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curl-6 said:
Runa216 said:

Turn Based Combat has been a staple of games since 1972 (DnD). While the intricacies of turn-based combat change, there will always be a place for it. Back when I was a kid I used to agree that it was absurd to chose from a menu and let my characters do the attacking for me, but then I grew up and saw value in more than what was at that time a pretty narrow view on games. (Platformers, shooters, and action/adventure games were all I played back then.) 

and, as far as the gameplay in Ocarina goes vs even Wind Waker or Twilight Princess, it feels clunky and stiff. Movement is a pain in the ass, the game's pace was not ideal for how the character moved (Especially across hyrule field), and overall there was a lot of room to improve. 

the Turn Based battle systems of Final Fantasy and other JRPG games have advanced, but most of the innovation in that genre was parallel to FFVII. Things changed, things were different, but not necessarily better. I can still play FFI (the original on NES or any of its remakes) and enjoy it because there's nothing inherently wrong with the battle system. IT's simple, but it's not clunky and doesn't feel stiff. if I try to play OOT, all I can think about is how much better even Wind Waker was. This is the main reason I actually like Twilight Princess more than Ocarina of Time. I do agree that OOT brought the most innovation, but just like 95% of all games that came out on N64 and PS1, the games just didn't age well. Final Fantasy, Castlevania, MarioKart, and a handful of others were the only games from that generation of consoles I Can stand to play anymore. 

While OoT definitely doesn't have the smoothest movement and combat as a result of being an early 3D game, to me it feels far less archaic than watching characters just stand there then take turns to perform actions one at a time with little player input beyond just issuing commands. Real time combat just feels so much more dynamic and alive. I feel like there's a good reason why gaming largely moved on from turn-based combat. It just always felt like a holdover from the old days of card and board games, and the development of proper real time combat systems in games like OoT rendered it obsolete. Again, just my opinion.

I think people criticizing movement in Ocarina of Time, fail to take into account a few things. First no action adventure game in that generation actually had better controls and movement than OoT. Second and perhaps more important: the game ran at 24fps. Obviously if you boot up a solid 30fps WW and switch back to the original OoT, Link's movement will feel a bit off beat.

That said, the game got 10s from pretty much every one back in 1998, because everything including the movement and combat felt just right. Horse riding was a joy, and I did feel Ocarina perfected movement in 3-D at the time. I still think the game controls wonderfully. Obviously is not as fluid as a solid 30fps Adventure. The OoT remake clearly illustrates what a big difference the frame rate makes.

Last edited by SammyGiireal - on 18 February 2020