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Ocarina of Time

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Editorials - The Camera man is drunk again
In the quest to make the perfect first-person 3D action game, game designers generally employ two perspectives of vision: the first perspective (a la QUAKE) or third perspective with a "camera" behind your character (as in Ocarina of Time). But sometimes that camera doesn't work. And I would think that the designers would learn from their mistake. That mistake is this: Instead of making the game fit the camera, they try to fit the camera to the game. Why not have the camera automatically switch to a side view when you are about to jump from ledge to ledge, and then snap back to normal when you are done? But NOOO, they make it so that YOU control the damn thing if the camera just so happens to burrow itself into a wall, or into the character. And it sure isn't easy to do when enemies are chasing after you like mad while you are hopping over lava pits.

I don't know HOW Mr. Miyamoto missed this. He DID make Mario 64, didn't he? And the camera in that game was just plain LOUSY. You'll be trying to hop across platforms 100 feet in the air, but then the camera switches to a close up of Mario's head, supposedly trying to give you a better view of things. You can't see a THING unless you use that handy-dandy manual control thingie, which requires your total attention and leaves you vulnerable to attack, so when some bird comes swooping down you can't do anything about it until you're left falling to the ground, or worse yet, off the entire level into oblivion. And then it’s time to start over and meet with the same frustrations you dealt with, and all because of the programmer neglecting to add a little more code to the camera’s AI.

Legend of Zelda: The Ocarina of Time has the same problem. Case in point: that electric anemone boss thingie in Jabu Jabu's belly. The guy expects me to Z-target targets WAY out of my field of vision with some dumbass fairy with a spotting range of, oh, about 10 feet while it shoots electricity and whirls around like mad. Yeah, and those fancy black bars on the top and bottom of the screen REALLY help with giving you more viewing space. How’s about a little "zoom-out" feature so you can see more? So I'm left running up to the monster like I'm having some sort of death wish, until that fairy finally gets the point and allows me to lock on, but by then I'm flat on my back hearing myself scream from an electrical bolt. Why not an aerial shot instead, Mr. Miyamoto? Why not have the camera BENEFIT the player, rather than constrict him? And what's up with those black bars? And why is Navi so stupid?

But Mr. Miyamoto deserves credit for his ingenious Z-targeting system. But why does it work only when the enemy is practically breathing on you? Why isn’t there some way to "scope" enemies, instead of waiting for Navi to get close enough to fly over and give you the lock you needed 20 feet away?

But while we're waiting for answers, I'm going to remind Mr. Miyamoto of this ONE SIMPLE FACT: N64 games are CARTRIDGE BASED, which means NO PATCHES, NO UPGRADES, and NO MISTAKES, even if it means delaying shipping. If an epic like Z64 is going to be made into 3D, the camera and all the other 3D immersing essentials had better be damn-near perfect.

Which they aren't.

Am I ranting? Of course I am. I'm ranting because Miyamoto didn't learn from his mistakes from Mario 64. Hey, I have the guts to go against a gaming deity like Miyamoto. The guy did something wrong. And it spoiled what could have been the best game in the world for all time. And that, my friend, is just plain unexcusable.

And if you believe that I don’t have the right to criticize him for mistakes that should have been corrected, well, keep the faith. And have fun dealing with drunk cameras.

-PuKeWeEd
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