Extensive graphical environments in 3-D animations are shown in the game depicting different functions and purposes. Detail of every minor inch has been taken care of such as spreading the sun light descending upon the mountains and moonlight spread lightly over the sky (Schneider, 1998). The most impressive graphics are shown in the largest 3-D environment Hyrule Field where the player almost feels free to explore. All characters have their own unique style and personality in terms of appearance, facial expressions, body language, fighting style and other specialties which adds a personalized effect to the game (Ferris, 1998).
The sounds are fairly good not excellent. The environmental noises of birds chirping, ocean rumbling and the clanging sound of sword fighting are perfect but at the same time they have used MIDI tunes at several parts of the game which appears terrible to the poor ears of the player (Ferris, 1998).
The visual and auditory clues and control scheme are also well designed being diagetic in nature they are easily noticeable for instance when an enemy is approaching Navi the Fairy becomes green. The three dimensional view that camera provides are good enough to lock the enemy with the Z button and then kill in one strike (Sivak, 2009 ).
Furthermore, with regards to the structure of the game it is narrative. The narrator of the story is the fairy Navi who gives player clear cut direction about the up coming events. While Juui argues that more the narration in the story the lesser will be the interactivity in the game it is true to some extent till the player does not reach the puzzle solving stages, also with chain of events happening a narrator is highly essential (Jesper Juul, 2001). Still, complete disagreement with Juui’s point cannot be done either because with fairy telling the player everything it does hinder player’s ability to nurture his own