and you realize you can just cast the lure.
39:10It's just so cool. And they withhold the spirit temple and the desert until the very end, which is really neat. They hide everything else in plain sight and then that area is an expanded. And they train you for it. My least favorite dungeon is Jabu Jabu because you have to pick up Ruto all the time, put her down. And there's no shortcuts. I kept on trying to rip through that. I'm like, nope, you just got to go slow. Throw her in a bunch of enemies. The rules are not clear, how she despawns and all of that and where to find her. It's a little hokey, that level. Once you get through that, though, it gets so much better.
39:44And then I love how they train you for when you first break into the castle, they train you with a stealth sequence where you're hiding from the guards. and then when you get to the desert you do that at a grander scale in like the grotto valley and that leads to probably one of the best dungeons in all of zelda with a desert color oh yeah yeah as grim as everything can be especially in the adult side it's also still really funny like they make link scream a lot like it's a prize like they just kind of throw them everywhere When the Gorons went to a Haviam. People just kind of invade his personal things.
40:17Like, what? Yeah, that's so good. Sam, you're comparing it to the more modern Zelda games, Breath of the Wild, Tears of the Kingdom. Anytime we cover those games, there's always a commenter or two. It's like, this is not my Zelda. I prefer the older style Zelda games. And I was always very dismissive of that because I love Breath of the Wild and Tears of the Kingdom so much. But now I get a little bit more having played this game because it's its own thing. It's different. It's a much more like focused. Storybook. Yeah, you're playing the adventure. You're not set free to explore the wilderness on your own with a bunch of tools and find your own way.
40:51It's very focused in sort of like funneling you through the story. And also, nobody's making games like this anymore. There's like no Ocarina of Time like that's being made today. Yeah. Yeah, it is hard, right? And that's, I mean, it's even harder to make Breath of the Wild and Tales of the Kingdom. Otherwise, more companies would make them. Like, Ubi's tried, but never quite gotten to that level. So it's like Beyond Good and Evil was an Ocarina-like. And there was the Darksiders series, but now that's been a long time since we've had that. But they never have that sort of progression where you go, now I have a horse, right?
41:26Like these pivotal moments in Ocarina of Time where you just feel more and more powerful. And Majora's Mask does this obviously really well with the use of the masks later on as well. But I think that's the end of it. I don't think Skyward and Twilight did the same thing. They're interesting games and I should revisit them, but I don't think they're Ocarina likes. I think they're their own things too. Twilight Princess is better than you remember. It felt like there was just a lot in it and it was sort of this half grown up game. The hardware wasn't powerful enough to do the thing that they wanted to do and so it isn't as pretty as it should be.
42:05But there's some genuinely amazing moments in that game and like moments of darkness too uh with yeah with the skeletons um there's some good stuff in it obviously we're not here to talk about twilight princess but this i i love the style and the and the npcs and that like there's just so many cool characters really cool yeah but i also remember it being super easy like that was my takeaway is like why is this so easy i think the difference between ocarina and that though is that the child link and the adult link are really fun to be it's not really fun to be Wolf Link. You kind of want to get out of that.
42:40And it's like these battles. 100%. That's not, I think that's a problem. Like in, just like you were saying too, like A Link to the Past, Dark World is really fun. And it's cool to see the comparisons between them. Yeah, yeah, the Wolf Link mechanic with going brr, brr, with that like locking onto enemies is not as fun as the combat in the earlier games. And I would say the same about the DS Zelda games, clicking on an enemy, it's just not with a stylus, it's just not as fun as slashing and doing all the fancy sort of footwork and backflips like you feel like a badass when you're fighting in ocarina of time and it all works the way it's supposed to yeah so in the end of all in the end of it all you battle ganondorf zelda's there she screams when you get hurt when i think that's a really nice touch yeah defeat ganondorf the castle crumbles then of course in some versions ganon bleeds blood and others he bleeds green green yeah i have the What do you mean some version?
43:34Like the Japanese version or something? Well, that's why I do have three versions of Ocarina. It was actually, it came in several different variations. And one of them, you have to look at the cartridges. And then the cartridges have, and by the way, there's a shiny version. So, like I said, you have that, yeah, the fancy one. Yeah. So, the earlier ones have, yeah, they have red blood. Yeah, and then they removed, they had a, the fire temple has a chant in the background. It's like Muslim chant or something. And they removed that one because it was a religious challenge. Nintendo just doesn't want to eat religious.
44:08They just didn't want to get in trouble and like the red blood, come on the ESRB is not going to go back and rate it mature just because he barfs red blood in one scene. There's creeper stuff in there in the well scene. Yeah, there is. So it's a hamster in the microwave situation. That's right. Starting or growing your own business can be intimidating and lonely at times. Your to-do Your new list may feel endless with new tasks, and lists can easily begin to overrun your life. So finding the right tool that not only helps you out, but simplifies everything as a built-in business partner can be a game changer.
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46:54They defeat Ganon, send him to the void, and then Zelda sends Link back to be a boy again. But presumably he has all his memories and remembers the adventure he went on. But then after you see the Return of the Jedi-style celebration scene, then it ends with him going to visit Zelda, and there's a very nice freeze frame there, the end. And I just think it's a nice moment because I don't, Zelda doesn't know Link. But Link has all these memories of their adventure together, so it's just like, You're left to wonder, how does he handle the situation? But Zelda does know Bob-ombs because she has pictures of them in her class.
47:27But remember, if you fail, it's, you know... Or Voyage and Bowser. It's the Reign of Ganon, and the timeline splits, and only awful things happen. No, it wraps up really nicely. Lore-wise, the Zelda games just never nicely line up, and a lot of stuff got retconned with Hyrule Historia to fit it all together, right? And how the stories go. and like it's yes it's fine but even Majora's Mask does not neatly connect to this story as well like as an Alice in Wonderland story it makes sense where the world of Ocarina of Time gets remixed just like you know going up into the tornado you end up in a world where everybody looks familiar like in Dorothy's real world same thing happens here but like it doesn't it it's it's almost like that's sort of the form follows function there where they set out to make a game reusing the the Ocarina of Time assets, and then sort of retconned it to fit together rather than this is the game they wanted to make.
48:24And Majora's Mask is awesome, right? Like the three-day structure is so unique. It is absolutely not like Ocarina of Time despite looking like it in many ways. But I feel like Ocarina of Time is still the better balanced game. The through line, the stories, the dungeons are just more interesting in the end. And you play as Link versus constantly transforming into creatures. Yeah. So, yeah, look, I played through Ocarina of Time again, and I was just struck by the puzzle design being ingenious in some parts, like the puzzle box in the fire temple, the puzzle with following the four pose in the forest temple, like how you had to basically solve each direction of the dungeon and do things.
49:12and it teaches you don't get close to the painting because then you can't do anything. And then you're like, oh, bone error, I'm an idiot. The way you always feel really great when you figure something out. But the game does not help you a lot. And so some people did have to check things out in a strategy guide. I'll say also the modernizations of having the rerun mechanic, so helpful. I tried not to use it too much, but I was like, man, it's really nice just to rewind right here and save that bomb that I didn't need to use. Yeah, I use save states for a bunch of things. just because I knew what was coming.
49:44Yeah, in these games, you could, to people who didn't play them back then, if you save, it saves most stuff, but your hearts get reset. You're at the beginning of a dungeon, and so it's sometimes hard to retrace your steps when you don't play for a couple of weeks, and with save states, you just save where you left off, and it's just really nice. So, Pear, especially at the time of release, this was an incredible interactive adventure. There was nothing else like it at the time. It was mind-blowing. why didn't it sell more Nintendo 64s? It's crazy. I would argue it's probably better than anything on the PlayStation.
50:19No, it is. You know, obviously this was the age that Metal Gear also came out, Metal Gear Solid, and that impressed a lot of people. And that was a more grown-up experience. And then you got Final Fantasy moving to the PlayStation. So it was just a... Damon, it was a dark time for Nintendo. It was a period of war. It would get darker. They would sell even fewer GameCubes. Yeah. The Sega Nintendo thing didn't help because this still looked like a kiddie game and so did Mario. And then the reluctant adopters really liked these, but there was a little embarrassing when you could be playing NHL on the PS1.
50:54I think if you lived through that era, there was something happening with CD-ROMs and rich media content that seemed like the future. And I think some people miss the genius of games like Mario 64 and Ocarina of Time because they're like, oh my God, look, I've got a CD encyclopedia on my computer. And all the menus are animated. And I can watch a video of the Taj Mahal. And this is the future. And then Ocarina of Time and Mario were not like that. They used real-time rendering for the storytelling, and maybe that didn't look as good to some people as FMV. And if you remember, was it Rebel Assault, the game back then, where it was basically streaming video footage from the CD-ROM like Dragon's Lair, but you're like, oh, it looks like Star Wars, and it sounds like Star Wars.
51:43And that was not as cool as Shadows of the Empire, which was all rendered. I think Sega CD had that game, because they definitely played that FMV one. I'm not making a good argument there because Shadows is not a great game, but the Hoth level was freaking amazing, right? Yeah, that one was. And in hindsight, I don't understand. I think people were just ready to move to something that was more like a consumer electronics home appliance that was modern and grown up. And N64 still looked like a kid's toy and the last sort of, you know, like, yeah, like a child's toy, even if the games had grown up without people noticing.
52:18If you think the Nintendo 64 looks like a kid's toy, wait till you see the GameCube. GameCube is actually really cool now when you look at it. I miss the GameCube. I love the GameCube. I love my GameCube. It has a little handle. I didn't own a 64 until I saw this game in November of 1998. It was uncool to me. I just had no interest. I kind of got in spurned by the Sega CD into the 32X into the Saturn. I was like, oh, my God, by buying all these consoles, this is just so weird. like my super nintendo said just ran out of games with the you know chrono trigger and fantasy and stuff and mario rpg and it's like am i really gonna switch this i'd played 64 to mario super mario 64 to friend's house but then this game came out and it was like you know just kind of this demonstration of where games were and i never even bought a playstation one so like this game got me in back into video games after being not into video games yeah i had the i i had them both and i really appreciated what sony was doing back then right like we got games like Parappa the rapper that were that were using the cd for something really clever right like really catchy music with lyrics and stuff and like the n64 was not that and so then they go and sort of side by side for a while and playstation managed to bring pc games over because it had you know cd-rom and more storage n64 sort of struggled with it then tried to do rts games like nobody remembers starcraft 64 or command and conquer 64 but these were actually functional rts games that used the controller in clever ways.
53:50But Ocarina of Time was different. Ocarina of Time was sort of the entire game development community was waiting for this game and watching every move Nintendo was making with it. And now when you look back, it's no wonder because it actually solved many issues that game developers needed to be solved in order to understand how to make games in 3D, right? Like from the camera system and the locking on to how you design a world around the limitations of hardware that couldn't push an entire open world like just the trickery of it all and then the sort of the you know the light puzzles were amazing like using the mirror shield to like shine light beams and like the way like lighting up a torch to to solve a puzzle all of that stuff was really brilliant in 3d but i remember leading up to the release of this game how like the the nuggets started trickling out and everybody going like oh everybody just it was just sort of like this epiphany like that's how they're solving this that's where the map goes that's how the map works in 3d that's how you show where link is uh people were learning it and it was fascinating to see oh man the lower corner maps are so confusing in ocarina yeah like they're always just look like some like weird squid and you're just like well i don't know where i am in this you start turning around and then you get the compass then you get the compass and suddenly overworld though there's no there's nothing very no it's true but like the compass marks where you entered the room and then it starts to sort of click again you know yeah um so i watched the um lucas arts or lucas film um like documentaries that disney plus did i don't know like last year or something and i re-watched the um peter jackson uh behind the scenes dvd behind the scenes for the lord of the rings movies both like incredible you know tens of hours of documentary i make some of my favorite things ocarina is the thing i want to see that for and i'm just so sad that nintendo is just not in that mood ever and i don't know what they preserve i think it's lost i think they just didn't have a camera there when they're doing stuff and like they probably thought filming somebody programming is not exciting yeah you know but like every every day of this development how they develop the first 3d rpg basically like i want to know like that that's worthy of exposure And what you were just saying, like how they solve these problems is like so interesting.
56:11And I'm so sad that we probably will never. There's a fascinating thing about the N64 where before it came out, we all thought it was way more. It was going to be way more powerful than we thought. Right. Because they had shown these they had shown these silicon graphics demos of what games would look like. And like, I remember games were out killer, killer instinct at all. right i told the i think on another podcast i told the story of like konami trying to make goemon work on the n64 which is the most zelda the the most ocarina of time game is the 3d goemon game and like they were showing a demo of pre-rendered demo of two players at the same time they had to cut all that right like they couldn't make this game run smoothly shadows of the empire could not because the n64 didn't have a dedicated sound chip they had to figure out how to make the music sound like Star Wars so they just did a mono sample of looping music that they played over and over like now when you see when you see what they had to do to make these games work you realize like how restrictive the hardware was Ocarina of Time famously showed us a forest scene in in stills there was like a pole holding a lantern in a forest with lots of trees that is not in the game because they couldn't render this thing uh all these trees yeah it couldn't handle it right and And so that's the fascinating stuff to me.
57:30I would have loved to have seen what they were trying to do and what they had to abandon and the reasons why and how they worked towards still making such a coherent world in the end.
57:44Well, there you have it, ladies and gentlemen. The Legend of Zelda, Ocarina of Time, highest rated game ever. Is it the best game of all time? I don't know about that, but it is definitely still fun to play today. And you can do so. Still fun. You can do so. we have to come up with some kind of animation. Like, yep, yep, still fun. Still fun, yeah. You can play it on Nintendo Switch Online or the 3DS or a Wii or a Wii U that downloaded it from the Virtual Console or, of course, the GameCube or the original Nintendo 64. Thank you, Japer, Sam, and Miranda for joining me on this adventure. Viewers and listeners, I want to know what you think about this new show.
58:16Is it still fun today? Should we do more? What games should we revisit? If you have any feedback on this format, I would love to hear it. You can hit me up on the socials in the GameScoop Facebook group or email me at the address gamescoop at IGN.com. My name is Damon and I will see you in the next one.
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From the publisher
For decades, The Legend of Zelda: Ocarina of Time has been considered to be, perhaps, the greatest game ever made. How does it hold up? Is it as impressive as ever? Join Game Scoop! as we revisit this classic in order to answer the question: Is it still fun today?
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