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/vr/ - Retro Games


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File: 21 KB, 320x240, OoT-Early_Town.jpg [View same] [iqdb] [saucenao] [google]
5393936 No.5393936 [Reply] [Original]

Was this actual gameplay? Or just renders? I always thought the game seemed darker than what we got. Will we ever get actual gameplay footage from this builds?

>> No.5393995

My guess is that the backdrop is pre-rendered but is still being rendered in engine. Zelda OoT used pre-rendered backdrops for Hyrule town and many building interiors.

>> No.5394029

I lament that the n64 wasnt the sales success it was hoped. Had it happened that way, we would have had the game the developers intended instead of the kiddie-washed one that we got.

>> No.5394037
File: 56 KB, 142x254, doge.png [View same] [iqdb] [saucenao] [google]
5394037

>>5393936
>was this actual gameplay

Hold on I'll check.. zzzzz...Sorry, I fell asleep trying to deal with the lack luster 'gameplay' from one of the dullest ARPG titles of the fifth generation. Seriously each episode following the boy "adventurer" and his pals from Hyrule as they fight assorted villains has been indistinguishable from the others. Aside from the cartoonish imagery, the series’ only consistency has been its lack of excitement and ineffective use of repetitive puzzles, all to make magic unmagical, to make action seem inert.
Perhaps the die was cast when Nintendo vetoed the idea of a third party producing the games; Miyanoto made sure the series would never be mistaken for a work of art that meant anything to anybody- just ridiculously profitable cross-promotion for their annual "party games". The Zelda series might be anti-Sony (or not), but it’s certainly the anti-Spyro series in its refusal of wonder, beauty and excitement

>a-at least the platforming elements were good though

"No!"

The writing is dreadful; the exploration was nonexistent. As I played, I noticed that every time Link went to explore a largely empty world Nintendo shoehorned in some repetitive puzzles to pad out the game. I began marking on the back of a Nintendo Power magazine every time I came to the same rehashed box pushing/lever pulling puzzles. I stopped only after I had marked the envelope several dozen times. I was incredulous. Nintendo's team is so governed by cliches and milking tired franchises ad nauseum that they have no other style of development. Later I watched a lavish, loving Let's Play of The Ocarina of Time by some YouTube manchild. He said something to the effect of, "If these kids are playing Ocarina of Time at 11 or 12, when they get older they will go on to owning a Nintendo Switch." And he was quite right. He was not being ironic. When you play The Ocarina of Time you are, in fact, trained to play the same dull Nintendo rehashes decade after decade.

>> No.5394070

>>5394037
I was very disappointed with the n64. It was said we were going to get street fighter games and in the end we didnt. After that debacle, i moved to sony ps2. I did enjoy OOT and Goldeneye and maybe other games but not having my SF really irked me

>> No.5394075

>>5394037
Stale pasta, friendo

>> No.5394096

>>5394037
Nice copypasta you have there zoomer

>> No.5394102

>>5394070
PS1 had a more varied library. You made the right choice jumping ship to PS2 given he massive dumpsterfire that GC was.

>>5394075
>>5394096
Literally 100% of it is true.

>> No.5394125
File: 20 KB, 480x360, hqdefault[2].jpg [View same] [iqdb] [saucenao] [google]
5394125

>>5393936
It's literally Super Mario 64 with a different character model, a custom level, and some different sprites for the HUD. It is likely 100% playable but it's also going to be literally Super Mario 64 gameplay with Link jumping around like Mario but instead of punching he will swing his sword.

Hacking Super Mario 64 to recreate that screenshot would not be too difficult.

>> No.5394134

>>5394125
That make sense, even sm64 tiles look very similar to the ones from oot's early builds. Case closed?

>> No.5394162

>>5394029
>kiddie-washed

most Zelda is kiddie-washed

>> No.5394163

>>5394102
>the massive dumpsterfire that GC was.

glad I sold mine back then. well, at least it had Metroid, Zelda and Soul Calibur and Sanic.

>> No.5394168

>>5394125
Except you can't jump with the A button since the action icon is set to use the sword.

>> No.5394189

>>5394168
likely just a cosmetic difference

>> No.5394256
File: 174 KB, 1199x511, compareforestbeta3.jpg [View same] [iqdb] [saucenao] [google]
5394256

>> No.5394262

>>5394163
By GC all of those franchises were well past their prime (besides Soul Caliber). While they weren't bad, at that point they were selling on nostalgia over substance.

>> No.5394264
File: 187 KB, 185x463, OOT-object_human.png [View same] [iqdb] [saucenao] [google]
5394264

>>5394134
There are objects in the ROM that use various formats that are technically structured similar to the SM64 actor format. So it's not unreasonable to assume the engine and/or its components are derived from SM64 tech.

>> No.5394276
File: 21 KB, 348x342, 1527940599229.jpg [View same] [iqdb] [saucenao] [google]
5394276

>>5393995
>My guess is that the backdrop is pre-rendered but is still being rendered in engine

By the way OP, you have an odd definition of "gameplay", what you actually wanted to say was "ingame graphics".

>>5394125
Dumb anon, using the SM64 engine doesn't imply also using SM64's logic, this build of OOT would have likely played like OOT and there is nothing to prove this conception wrong. When people talk about SM64 engine they're referring to the framework behind it. OOT advanced the SM64 engine in multiple ways, for example by supporting pre-rendered backgrounds, which were likely a data-saving measure.

>> No.5394280

>>5394276
>OOT advanced the SM64 engine in multiple ways, for example by supporting pre-rendered backgrounds
Being able to draw a 2D image on screen is hardly a feature. SM64 had skyboxes for fucks sakes.

>> No.5394290

>>5394280
Yeah, but the routine for doing so wasn't there. I'm not into OOT's technicalities, but surely there were many changes in the engine offering support for advanced features and various optimizations.

>> No.5394378

>>5394276
>>5394290
Has anyone done a comprehensive reconstruction/decompilation of either SM64 or OOT?
I would love to read the official source, but that's not likely to ever leak, but I have to imagine someone must have done this by now.

There's enough tools for interacting with its objects and comprehension of the engine that it seems like a lot of the components are there to reconstruct the game itself.

I would love to read the official project, but would settle for a close approximation.

>> No.5394449
File: 343 KB, 1200x1500, zelda_mario641.jpg [View same] [iqdb] [saucenao] [google]
5394449

>> No.5394829

>>5394168
Maybe you could jump by pressing the R button

>> No.5394837

>>5394449
That stone tablet is straight up an identical asset, stretched vertically. That door isn't the same though. Similar but not the same.

>> No.5394852

>>5394029
Reality is not one of your closer acquaintances, is it?

>> No.5394889

>>5394264
They were developed alongisde eachother, and the oot engine is heavily modified sm64 engine. is this well established?

>> No.5394896

>>5394029
>Le anti n64 fag disguised trying to sound non-biased.

>> No.5394940

>>5394896
Im just saying with n64 low poly, they could have done a really spooky game

>> No.5394986

>>5394940
OOT and MM were hella spooky

>> No.5395047

Starfox 64 and OOT are the same game guys

>> No.5395104

>>5394940
Did you even play OoT or MM? The spookyness is a subtle, but that makes it even spookier. In OoT, the Well and Shadow Temple legit frightened me as a kid and they still make me feel uneasy.

>> No.5395117

>>5394986
I always felt that, deep down, Aonuma wanted to make a horror game.

>> No.5395121

>>5395047
>Starfox 64 and OOT are the same game guys

https://www.youtube.com/watch?v=mUto459oezE

There's actually code and assets for the Arwing's hidden in Zelda OoT.

>> No.5395128

>>5395117
I wish they'd be willing to go to more dark/somber places with Zelda again. After WW they over-corrected and made TP a grimdark edgy cringefest for goth kids, then they over-corrected back the other way. I worry we'll never get anything like OoT or MM again, with that perfect mix of high fantasy with dark undercurrents.

>> No.5395168
File: 441 KB, 800x600, Zelda Ocarina of Time_Temple1.jpg [View same] [iqdb] [saucenao] [google]
5395168

>>5394276

Scenes like this in OOT are done with pre-rendered backdrops. Like this area with the Temple of Time. Screenshot in OP looks like a pre-rendered backdrop to me, especially with the way the perspective is. It probably was, given that Link was in a town.

>> No.5395180

>>5394256
c-could it be?

There was a poe in there too

>> No.5395182

>>5395128
>then they over-corrected back the other way
It's not so much that they over-corrected, it's that they simply became sterile. Nintendo's MO for their own IPs is that they are homogeneous and inoffensive in order to promote familiarity. The same thing has happened with Mario, Pokemon and just about any other franchise that's still chugging today. They all have adopted a rigid art direction and minimal creativity over the past decade. So much effort is put toward making sure that lines between games are easily connected that you don't end up seeing any of the weird/spooky/quirky/unexplained shit that used to be in a lot of Nintendo games because, like many major media corporations, Nintendo has realized how stupid most of its fanbase is and realizes it can make the most money not by striving to do their best, but by simply making sure not to upset or confuse the average mouthbreather so they'll keep emptying their wallets.

>> No.5395203
File: 29 KB, 320x240, zelda_new16n64c.jpg [View same] [iqdb] [saucenao] [google]
5395203

>>5395168
>Screenshot in OP looks like a pre-rendered backdrop to me

Are you kidding? It's the most blurry N64 shit ever, and there's clear aliasing on the left house. Pre-rendered backgrounds look way more detailed and are properly downsampled.

>> No.5395206
File: 15 KB, 293x215, shot4noe.jpg [View same] [iqdb] [saucenao] [google]
5395206

>>5395203

>> No.5395208
File: 18 KB, 320x240, zelda2ogr.jpg [View same] [iqdb] [saucenao] [google]
5395208

>>5395206

>> No.5395225

>>5395104
I agree, I also think they were the most difficult

>> No.5395234

>>5394102
GC >>>>> N64

>> No.5395241

>>5395234
Fuck no. Nintendo made awesome games on N64, whereas on Cube their games were either outsourced junk or inferior rehashes.

>> No.5395249

>>5395241
Had a better controller and better 3rd party games. Fuck first-party titles... Do I look like a or something?

>> No.5395250

>>5395249
>a faggot*

>> No.5395257
File: 12 KB, 200x143, OoT-Fighting_Wireframe_ZC.jpg [View same] [iqdb] [saucenao] [google]
5395257

First person OOT?

>> No.5395274

>>5395249
>better controller
Not really, the C-stick was a joke, the buttons were strangely shaped and it needed another Z button on the shoulders. The D-pad was pretty garbage too because of how small it was.

>better 3rd party games.
Debatable, Cube might've got more third party games than N64 but I wouldn't say they were higher quality. Also multiplats were best played on Xbox anyways.
No good Konami games was a pretty hard hit, too.

>he doesn't like Nintendo's first party
Why are you even buying Nintendo consoles, then?

>> No.5395302

Is OOT and MM still worth playing on 64 instead of their remakes?

>> No.5395312
File: 169 KB, 1278x959, Back_Alley.png [View same] [iqdb] [saucenao] [google]
5395312

>>5395203
>Are you kidding? It's the most blurry N64 shit ever, and there's clear aliasing on the left house. Pre-rendered backgrounds look way more detailed and are properly downsampled.


Looks like placeholder CG to me. The camera isn't locked onto Link and the perspective in the scene looks like the back alleys in Hyrule Town, or whatever it is called in OOT. It looks like prototype version of image related. But I could be wrong.

>> No.5395324

>>5395302
yeah, sadly
you can run both versions side by side if emulating and the 3ds remakes just have too many questionable changes

>> No.5395426

>>5395257
a good example of why Miyamoto shouldn't be allowed to have free-reign over a project

>> No.5395438

Who designed Z-targeting? I feel it was a feature worthy of praise, just like context sensitive buttons. I wonder what's the first instance of lock on as a function in 3D third person games.

>> No.5395446
File: 104 KB, 900x767, zeldnope.jpg [View same] [iqdb] [saucenao] [google]
5395446

>>5394102
>"100% of it is true"
>calls OoT an ARPG

>> No.5395458

>>5395249
From fifth gen on if you wanted to play third party titles you didn't buy a Nintendo console lol.

>> No.5395464

>>5395438
I don't know what person designed it specifically, but OoT was the first 3D game to have a lock on mechanic that didn't force you to stand still. Mega Man Legends had a lock-on mechanic but you couldn't move during it, so there wasn't this concept of locking on and dodging shit.

>> No.5395504

>>5394264
she's spooky

>> No.5395514

>>5395438
Nintendo really took camera and movement (in conjunction) forward on the N64. Shit console otherwise but damn that camera was a revolution from all those fixed cameras and/or tank controls.

>> No.5395518

>>5395514
Yeah, SM64 still has excellent controls in my opinion.

>> No.5395527
File: 41 KB, 640x480, OoT-Turtle_Rock_NPS.jpg [View same] [iqdb] [saucenao] [google]
5395527

Nice design

>> No.5395529

>>5395168
It always makes me sad to know that these renders only exist in the form of images. Yes, ESRGAN can upscale them, but I'd love to view the actual 3D environments.

>> No.5395532

>>5394029
Out of the dozen or so Zelda games out there, I can only think of a couple that aren’t kiddie-washed MAH BOI.

>> No.5395535

>>5395464
Tomb Raider let you lock on and move around, but the camera didn’t track the target at all. They could run off screen and Laura would just keep shooting at them, usually hitting but you wouldn’t actually see it.

OoT wasn’t the first to do ztargeting but it was the first to do it right.

>> No.5395538
File: 72 KB, 600x409, diario-gamer-tomb-raider-img444353.jpg [View same] [iqdb] [saucenao] [google]
5395538

>>5395464
>but OoT was the first 3D game to have a lock on mechanic that didn't force you to stand still
what kind of meds are you off anon

sure, it's a passive lock-on, but it is functionally identical

>> No.5395546

>>5395535
>but the camera didn’t track the target at all

Yes, it did? The camera would get all cinematic and track an enemy as soon as it approached your safe zone, with no regards to Lara's direction, it's supposed to be her FOV feedback. Only them running behind here would make the camera stop.

>> No.5395547

>>5395529
This

>> No.5395562

>>5395527
Is that the mario 64 eel?

>> No.5395563

>>5393936
It's most likely just a test build that only had a handful of empty "locations" that matched the general look they were going for to make sure everything looked right in the engine. Notice the lighting on Link's shield and the things far-off in the background are so prominent in the test screenshots.

>> No.5395624

>>5395535
>>5395538
Tomb Raider has more of an auto-aim system than a targeting or lock-on system.

>> No.5395642

>>5395624
>game has more of a shooting system rather than a gunfire system

>> No.5395852

>>5395642
There's a difference:
Auto-aim is when pressing the fire button simply points you automatically to an enemy, sometimes just within your FOV or some other specified radius. Your movement doesn't change, your character just aims for you.
Lock-on is when your camera and character focus on an enemy and your movement changes to be relative to that enemy. Normally, the character will face whatever direction you push the stick in, but when locked on you perpetually face the enemy and move toward/away from them or sidestep.
For another comparison, look at the auto-aim feature of Goldeneye and Perfect Dark compared to the lock-on feature of Metroid Prime.

>> No.5396001

>>5394037
Based + redpilled

>> No.5396005

>>5394037
based, redpilled and boomerpilled

>>5394096
zoom zoom larp

>> No.5396018

>>5396001
>>5396005
samefag

>> No.5396025

>>5395529
Probably look like shit the moment you moved the camera.

>> No.5396250

>>5395168
I always loved OoT's backgrounds. They brought a really impressive level of realism to the game but stayed just fantastical enough, expertly balancing on that thin line, to not feel jarring with everything else. It helped make Hyrule feel genuinely real and gave the game more seriousness and gravitas than something like Super Mario. I also loved how Hyrule was a genuine medieval society to contrast the mystical one Link came from in Kokiri Village. It was a magical medieval world with equal parts emphasis on magical and medieval. It also made the more down-to-earth gameplay (ex: Not jumping 50 feet up at will) more appreciable and appropriate, making for a cohesive experience.

>> No.5396316
File: 77 KB, 640x480, linkstreehouse.jpg [View same] [iqdb] [saucenao] [google]
5396316

>>5396250
>I always loved OoT's backgrounds.

Links treehouse is a nice pre-rendered 2D image. Almost all of the interiors were in the village.

>> No.5396330
File: 363 KB, 1012x249, OoT-Links_House.png [View same] [iqdb] [saucenao] [google]
5396330

>>5396316

And the way they did it on the side view camera as well. Nintendo rendered these backgrounds on Silicon Graphic workstations, the The N64 devkits are just Silicon Graphic machines with an expansion module designed for development.

>> No.5396332
File: 103 KB, 1280x720, zeldashop.jpg [View same] [iqdb] [saucenao] [google]
5396332

>>5396330
And the shops too.

>> No.5396350
File: 163 KB, 289x207, OoT-Iron_Knuckle_Eyes.png [View same] [iqdb] [saucenao] [google]
5396350

High

>> No.5396370

>>5396316
>>5396330
>>5396332
I loved how it genuinely conveyed that Link lived in the tree house to end all tree houses.

>> No.5396382
File: 863 KB, 601x5410, Old zelda thread.png [View same] [iqdb] [saucenao] [google]
5396382

>>5394029
You sound like these people

>> No.5396406
File: 100 KB, 508x454, mario_in_a_link_to_the_past_by_theeditorbro-d58863w.png [View same] [iqdb] [saucenao] [google]
5396406

>>5396382
These people didn't play Link's Awakening huh?
Or even a Link to the Past.
In any case there is no way in hell i'm reading past the second paragraph.

>> No.5396414

>>5396406
Oh man, you didn't even get to the part about them being upset about Link being in Smash Bros which hadn't come out yet then.

>> No.5396612
File: 713 KB, 832x590, hyruletownstart.png [View same] [iqdb] [saucenao] [google]
5396612

>>5396330

The Entire Hyrule Town with the exception of a couple building interiors were all pre-rendered CG. I like the CG in this shot. It's a very good blend of being detailed but still somewhat low poly to match the character models.

>> No.5396630
File: 336 KB, 1012x249, OoT-MarketII.png [View same] [iqdb] [saucenao] [google]
5396630

>>5396612
>>>

The market area was one big 360 degree panorama render.

>> No.5396749

>>5396612
>>5396630

I know it would cause a major autism fit with "muh soul" and all that but I really wanna see this area in full 3D where I can go into first person and look around.

>> No.5396847

>>5395852
I always found it weird, going from the average FPS to those, how instead of moving the camera around you would just move a crosshair around the screen and your own weapon.

>> No.5396907

>>5396630
It looks a lot like mount and blade in that view, and in a good way.

>> No.5396925

>>5396749
Garry's Mod has the entire OOT 3DS gameworld, sans dungeons, as a map if you own it.

https://steamcommunity.com/sharedfiles/filedetails/?id=370848145&searchtext=zelda

>> No.5396938

>>5394037
>>5396001
>>5396005
/v/ needs to leave

>> No.5396984

>>5395241
>rehashes
people like you are the reason why we'll never get a new F-zero game or a good starfox game ever again.

>> No.5397078

>>5395532
THIS PEACE IS WHAT ALL TRUE WARRIOR STRIVE FOR.

But seriously, cd-i Zelda is hot garbage

>> No.5397230

>>5395426
Maybe he wanted to make an action dungeon crawler