As nearly any gamer now knows, The Legend of Zelda: Ocarina of Time is the beginning of the Zelda saga, portraying the first time that the destinies of Link, Zelda, and Ganon become intertwined with the fate of the ever-powerful Triforce. In order to prevent a dark future under the reign of an evil thief from occurring, Zelda and Link conspire as children to protect the Triforce at any cost on an adventure that has Link travelling through time from childhood to adulthood and back again, learning the creation myths of the world he lives in and interacting with its many inhabitants along the way. When Ocarina of Time was released, it was one of the first 3D console games to feel like a lived in fantasy world. Each section of Hyrule was separated by its own race of creatures who inhabited varied ecosystems that shaped their societies and cultures. Each town was filled with villagers going about their day--their actions changing whether they were encountered during the daytime or night. The fact that players revisit these areas and characters after a seven-year gap only strengthens this new approach to Hyrule, as Nintendo can show how Ganondorf's evil grip on the country has affected them and how they've responded to their hardships. Likewise, since the game takes place in a concrete place in Hyrule's timeline when compared to other games in the series, Ocarina allowed Nintendo to really flesh out the backstory and history of Hyrule and its races.

A sense of a vast world waiting to be explored was a common facet of classic Zelda games, and the huge (for its time) overworld hub that was Hyrule Field provided a satisfying sense of wonder and scale for gamers in 1998. Throughout Hyrule, there were cracks that could be bombed, seeds that could be planted, and rocks that could be destroyed to provide access to secret areas, new items and abilities, and in some cases, even miniature dungeons. Players were significantly rewarded for exploring their environment and experimenting with the world around them. Ocarina also introduced the concept of side-quests to the series, where character interactions would often lead to a request that you fetch an item, complete a goal, or defeat an enemy for them in return for some sort of reward. Many times these rewards wound up being a piece of heart to extend the player's life meter, but some more involved quests rewarded Link with magical attacks, more bottles to hold potions and fairies with, and in one case, a more powerful sword. Alongside this sense of freedom, however, Ocarina introduced a more directed and controlled aspect to the franchise. While gamers were still able to tackle some dungeons out of order and explore certain areas earlier than the plot demanded, Ocarina is clearly the first game in the series to start restricting players in their actions, something that has become a major complaint for the series in the games since. The benefit of this is less frustration or confusion on where to go and what to do, but it takes away some of the reward gamers had for discovering and accomplishing things on their own. Ocarina tends to hold the player's hand a bit too much. Nowhere is this more evident than in the characters of Navi the fairy and Kaepora Gaebora the owl.

The Zelda series has always been known for its emphasis on collecting and utilizing items, and Ocarina is no different. While series mainstays like the bombs and boomerang returned, Ocarina of Time was also the first game to feature the Hookshot and a mode of speedy transportation--in this case, Link's horse, Epona. Many of the items are useful in a large number of situations and provide Link with multiple ways of taking down enemies or navigating the large environments and complex dungeons. The items are usually fairly deep in their own right. The Ocarina is essential to playing magical songs, but players are also able to extraneously affect the pitch and vibrato of the ocarina's notes by tilting the control stick in any direction. This small detail is completely unnecessary in the course of the game, but such loving attention to detail has always been a Nintendo hallmark. This is further shown when controlling Epona, who feels much different from controlling Link and provides a satisfying sense of speed in addition to being a necessity during some side-quests. Epona suffers from some of the same finicky controls as Link, though, due to her context-sensitive nature. When you lead Epona to a body of water or a set of stairs, she'll stop on a dime and rear up on her hind legs before backing away slowly and returning control to the player. Likewise, certain fences are trouble spots to hop over, and if Epona isn't angled just right, she'll refuse to hurdle it. There are so many items and abilities, however, that many seem simply extraneous. Magic is useless in most cases, and only slightly more convenient in others. The Scarecrow Song goes unnoticed by many players and is only useful in a handful of situations when searching for hidden Skulltula collectibles, as are the magic beans that can be planted as young Link and used to access hidden areas as an adult.

One of the most surprising things about going back to play Ocarina of Time over ten years later is how cinematic the game is. For the most part, Nintendo seems intent on having story and cutscenes take a backseat to gameplay, but this game is full of memorable real-time cutscenes that move the story forward and give depth to the characters. A major highlight takes place in the final dungeon of the game. Link starts at the bottom of a tower hearing a muted organ playing in the distance, and as he climbs the tower the organ gets louder and more dramatic until finally, upon reaching the top floor, it's revealed that Ganondorf has been playing the music that has lead Link to him before he turns around and gives the hero his evil monologue.

This presentation has begun to show its age, however, as a decade of advancements have made Ocarina of Time seem a bit basic. For one, like most games from the first generation of 3D consoles, the graphics don't hold up well at all. At the time Ocarina was considered one of the more visually appealing games on the N64, but time has not been kind to the game, with blocky polygons, muddy textures, and barren landscapes giving the game a very primitive feeling. The MIDI music also serves to date the game. Nintendo has long preferred MIDI music since it allows the music to change and adapt based on the actions of the player, giving the audio a sense of fluidity, however the quality of the music doesn't match that of an orchestral soundtrack, which would particularly benefit the Zelda series and its sweeping scores and epic encounters. The dialog also becomes an issue, since it can't be sped up or skipped which ruins the pacing of some of the plot points. Ocarina also falls into the conceit of many JRPGs of the era in that characters will often ask "yes-or-no" questions, and the game will not continue unless given the "right" answer as dictated by the plot, shattering any illusion of choice and making the option completely superfluous.
