Shigeru Miyamoto ka Link ke liye ek makhsoos vision tha jo Ocarina of Time mein shamil nahi ho saka, aur isay haqeeqat ka roop dene mein taqreeban ek dahai aur ek mukammal tor par mukhtalif game lag gayi. Series director Eiji Aonuma ke mutabiq, horseback combat jo The Legend of Zelda: Twilight Princess ke sab se yaadgar features mein se ek ban gaya, woh taqreeban mukammal tor par is wajah se maujood hai kyunke Miyamoto musalsal is ka mutalba kar rahe thay. Agar aap franchise ki history ko follow kar rahe hain, to is qisam ki tafseelat wahi cheez hai jo aap ki kisi pasandeeda game ke bare mein soch ko badal deti hai, bilkul usi tarah jaise Hyrule Warriors: Age of Imprisonment mein lore aur action bhara hua hai.
Woh feature jo Ocarina of Time mein reh gaya
Baat yeh hai: Ocarina of Time mein Epona hai. Is mein Hyrule Field hai. Is mein woh iconic khula ilaaqa hai jo N64 par waqai wasee mehsoos hota tha. Lekin Link kabhi bhi ghoray par sawar ho kar apni talwar nahi chala sakta tha. Aap sawari ke doran teer zaroor chala sakte thay, lekin koi aise enemies design nahi kiye gaye thay jo mounted sword combat ke liye hon. Mukammal vision kabhi haqeeqat nahi ban saka.
Aonuma ne Edge magazine issue #138 mein shaya hone wale ek interview mein is ka barah-e-raast zikr kiya, jo game ke E3 2004 mein reveal hone ke baad hua tha. Quote makhsoos aur wazeh hai: “Horseriding ke bare mein ek cheez yeh hai ke yeh waqai Mr. Miyamoto ki pasandeeda hai. Woh hamesha aisa karna chahte thay; woh Ocarina of Time mein aisa karna chahte thay lekin aisa nahi ho saka.”
Bar bar ki gayi darkhwast kaise ek core feature ban gayi
Aonuma ki wazahat tab aur bhi dilchasp ho jati hai jab woh batate hain ke yeh feature Twilight Princess mein kaise shamil hua. Unhein yaad tha ke Miyamoto ne Ocarina of Time ki development ke doran is ka zikr kiya tha, unhon ne nayi game ke liye ideas pitch karte waqt phir is ka zikr kiya, aur Miyamoto ne foran haami bhar li. "Mr. Miyamoto chahte thay ke Link ghoray par laray, is liye main ne woh shamil kar diya."
Yeh ek nihayat direct creative pipeline hai. Kisi ek shakhs ka kisi makhsoos tasweer ke liye musalsal josh, yani Link ka Epona par sawar ho kar enemies ko kaatna, ne us mechanic ko shamil karne mein madad di jo Twilight Princess ko duniya ke samne pesh karne ka markazi nuqta ban gaya.
Horseback combat sequences us mashhoor "blades will bleed" trailer mein numaya thay jis ne E3 2004 mein game ko introduce karaya, yahan tak ke Twilight Princess ka subtitle bhi public tor par announce nahi hua tha. Nintendo ne is ke sath lead kiya. Yeh ittefaq nahi hai.
Aonuma ne usi 2004 ke Edge interview mein yeh bhi note kiya ke Miyamoto ke josh ko samajhna mushkil ho sakta hai: "Meri Mr. Miyamoto ke sath kafi communication hoti hai aur kabhi kabhi main bata nahi sakta ke woh mazaq kar rahe hain, lekin kabhi kabhi woh cheezon ka itni baar zikr karte hain ke mujhe lagta hai shayad woh waqai aisa karna chahte hain."
Yeh itna natural kyun laga ke players bhool gaye ke yeh hamesha se nahi tha
Zyada tar players jab Twilight Princess khelne ke baad Ocarina of Time par wapas jate hain to woh yeh bhool jate hain ke mounted combat asal mein kitna ghair-hazir tha. Yeh mechanic Zelda formula mein itni fit baithta hai ke retroactively aisa lagta hai ke ise shuru se hi wahan hona chahiye tha. Yeh is baat ki alamat hai ke feature waqai achi tarah execute kiya gaya tha, na ke sirf ek checkbox.
Twilight Princess ne wasee Hyrule Field aur grittier aesthetic ka sahara liya taake is qisam ke spectacle ko saans lene ki jagah mil sake. Epona par canyon mein sawari karte hue talwar ke war aur teer chalane ke darmiyan switch karna ek proper action sequence mehsoos hota tha, na ke koi gimmick.

Hyrule Field's open terrain
Is ka rumored Ocarina of Time remake ke liye kya matlab hai
Ocarina of Time ke remake ke bare mein khabron ke sath, yeh tareekh ek wazeh sawal uthati hai: kya yeh aakhir-kaar woh shamil karega jo Miyamoto asal mein chahte thay? N64 original ne horseback sword combat ko mukammal tor par bahar rakha tha. Current hardware par banaya gaya modern remake ke paas is kami ko dohrane ki koi technical wajah nahi hogi.
Miyamoto ke un ideas par wapas aane ke record ko dekhte hue jin ki woh parwah karte hain, aur Aonuma ki franchise ke namukammal kaam ko dobara dekhne ki aadat ko dekhte hue, remake woh lamha ho sakta hai jab original game ko aakhir-kaar woh feature mil jaye jisay is ke successor ne mashhoor kiya. Un fans ke liye jo combat systems ko samajhna chahte hain jo is universe ke Hyrule Warriors side ko define karte hain, Hyrule Warriors: Age of Imprisonment combat guide wazahat karti hai ke large-scale mounted aur melee combat asal mein practice mein kaise kaam karta hai.







