<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>Necromag.co.uk &#187; gamecube</title>
	<atom:link href="http://www.necromag.co.uk/tag/gamecube/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.necromag.co.uk</link>
	<description>Gigs, Gore And Graphic Content. Music, News &#38; Alternative Culture.</description>
	<lastBuildDate>Fri, 24 Aug 2012 20:00:00 +0000</lastBuildDate>
	<language>en</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.3.1</generator>
		<item>
		<title>Legend Of Zelda: Ocarina of time 3D</title>
		<link>http://www.necromag.co.uk/2011/07/28/legend-of-zelda-ocarina-of-time-3d/</link>
		<comments>http://www.necromag.co.uk/2011/07/28/legend-of-zelda-ocarina-of-time-3d/#comments</comments>
		<pubDate>Thu, 28 Jul 2011 18:12:51 +0000</pubDate>
		<dc:creator>Spiderfarm</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[Review]]></category>
		<category><![CDATA[3DS]]></category>
		<category><![CDATA[Console]]></category>
		<category><![CDATA[Death Mountain Trail]]></category>
		<category><![CDATA[Deku Baba]]></category>
		<category><![CDATA[gamecube]]></category>
		<category><![CDATA[Ganondorf]]></category>
		<category><![CDATA[Gohma]]></category>
		<category><![CDATA[Grezzo]]></category>
		<category><![CDATA[Handheld]]></category>
		<category><![CDATA[Hey Listen]]></category>
		<category><![CDATA[Hyrule]]></category>
		<category><![CDATA[Legend Of Zelda: Ocarina Of Time 3D]]></category>
		<category><![CDATA[Link]]></category>
		<category><![CDATA[Master Quest]]></category>
		<category><![CDATA[n64]]></category>
		<category><![CDATA[Navi]]></category>
		<category><![CDATA[Nintendo]]></category>
		<category><![CDATA[nostalgia]]></category>
		<category><![CDATA[Pointy Faerie Boobs]]></category>
		<category><![CDATA[Triforce]]></category>
		<category><![CDATA[Twilight Princess]]></category>
		<category><![CDATA[Twinrova]]></category>
		<category><![CDATA[wii]]></category>

		<guid isPermaLink="false">http://www.necromag.co.uk/?p=6832</guid>
		<description><![CDATA[What makes the best things in life better? Adding another dimension, obviously. Fact: The Legend of Zelda: Ocarina of Time is the best thing since sliced bread - heck, it's better than sliced bread. However, this game came out in 1998 and has had more than its share of reviews, criticisms, theories, and even re-evaluations. Therefore, there shall be no story, no complaining about Navi, no talk of vast emptiness, and no time-line discussed in this review.]]></description>
			<content:encoded><![CDATA[<div id="attachment_6852" class="wp-caption alignleft" style="width: 310px"><a href="http://www.necromag.co.uk/wp-content/uploads//2011/07/Legend-Of-Zelda-Ocarina-Of-Time-3D..png" rel="lightbox[6832]" title="The Legend Of Zelda: Ocarina Of Time 3D."><img class="size-medium wp-image-6852" title="The Legend Of Zelda: Ocarina Of Time 3D." src="http://www.necromag.co.uk/wp-content/uploads//2011/07/Legend-Of-Zelda-Ocarina-Of-Time-3D.-300x160.png" alt="The Legend Of Zelda: Ocarina Of Time 3D." width="300" height="160" /></a><p class="wp-caption-text">The Legend Of Zelda: Ocarina Of Time 3D.</p></div>
<p>What makes the best things in life better? Adding another dimension, obviously. Fact: The Legend of Zelda: Ocarina of Time is the best thing since sliced bread &#8211; heck, it&#8217;s better than sliced bread. However, this game came out in 1998 and has had more than its share of reviews, criticisms, theories, and even re-evaluations. Therefore, there shall be no story, no complaining about Navi, no talk of vast emptiness, and no time-line discussed in this review. Do you hear me? None (for the record though, there is a time-line, and Navi loves you no matter how much you hate her)! What I will talk about are the differences between Ocarina of Time 3D and the original Nintendo 64 version (as well as the GameCube and Wii ports). I will talk about why you should drop whatever you&#8217;re doing (except reading this review&#8230; finish that&#8230;) and go buy this game. And I will explain to you why The Legend of Zelda: Ocarina of Time 3D is even better than sliced bread with butter!<br />
After reading that first paragraph, many of you may be wondering how exactly Ocarina of Time 3D is better than the original. I am glad to provide you with multiple reasons. <strong>Number one:</strong> improved graphics, <strong>number two:</strong> improved frame rate, <strong>number three:</strong> touch screen, <strong>number four:</strong> gyroscope controls, <strong>number five:</strong> added content, and last but not least, <strong>number six:</strong> the 3D. If that list isn&#8217;t enough to convince you, then keep reading, reader, as I explain each in excruciating detail.<br />
Let me begin by saying that the graphics of this game are totally revamped. No model or texture went untouched &#8211; everything was redone. Many models and textures were simply touched up to create higher resolution versions (more detailed textures, less polygonal models) but many were completely redone.</p>
<div id="attachment_6864" class="wp-caption alignright" style="width: 310px"><a href="http://www.necromag.co.uk/wp-content/uploads//2011/07/The-reworked-Adult-Link..png" rel="lightbox[6832]" title="Reworked Link: The Handsome Hylian Of Today."><img class="size-medium wp-image-6864" title="Reworked Link: The Handsome Hylian Of Today." src="http://www.necromag.co.uk/wp-content/uploads//2011/07/The-reworked-Adult-Link.-300x178.png" alt="Reworked Link: The Handsome Hylian Of Today." width="300" height="178" /></a><p class="wp-caption-text">Reworked Link: The Handsome Hylian Of Today.</p></div>
<p>Case and point: Link. Say goodbye to the beady-eyed, pointy-nosed elf of yesteryear, and say hello to the proportionately accurate, smooth-haired, and, dare I say, handsome Hylian of today! Ocarina of Time 3D&#8217;s Link models (both young and adult) look more like those of Super Smash Bros. Melee than those of the original Ocarina of Time. This is a very welcome change. While the original models will always have a very special place in my heart, I always thought the models from Smash Bros. Melee looked more like the Link from Ocarina of Time&#8217;s official art than the models from the actual game. Link, however, is somewhat of a special case. Understandably, the most effort went into redoing the main character&#8217;s models. Not to say everyone else looks bad (they don&#8217;t), but many of the others simply had a &#8220;smoothing over&#8221; rather than a total overhaul. For example, remember how the Great Fairies always used to scare you with their monstrously huge and pointy boobs? No? Maybe it was just me&#8230; In any case, the Great Fairies&#8217; goods are no longer giant cones sticking out of the magical beings&#8217; bodies; they&#8217;ve been smoothed out and look normal, except at certain angles where you can still see some hard edges (not an innuendo, I swear!).<br />
In addition to the character models, the environments of Hyrule are completely redone as well. Well, mostly.</p>
<div id="attachment_6854" class="wp-caption alignright" style="width: 310px"><a href="http://www.necromag.co.uk/wp-content/uploads//2011/07/Malon-and-Talons-Room..png" rel="lightbox[6832]" title="Malon and Talons Room."><img class="size-medium wp-image-6854" title="Malon and Talons Room." src="http://www.necromag.co.uk/wp-content/uploads//2011/07/Malon-and-Talons-Room.-300x177.png" alt="Malon and Talons Room." width="300" height="177" /></a><p class="wp-caption-text">Malon and Talons Room.</p></div>
<p>The actual structure and layout didn&#8217;t change; it&#8217;s everything else that did. Remember how the buildings in the original had flat, pre-rendered textures that were used to make it look like the buildings were full of stuff? No more, said Nintendo and co-developer Grezzo! Buildings are now chock full of actual 3D assets. Everything from beds to pictures to spoons to potted plants &#8212; everything inside the buildings are 3D models making the buildings of Ocarina of Time 3D rich, lush, colourful, and busy! It may not sound like that big of a difference, but trust me, when you first enter, say, Malon and Talons room at Lon Lon Ranch, you will be astounded by all of the detail that was thrown into the buildings of Hyrule.</p>
<div id="attachment_6857" class="wp-caption alignright" style="width: 310px"><a href="http://www.necromag.co.uk/wp-content/uploads//2011/07/The-Hyrule-Field-In-All-Its-Glory..png" rel="lightbox[6832]" title="The Hyrule Field In All Its Glory."><img class="size-medium wp-image-6857" title="The Hyrule Field In All Its Glory." src="http://www.necromag.co.uk/wp-content/uploads//2011/07/The-Hyrule-Field-In-All-Its-Glory.-300x176.png" alt="The Hyrule Field In All Its Glory." width="300" height="176" /></a><p class="wp-caption-text">The Hyrule Field In All Its Glory.</p></div>
<p>It&#8217;s not just the buildings that are fleshed out! The entire flat, pixelated, pre-rendered environment of Hyrule has been replaced by new, detailed, and beautiful 3D models. Where the flat, blurry 2D plane of Death Mountain used to stand there is now a huge three-dimensional model. Not only can you literally see the path going all the way up the mountain from Hyrule Field, but you can even see it all the way over from Lake Hylia and even Gerudo Fortress. Not only does this added detail make the game look great, but it also makes it feel more real, lush, and even alive.<br />
Along with improved graphics came an increase in the frame rate. Nintendo did a great job with the original Ocarina of Time in terms of frame rate. Even though it fluctuated depending on what was on screen, it never felt like it was a burden to watch or to play; it felt right. That said, it&#8217;s always nice to make things cleaner and flow better. The constant 30 frames per second that Ocarina of Time 3D boasts just makes things look and feel better, especially while roaming the new and improved Hyrule Field. However, I did run into a few occasions where the game got so bogged down with on screen enemies and effects (me hitting them with my sword, explosions, fire, etc.) that the &#8220;solid&#8221; 30 frames per second did drop a little bit. This was a little disheartening to see given the promise of a constant frame rate, but in the end, it only lasted for a split second, didn&#8217;t affect my gameplay, and only happened a handful of times. Forgiven and forgotten.</p>
<div id="attachment_6860" class="wp-caption alignleft" style="width: 310px"><a href="http://www.necromag.co.uk/wp-content/uploads//2011/07/From-Default-To-Item-Screen..png" rel="lightbox[6832]" title="From Default To Item Screen."><img class="size-medium wp-image-6860" title="From Default To Item Screen." src="http://www.necromag.co.uk/wp-content/uploads//2011/07/From-Default-To-Item-Screen.-300x112.png" alt="From Default To Item Screen." width="300" height="112" /></a><p class="wp-caption-text">From Default To Item Screen.</p></div>
<p>One of the big changes to the game is the touch screen sub menu interface. Nintendo made a huge deal about this, particularly when talking about using it in the Water Temple, but is it really that great? Eh. It&#8217;s good, but Nintendo seemed just a tad too excited about it. It potentially makes switching items faster, but it doesn&#8217;t really make anything easier. I say &#8220;potentially&#8221; because you still have to go through the same steps to actually switch the items. The overworld or dungeon map is always displayed in the centre of the touch screen. In order to actually go into the sub menu (which displays your quest gear, map, and items), players need to touch the one of the corresponding tabs below the map. So, for example, if you want to switch out your bombs for your hookshot, you need to touch the &#8220;Item&#8221; tab at the bottom of the screen in order to bring up your grid of items. This is, in essence, pausing the game just like in the original. So really, the only reason switching items is faster is because it takes less time to &#8220;pause&#8221; the game&#8230;<br />
However, you may be happy to know that in addition to the dedicated ocarina slot, there are now four, that&#8217;s right, four additional item slots. On the right side of the touch screen, players can now assign items to X, Y, I, and II. While all of those are touchable spots on the screen, X and Y can also be used with the corresponding face buttons, but I and II can only be used by via the touch screen. The fact that the touch buttons are so close to the physical buttons essentially gives you eight buttons right next to each other (four face buttons and four virtual buttons) which is a really great and easy to use setup. So while switching items may not be faster than in the original, using them certainly is, and the additional item slot (two, if you count the ocarina) is more than welcome.</p>
<div id="attachment_6862" class="wp-caption alignleft" style="width: 310px"><a href="http://www.necromag.co.uk/wp-content/uploads//2011/07/Gyroscopic-Targeting..png" rel="lightbox[6832]" title="Gyroscopic Targeting."><img class="size-medium wp-image-6862" title="Gyroscopic Targeting." src="http://www.necromag.co.uk/wp-content/uploads//2011/07/Gyroscopic-Targeting.-300x192.png" alt="Gyroscopic Targeting." width="300" height="192" /></a><p class="wp-caption-text">Gyroscopic Targeting.</p></div>
<p>Another addition to the game&#8217;s controls is the gyroscopic first person mode. Thanks to the 3DS&#8217; built-in motion detection, whenever you enter a first-person view (whether you&#8217;re just viewing or aiming with an item), you can tilt and turn the system in order to rotate Link&#8217;s view. This does not, however, completely replace rotating via the control stick, or in the 3DS&#8217; case the circle pad. Either form of rotation can be used interchangeably. For the most part, I would aim using the circle pad, then make slight adjustments to my view with the gyroscope. This allowed for great accuracy. At the same time, however, it cost me my precision more than I had hoped. I mentioned that the two control schemes could be used interchangeably because, by default, they are both enabled. If you move the circle pad around, that will take priority, but as soon as you release it, the gyroscope kicks in and controls rotation. Many times, my aim with the circle pad was precise enough alone, but when I pressed a button to use the item or adjust the system so I was in the window of the 3D effect, the gyroscope would pick that up and turn Link, causing me to miss. I also noticed that, while the gyroscopic rotation is very quick to turn Link, the rotation via the circle pad seemed too be slower than it was using the joystick in the original almost as if you are punished for solely using the circle pad. The motion controls are optional of course, so you can disable them if you wish. Whatever your decision, know that the system will detect even the slightest movement of your hands with motion controls on. Whether that&#8217;s to your advantage or disadvantage is up to you.<br />
If you&#8217;re playing the game with the 3D effect on, the motion controls will most likely cause another problem (which will unfortunately happen with any motion-controlled 3D 3DS game unless Nintendo figures out a solution&#8230;). Moving the system will very likely cause you to move out of the 3D effect&#8217;s viewable window. The best way to combat this is to actually turn your head with the system rather than just moving your eyes to follow the screen. This will ensure that your eyes stay within that small window instead of falling behind it as the system moves away. So if you&#8217;re playing in a swivel chair, you&#8217;re pretty much set, but if you&#8217;re in a stationary position, things might be a little harder. Again, there is the option of turning this feature off as well as turning down the 3D effect so that losing the viewable window is no longer an issue.<br />
Perhaps the coolest part of this feature is that you can move the 3DS around while holding down L (which replaces the N64&#8242;s Z button) to move the camera from a third-person view. In the game&#8217;s past incarnations, holding down Z would move the camera behind Link among other things; the camera would remain directly behind Link as long as the button was held down. With the 3DS&#8217; motion controls, players can hold down L and move the system in order to slightly rotate the camera following Link. By doing this, players can keep the camera behind Link while being able to see above, below, and to the sides of him rather than just straight ahead. This is something else that may not sound all that exciting, but once you&#8217;re running through Hyrule while easily being able to move and look in different directions, you&#8217;ll find that it gives the environment a whole new sense of depth.</p>
<div id="attachment_6868" class="wp-caption alignright" style="width: 310px"><a href="http://www.necromag.co.uk/wp-content/uploads//2011/07/The-Gossip-Stone..png" rel="lightbox[6832]" title="The Gossip Stone."><img class="size-medium wp-image-6868" title="The Gossip Stone." src="http://www.necromag.co.uk/wp-content/uploads//2011/07/The-Gossip-Stone.-300x175.png" alt="The Gossip Stone." width="300" height="175" /></a><p class="wp-caption-text">The Gossip Stone.</p></div>
<p>Awesome feature number five: added content. Perhaps the first piece of added content you&#8217;ll notice are the huge, glowing Sheikah stones (the first one being right outside Link&#8217;s house). By standing next to one of these and pressing A, Link will enter the stone&#8217;s mouth, allowing players to view hint movies. If ever you get stuck, you can just go to one of these stones and watch surprisingly detailed movies showing you how to solve puzzles and/or progress through the game. However, Nintendo didn&#8217;t want to make things too easy &#8211; not all movies are unlocked to start off. In order to access more hints, players must progress through the game. So if you&#8217;re wondering how to beat Twinrova right after defeating Gohma, forget about it! You have to make it to her first.<br />
Speaking of bosses; ever wanted to replay the game&#8217;s bosses but didn&#8217;t want to start the game all over? Well good news! Just like pointy fairy boobs, this is a worry of the past. Ocarina of Time 3D has a new game mode. Yup, you guessed it, boss mode. By returning to Link&#8217;s bed in his house, players are able to replay the bosses they have previously challenged. Players are able to select any number of bosses in any order they choose. After defeating all of the bosses within this mode, a final selection is available allowing players to face all eight bosses (unfortunately Ganon(dorf) is not included in boss mode) in a row with items, life, and magic carrying over from battle to battle. The best part about boss mode is that it&#8217;s timed. Ever wonder just how fast you obliterated Gohma? Me neither. Still cool, though. With timed scores, however, you&#8217;d think there would be some way to compare your scores to those of other players. Some kind of&#8230; board with leaders&#8230; a &#8220;leader board&#8221;, if you will. Maybe one that&#8217;s accessed through the 3DS&#8217; online functionality so you could see scores from all around the world&#8230; But alas, such a feature remains but a frivolous fantasy in the minds of gamers young and old.<br />
On top of boss mode, not only do we Zelda fans get Ocarina of Time remade in stunning 3D, but we also get Ocarina of Time Master Quest. Granted, the two games have been included on one disc before with the GameCube Ocarina of Time Master Quest disc, but the disc was both limited and in boring, old normal 3D. Master Quest is, of course, the version of Ocarina of Time with harder-hitting enemies (awesome), changes to the dungeon layouts (awesome), and a completely mirrored environment (think Twilight Princess for Wii vs. GameCube). Now I&#8217;ve only played Master Quest once (when it first came out) whereas I&#8217;ve played Ocarina of Time more times than I can remember. Simply the fact that Master Quest is mirrored made playing it feel like a whole new game. The part of my brain that stores game maps was completely thrown out the window. Walking onto the mirrored Death Mountain Trail for the first (well, second&#8230;) time made the game feel like a completely new Zelda; I didn&#8217;t recognize it at all. Like Ocarina of Time, Master Quest has had its own share of reviews, so I&#8217;ll stop there. Just realize that the two games are much more different than one may initially think. On their own, Ocarina of Time and Master Quest are fantastic games to play, and the fact that they were both redone for the 3DS (for the price of one game!) is just fantastic. Also, Master Quest has its own boss mode. So be warned &#8211; if you get hit once, you&#8217;re usually dead.</p>
<div id="attachment_6871" class="wp-caption alignleft" style="width: 310px"><a href="http://www.necromag.co.uk/wp-content/uploads//2011/07/The-Lost-Woods..png" rel="lightbox[6832]" title="The Lush Lost Woods."><img class="size-medium wp-image-6871" title="The Lush Lost Woods." src="http://www.necromag.co.uk/wp-content/uploads//2011/07/The-Lost-Woods.-300x177.png" alt="The Lush Lost Woods." width="300" height="177" /></a><p class="wp-caption-text">The Lush Lost Woods.</p></div>
<p>And now, let&#8217;s talk about that 3D nonsense, shall we? Gimmick, begone! If any game proves the 3DS&#8217; 3D effect is not a gimmick, this is it. I will go on record for you here and say that Ocarina of Time 3D has the best 3D effect out of any 3DS game thus far by a longshot (item pun). Playing this game with the 3D on makes an indescribable difference. Let me describe it for you. In addition to the already lush environment thanks to the redone models and textures, the 3D effect adds an incredible sense of depth and vastness to it all. Being able to stand on top of the gate to Lake Hylia and see aaaaaaall the way across the field with Lon Lon Ranch in the middle, the trees of Kokiri Forest to the east, and Death Mountain behind it all is a spectacular sight to see. Looking across Hyrule Field or down from Death Mountain, one can truly see the different levels of depth the 3DS is capable of. In terms of gameplay, the 3D adds nothing new to the table, however, I will say that the experience of playing the game with the 3D on is far superior to that of the original.<br />
With all of these amazing features, the game must have some flaws, right? Barely. Old issues aside (arguably confusing story, annoying characters, vast but empty environments), there are relatively few things &#8220;wrong&#8221; with the game. Again, the games frame rate can decrease, the motion controls can easily screw up the 3D effect, and there should absolutely be an online leader board for boss mode. Another complaint is that the game seems much easier than the original (perhaps not even a negative for many players). In addition to Navi constantly telling players where to go, and the optional Saria giving even more hints, we now have the Sheikah Stones showing us exactly what to do. On top of that, there seems to be an even more general ease to the game. I hate to bring it up again, but the Water Temple is a prime example. As much crap as the Water Temple has gotten over the years, it&#8217;s not that bad. However, Nintendo felt the need to make it much easier. The rooms where Link can change the water level (as well as rooms adjacent to them) now have very noticeable markings on the walls both indicating the direction the player needs to go to find this room and the level to which the water will rise. In addition, I could swear that Dark Link was easier to beat than he was in the past (a quick look online shows I&#8217;m not the only one who thinks so). As veteran Zelda players know, there are certain tricks to defeating Link&#8217;s evil counterpart. I used none of these tricks in my battle. Both times (in Ocarina of Time and in Master Quest) I simply L-targeted Dark Link and repeatedly hit B. Normally what would happen is players would find themselves in a never-ending symmetrical battle of clashing blades with neither character ever hurting each other. However, this time, after two to three swings, it looked like my sword simply went straight through Dark Link&#8217;s and hit him for damage. Again, this was the only tactic I used in both fights. On top of this confusingly easy strategy, I didn&#8217;t even get hurt. What&#8217;s up with that? The tough and completely badass Dark Link was reduced to nothing more than a Link-shaped Deku Baba. Again though, my personal distaste for the decreased difficulty is just that, personal. Perhaps you veteran Zelda fans will agree with me, but to many others, including those new to Zelda will appreciate all of the helpful options available to them. Also, the inclusion of the more punishing Master Quest makes things, if nothing else, a little better.<br />
My next &#8220;complaint&#8221; is that there are still some remnants of the old N64 version in the game. I&#8217;m not talking about things like the glitches that were intentionally left in (which is amazing, by the way), I&#8217;m talking more about the graphics than anything else. With so much of the game redone and beautified, it&#8217;s a bit of a wonder why the general shape of things was left nearly untouched. A prime example being the two</p>
<div id="attachment_6866" class="wp-caption alignright" style="width: 310px"><a href="http://www.necromag.co.uk/wp-content/uploads//2011/07/Link-Looks-Into-The-Market..png" rel="lightbox[6832]" title="Link Looks Into The Market."><img class="size-medium wp-image-6866" title="Link Looks Into The Market." src="http://www.necromag.co.uk/wp-content/uploads//2011/07/Link-Looks-Into-The-Market.-300x178.png" alt="Link Looks Into The Market." width="300" height="178" /></a><p class="wp-caption-text">Link Looks Into The Market.</p></div>
<p>laughing men from Castle Town Market/Karkariko Village. While their models are slightly touched up, you can still clearly see that they have ungodly polygonal bodies that would be immediately exiled from any other modern day game. Link, on the other hand, is fantastically redone. The big changes that were made are understandable (main characters, large environment pieces, etc.), but with so much being completely redone, why stop with those few things? Why not redo every character model? Why not fix the hard, polygonal edges of the Gerudo Valley mountains? With the game looking so beautiful, why not make it look that much better? That said, this game shows, if nothing else, the amazing potential of the 3DS. If the first &#8220;true&#8221; Zelda game for the 3DS looks this good&#8230; We, my friends, are in for a real treat!<br />
One more complaint&#8230; Watching the game unfold on the top screen is marvellous regardless of whether it&#8217;s in 2D or 3D. The view is even more stupendous due to the fact that so much of the interface has been moved to the bottom screen, clearing up the top, sides, and bottom of the top screen. However, there are (usually) two parts of the interface still remaining on the top screen &#8211; the map and the A (action) button. First of all, we have a map on the bottom screen already; why do we need two? Well, the map on the bottom screen is just the overworld/dungeon map, so it doesn&#8217;t show the position of Link in the environment. But if we can just access the overworld/dungeon map from the Map Sub Menu anyways, why display it all the time? Wouldn&#8217;t it be more useful to take the area map, complete with current position and last entrance, from the top screen and move it down to the bottom, replacing the overworld/dungeon map? Yes. Yes it would. It would also make more sense. How often do you use the overworld map? Almost never. How often do you use the area map? A lot more than the overworld map, that&#8217;s for sure. And, of course, let us not forget that that would clear up the bottom left corner of the top screen, allowing for more beautiful scenery to be seen. Either way, you can turn the area map off! If you do, this will only leave the A button in the bottom right corner of the top screen. This stupid little circle is the only thing keeping you from seeing a widescreen, uninterrupted, gorgeous, 3D display of one of the best games of all time! Why, oh why wasn&#8217;t this moved to the bottom screen?! It certainly could have fit. Nintendo and Grezzo moved so much of the interface to the bottom screen allowing us players to fully enjoy the widescreen display and new graphics and scenery, but why did they leave those two pieces? Why couldn&#8217;t they have just gone a little bit further and moved these to the bottom screen along with everything else.<br />
With the combination of new models, textures, animations, improved frame rate, touch and motion controls, multiple gameplay modes, and incredible 3D, The Legend of Zelda: Ocarina of Time 3D is truly an outstanding piece of software. Not only does it maintain the greatness of the original, but it also improves upon it! A feat many thought could not be done. Alone, the game is worth your money, but the inclusion of both Ocarina of Time and Master Quest as well as the new boss mode gives the game even more re-playability. Aside from playing the original for nostalgia purposes, playing this game on the 3DS is the way to play Ocarina of Time. If you have any doubts about the Nintendo 3DS, get out and play this game. <strong>Now</strong>.</p>
<p>Legend Of Zelda: Ocarina Of Time 3D for Nintendo 3DS is available now from all good gaming retailers.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.necromag.co.uk/2011/07/28/legend-of-zelda-ocarina-of-time-3d/feed/</wfw:commentRss>
		<slash:comments>65</slash:comments>
		</item>
		<item>
		<title>Super Smash Bros. Brawl &#8211; Review</title>
		<link>http://www.necromag.co.uk/2008/07/01/super-smash-bros-brawl-review/</link>
		<comments>http://www.necromag.co.uk/2008/07/01/super-smash-bros-brawl-review/#comments</comments>
		<pubDate>Tue, 01 Jul 2008 22:24:55 +0000</pubDate>
		<dc:creator>Spiderfarm</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[Review]]></category>
		<category><![CDATA[brawl]]></category>
		<category><![CDATA[gamecube]]></category>
		<category><![CDATA[gaming]]></category>
		<category><![CDATA[mario]]></category>
		<category><![CDATA[melee]]></category>
		<category><![CDATA[Nintendo]]></category>
		<category><![CDATA[pokemon]]></category>
		<category><![CDATA[smash bros]]></category>
		<category><![CDATA[sonic]]></category>
		<category><![CDATA[wii]]></category>

		<guid isPermaLink="false">http://www.necromag.co.uk/?p=215</guid>
		<description><![CDATA[Super Smash Bros. Brawl (SSBB) makes its long await return on the Wii. This is one of the big games for the console and gamer’s palms have been sweating in anticipation to get their hands on this updated franchise fighter. In basics, Super Smash Bros. Brawl is a simple fighting game that lends itself to [...]]]></description>
			<content:encoded><![CDATA[<p><span class="reviewfont"><em>Super Smash  Bros. Brawl (SSBB) </em>makes its long await return on the Wii. This is one of the big games for the console and gamer’s palms have been sweating in anticipation to get their hands on this updated franchise fighter. In basics, Super Smash Bros. Brawl is a simple fighting game that lends itself to the multiplayer party game genre. With friends hanging around or even online with the Wii, SSBB is a fun excuse to burn away a number of hours fighting classic Nintendo characters against each other. If you want a more deep experience surprisingly SSBB can play that role as well. Even as basic as Brawl looks and feels, this simple and easy game can be a tough nail-biting experienced with or without experienced players.</span></p>
<p class="reviewfont" align="justify"><strong>And the contestants are&#8230; </strong><br />
The roster in Super Smash Bros. hasn’t changed too much in its three alliterations. This year Nintendo increases the number of characters from the Nintendo Universe and then adds a few special appearances from other games outside of Nintendo. Since, SSBB attention is focused on its combatants lets take a look at 2008s roster of brawlers in SSBB. Characters who have been featured in all three Smash Brothers games include<em> Captain Falcon (F-Zero), Fox (Star Fox), Jigglypuff </em>&amp;<em> Pikachu (Pokemon),  Kirby (Kirby), Link (Legend of Zelda), Luigi, Mario </em>&amp; <em>Yoshi (Mario), Ness  (Earthbound) and Samus (Metroid)</em>.</p>
<p class="reviewfont" align="justify">The newcomers  this year include <em>Diddy Kong, Ike (Fire Emblem), King Dedede </em>and <em>Metal Knight  (Kirby), Lucario (Pokemon), Lucas (Earthbound), Olimar (Pikmin), Pit (Kid  Icarus), </em>the robot toy<em> R.O.B., Snake (Metal Gear), Toon Link (Zelda), Wario  (Wario Ware), Wolf (Star Fox), Zero Suit Samus (Metroid)</em> and Nintendo’s long  time rival, <em>Sonic the Hedgehog</em>. Along with the old cast, long timers and new entries your dream matches can happen in Super Smash Bros. Brawl. The thought of <em>Sonic vs. Mario</em> is an interesting match up along with others classic showdowns like <em>Wario vs.  Mario</em>, or the provocative dream match of <em>Samus vs. Snake</em>.  In total  there are 35 characters to do battle with, 14 of them that are unlockables.</p>
<p class="reviewfont" align="justify"><strong>From One to Four </strong><br />
Unlike other some other fighting games, Smash Bros. is accessible to all levels of gamers. Battles take place with two to four players fighting in a themed stage. You can win the match by knocking your enemies out of bounds or dealing enough damage to them that they instantly cruise off the board. The more damage you do to your enemies the farther they move when hit. This makes each fight totally different taking into account the unique stages and the out-of-bounds formula. Battles can go from more methodical move/counter move actions to all out frantic button mashing episodes.</p>
<p class="reviewfont" align="justify">Besides the main  “Brawl” mode you can do battle in a <em>Group Mode</em> with more than one player or start  up a <em>Special Melee</em> game which allows players to customize the rules of a match.  There is a standard tournament mode renamed as <em>Tourney</em> and a spin-off mode called<em> Rotation</em> that lets up to 16 players fight against each others with the fighters going in a rotation. If you want some solo time with SSBB there is a solo mode that can be played in a <em>Classic mode</em> or the <em>Adventure mode</em>. The solo mode puts you in a number of randomly generated matches with different difficulties with over sixty events in total. If you want the action without the drama, you will want to explore this option before the adventure mode.</p>
<p><strong>Bout Interrupted</strong><br />
For more substance, or what substance Super Smash can offer there is the Adventure  Mode called <em>The Subspace Emissary</em>. This mode follows a loose storyline that incorporates the multiple levels in SSBB along with a few captivating boss battles. Take it or leave it, The Subspace Emissary only way to pull a storyline out of SSBB. To help convince players that this is real flushed out single player campaign its filled with stunning cut scenes to push along the plot. The story goes like this, a new faction lead by the <em>Ancient  Minister</em> called the <em>Subspace Army</em> invade a match taking place staring  <em>Mario</em> and <em>Kirby</em>. The army drops an incapacitating bomb that pulls part of the world into subspace. This leads the worlds’ greatest heroes to step up and fight the army head-on. The storyline has a few surprises, but overall it is nothing too shocking. At best it provides another way to enjoy the action within Smash Bros. with a few beautifully put together movies to watch in-between bouts. Even better then going solo, you can play this mode with a friend picking which character to use as you track down the latest threat in the Nintendo Universe.</p>
<p class="reviewfont" align="justify"><strong>It&#8217;s a brave new ONLINE world </strong><br />
For the first time in the games history, Super Smash Bros. heads online with Brawl. Quick matching into the action you can participate in team or solo vs. matches to test your skills against the world. Hooking up online with friends takes a little more time because Nintendo uses the friend code system, but once you get friends involved you’ll have can customize things just how you like them and even invite other local players into battle. One important factor in the success of an online fighting game is lag, or lack of lag, and I&#8217;m happy to report, SSBB lag is very minimal. Besides the fighting you can also save replays and screenshots and send them to anyone on your friends list. This is a nice option to include so you can saviour that perfect win against a rivaled friend.</p>
<p class="reviewfont" align="justify"><strong>Pick Your Controller</strong><br />
The controls in Super Smash Bros. Brawl are dumbed down with only two attack buttons. This gives the gamer one dedicated button for normal attacks and the other to use a special move. Also factored into the equation is the Nunchuck and Wii-mote that can accent attacks when moved a certain way when pressed with the button. If you’re not into the Wii-mote/Nunchuck deal you can plug in your<em> Classic  Controller</em>, old <em>Gamecube</em> controller, or just use the Wii-mote to game in SSBB. Using any of the different controls are more of a personal preference deal, although I was surprised that Nintendo didn’t try and capitalize in the unique functionality of the motion capabilities of the Wii.</p>
<p class="reviewfont" align="justify">One good point towards the idea of a basic control scheme is that new fighters can take down veteran brawls with a little luck. You can be in a room with a bunch of gamers with varied skill levels and have fun without being ashamed of being beaten down to often, or taking it easy on a new gamer. In the battles a quick mind doesn’t have the advantage over quick reflexes. Smash Bros. and its combatants are all on an equal playing ground with slight advantages and disadvantages, but in the end everything comes out perfectly balanced.</p>
<p class="reviewfont" align="justify"><strong>Boxers, Pixels and Moles</strong><br />
Slightly unbalancing these perfect bouts are items that spawn around the levels that can be used to get an advantage over your opponents. These include health items and weapons such as the rare <em>Golden Hammer </em>or the <em>Beam Sword</em> or<em> Home-run Bat</em> from  previous games. There are also power alternating items like Mario’s <em>Super-sizing  Mushroom</em>, <em>Super Spicy Curry</em>, or the <em>Franklin Badge</em> that makes you invulnerable to projectiles. There are also assist trophies that can call in help from non-playable characters. In the case of the trophies you won’t know who will arrive to help until you use it. Appearing in all shapes and sizes from the Nintendo Universe you might see<em> Little Mac</em> from <em>Punch Out! Mr. Resetti </em>the mole  miner from <em>Animal Crossings</em> or even more odd the pixelated motorcycle that could from<em> Excite Bike</em>.</p>
<p class="reviewfont" align="justify"><strong>More&#8230; More&#8230; More&#8230; </strong><br />
There is definitely a lot to Brawl then you would expect. Along with all the above mentioned details the outstanding ability to create customized battle zones with the stage-editor tool. From scratch this intuitive interface lets you put together a suitable stadium to jump online and share with friends in battle. They have also included a number of mini-games that diversify the action even more. After you’ve completed the Subspace adventure, SSBB validates itself than more than a rental with all the gaming it provides.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.necromag.co.uk/2008/07/01/super-smash-bros-brawl-review/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
	</channel>
</rss>

