The Scary Game

 Last month I played an eclectic and quite frankly, intellectual sequence of games, including The Smurfs for the Nintendo 3DS. I was happy then. I was loving life. In the beautiful yet terrifying month of October, however, I have been playing one game only - The Legend of Zelda: Ocarina of Time 3D.

Link discovers Navi. Dialogue text reads: "a fairy?!"
Cutie alert!
 
Now, as you surely know, this is a game of great honour. Everyone loves the first 3D Zelda game, with all its woodsy spirit and chunky glory. And I can see why. Traversing Hyrule is delightful. I feel like a real tiny little forest boy, excited to slam each new skeleton with my cute little sword. Pumped up to smash another pot. Life is a dream. And there are things that feel impressive about the environment - the oscillating, rapid sunsets that make you feel even smaller, the wonderful and varied characters.

A screenshot from my 3DS activity log that shows 17 hours+ of Ocarina of Time play.
Let's not talk about 'The Bachelor' at this time.

There's something vivid about this Hyrule, especially when you accidentally sleep through seven years and awaken to find that you have a new, lanky man-body, and are in the haunted ruin of a once-bustling town.

A dark screenshot of Ocarina of Time, just after Link becomes an adult. Text reads: "Link... we're back in the Temple of Time... But have seven years really passed?"

People talk about how dark Majora's Mask is, but Ocarina has its own delicious sense of death. At one point, Ganon jumps out of paintings on a glowing ghost horse to attack you. He is demonic. I love him.

Ganondorf looks directly at the camera, with scary eyes. Dialogue box reads: "Pathetic little fool! Do you realize who you are dealing with?!"
A genuine weirdo.

I very much enjoy the atmosphere, and the cute and goofy and severe characters you come across (in one area there are a thousand dogs who will follow you at night), but there is also something frustrating and impenetrable about the game. Its gameplay feels, at times, like trying to get blood from a stone. Yes, there are a few reminder systems that make it impossible to get completely lost on your next big goal (thank you Navi), but it's the small steps that tend to feel puzzling.

Link looks at a stern farmhand. Farmhand says, "Listen. The great Ganondorf recognized my obvious talents and gave the ranch to me!"

I didn't play this game as a kid, so I can't approach it from that determined perspective. Maybe if I had, I would feel differently about the obtuse piecing together of What To Do Next, but for me, it feels like an awfully stressful game. I've played with and without a guide, and in both cases I feel a kind of constant pressure. Ganon is getting to me. Where is the next golden skulltula?

A screenshot of Link looking back in fear as Jabu-Jabu opens up his big mouth.
Do I really have to get inside him? Really?

The step-by-step of it all feels unintuitive and unwieldy. There are lots of unpleasant tasks to deal with, like holding Princess Ruto over your head as you run through Jabu-Jabu's belly, desperately jumping in holes.

Link talks to a woman. She says, "All people have hardships in their past that they would rather no one found out about."
So true.

However, the beauty and tragedy of the world, the wonderfully designed, distinct dungeons, and the lively and quirky characters please me. I like them all so much.

A Zora asks Link, "Who are you?"

Do not ever ask me to shoot all those rupees for the quiver upgrade though. I can't and won't do it. 

Link stands on a stool in someone's home, looking down at a white dog below him.

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