When examining the dynamics within video games it can often be beneficial to compare and contrast said characteristics with other videogames of different natures as a result one is offered appropriate information on that given subject. In the case of “The Legend of Zelda: The Ocarina of Time” and “Resident Evil 4” the game of which they will be compared would be that of “Thief 3.”
“Thief 3” is a computer based game which emphasizes stealth as its primary method of game play forcing users to stay in the shadows of given maps and remain out of sight where ever possible such that the treasure desired can be effectively stolen. As the user moves through the game they are presented with other items and such as the acquisition of arrows and other bonus treasure which ads as second degree to the game beyond that of reaching a lone goal.
With games such as Zelda and Resident Evil as compared to the likes of “Thief” the problem is there are very few correlations that can be established in relation to dynamics of the relative games.
In the case of Zelda there are a few similarities which can be discussed; these similarities include stealth, the use of items to aid the user and the acquisition of additional items to better the user.
In the case of “The Legend of Zelda: The Ocarina of Time” there is one point in the game where the utilization of stealth is of the utmost importance and that occurs at the Gerude Fortress. At that point in the game the user must escape from a prison within the fortress and makes ones way throughout the fortress without being detected by roving guards. The overall A.I. between the guards at Gerude Fortress and the characters within “Thief” is very similar demonstrating a degree of intelligence which is inherently stupid. The guards have a capability of noticing noises which would peak their attention and begin their search for the source of the odd sound however they are easily distracted and possesses very predictable motion patterns.
The second similarity which Zelda possesses is that of the use of the bow and arrow. As a user progresses through “Thief” eventually one acquires the use of regular arrows to use with their bow, it is from this point that the user is given the option to subdue guards from a distance. Zelda has this same function within Gerude Fortress a user can utilize a bow and arrow to subdue guards on patrol.
The final similarity between the two games would be the fact that the acquisition of secondary materials such as treasure or supplies is not required but it can prove to be potentially beneficial regardless.
A game however which has little to nothing to compare with “Thief” would be that of “Resident Evil 4” the methodology in game play is entirely different. The idea behind “Thief” is stealth and stick to shadows where as in “Resident Evil” the user is capable to make lots of noise with elaborate explosions and gun shots.
Finally when playing “Resident Evil” one has a tendency to avoid shadows at the risk of having unwanted monsters and enemies from emerging unexpectedly from the darkness. This event and tendency is completely different form that of “Thief” a game where shadows are a comfort blanket for the user to take refuge.
It is these similarities and difference which are expressed between the two games relative to “Thief.”
sunday, march 09, 2008