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12 years later, Majora's Mask is still blowing my mind

Don't get me wrong, MM is a good game but a very weak Zelda it should've been a new IP (and i think it was in its early days)
Like Persona to Shin Megami Tensei you mean?

That could work, but I still think MM has all the right to be considered a Zelda game. And pretty darn good at that.

Now there's the issue that, Zelda is all about Dungeons hence why TP and SS disregarded the whole MM part from their formula (they didn't have time for it and found it to be secondary) and in that sense MM could have sprouted a series of related games with the same approach.

With that said, the whole Zelda series is not as stale as most big IP's out there, they clearly like to have their space to test out things, be it MM approaches, WW graphics or SS rethinking of mechanics kind of things; MM certainly fits really well in there.
 

Cygnus X-1

Member
Biggest Nintendo disappointment of E3 was lack of MM 3DS remake. It was such an easy thing to promise us :(

This doesn't mean GREZZO is not handling the game. Last year they finished the re-release of 4 swords and since then they are not developing anything officially. It is possible we'll hear something from them in September/October.
 

Tookay

Member
Don't get me wrong, MM is a good game but a very weak Zelda it should've been a new IP (and i think it was in its early days)

Eh. Zelda is so many different things to different people I don't think this criticism is valid.

It's a different Zelda, but almost all of them have emphasized or ignored seemingly essential things, so it's impossible to draw the line on some sort of "definitive" Zelda.
 
Don't get me wrong, MM is a good game but a very weak Zelda it should've been a new IP (and i think it was in its early days)

I find it to have everything that makes Zelda good and then some. So it really is just a matter of what you consider is important in a Zelda game. And IIRC it's always been based on Zelda, being referred to as Zelda Gaiden in the earlier stages before it became more of its own thing.

Also with a major part of Termina's appeal being that the locales and characters are basically Hyrule's with a twist, that would have been lost had this been another IP.
 

The Boat

Member
Now there's the issue that, Zelda is all about Dungeons hence why TP and SS disregarded the whole MM part from their formula (they didn't have time for it and found it to be secondary) and in that sense MM could have sprouted a series of related games with the same approach.

I understand what you're saying, but I wouldn't put it quite like that since SS moved away from dungeons as the main pull of the game. I would say that they choose a certain path for each game, namely being main-quest focused or not. MM was clearly made to be side-quest focused from the get go, while for TP and SS they had a big main-quest in mind. All valid decisions.

I would love to see something in the vein of MM again, but I'm not holding my breath, it seems really hard to pull off.
 
This doesn't mean GREZZO is not handling the game. Last year they finished the re-release of 4 swords and since then they are not developing anything officially. It is possible we'll hear something from them in September/October
Before E3 I'd bet that Four Swords 3DS/Wii U would be next Grezzo game. But with the almost total lack of new announcements (seriously Nintendo, WTF?), I still don't know if I was right. Damn.

I'd be happy with:

3DS Four Swords in 2013 (Grezzo)
3DS New Zelda in 2014 (EAD)
Majora's Mask 3D in 2015 to celebrate 15th anniversary (Grezzo again)

Too much ask?
 

Tookay

Member
I love how you conveyed it.

I wholeheartedly agree, the strength of the videogame medium is not chasing after hollywood, in fact doing that re-enforces the need for the pre-planning to be really stiff and takes from the whole liberty videogames once had.

I bet the whole cloud dressed as a chick thing in FF7 came as a joke, and it stayed because they didn't exactly have to flesh it out that much, the fact they they told you those purple pixels were cloud was believable enough.

Today's square would tweak that character model for years, for the same effect and in the long term your memory of it would be the same, because neither destroyed the illusion.

Videogames must have (or retain) the inherent capability to leave the filling voids to you or saying "it doesn't really matter" and marching onwards.

I mean otherwise instead of waiting years for the very same game, we'll get the game without the soul, just the juice, because on the onset of loosing 6 months of development for a 30 second joke (or anything minor that gives work)... they'll just leave it out. Defining priorities means leaving things out of the end product and not much you can do when everything takes so much time if we're chasing hollywood; that route gives in for static lifeless, not quite believable scenario serving as a background for the games; the richness, quirkiness and unpredicability of personality tend to be absent that way no matter how good the games are.

Sorry for the rant.

I think this is a good point. A lot of the richness and quirkiness that older gaming (and MM) provided cannot be replicated in the age of Hollywood spectacle. That hurts the world-building, tone, and overall feel of the worlds that are presented in games: they are static, boring, and lifeless. I don't mean "lifeless" in the sense that there are no NPCs, but that the ones present are total dullards and that the world itself doesn't leave much up to the imagination. There's a lot of hidden backstory in MM that a modern game would just deliver upfront in the most straightforward manner.
 
Before E3 I'd bet that Four Swords 3DS/Wii U would be next Grezzo game. But with the almost total lack of new announcements (seriously Nintendo, WTF?), I still don't know if I was right. Damn.

I'd be happy with:

3DS Four Swords in 2013 (Grezzo)
3DS New Zelda in 2014 (EAD)
Majora's Mask 3D in 2015 to celebrate 15th anniversary (Grezzo again)

Too much ask?
2015??!?! I don't want to wait that long.
 
Yeah actually I think at this point the Zelda team would be better for Mario and the Mario team better for Zelda. Aonuma is very interestsed in designing cool puzzles which I think could translate well to obstacle course parts of 3D Mario.
For sure, and it would give the teams the whole "competing for something" factor. I think Aonuma takes Zelda for granted, and although he isn't doing any wrongdoing for it I feel they would be way more... say, ambitious, if the idea of losing the franchise for a while was always hanging in there somewhere.

I also think Aonuma is too aligned with Miyamoto right now. Miyamoto is fine, but if we have Koizumi directing we want a Koizumi Zelda, and if we had Retro Studios (that old-rumor) I would want a Retro-Studios Zelda; not a emulating Miyamoto kind of Zelda. And whilst Aonuma will get there, I feel he's taking too damn long and going through a over-simplification path.

I mean:

When does Twilight Princess take place?

Aonuma:
In the world of Ocarina of Time, a hundred and something years later.

And the Wind Waker?

Aonuma:
The Wind Waker is parallel. In Ocarina of Time, Link flew seven years in time, he beat Ganon and went back to being a kid, remember? Twilight Princess takes place in the world of Ocarina of Time, a hundred and something years after the peace returned to kid Link’s time. In the last scene of Ocarina of Time, kids Link and Zelda have a little talk, and as a consequence of that talk, their relationship with Ganon takes a whole new direction. In the middle of this game [Twilight Princess], there's a scene showing Ganon's execution. It was decided that Ganon be executed because he'd do something outrageous if they left him be. That scene takes place several years after Ocarina of Time. Ganon was sent to another world and now he wants to obtain the power...

(...)

Aonuma: Back then we considered making it the sequel of Ocarina of Time, some years later… But then we thought of the first-time players, who wouldn’t understand a thing if you started as a wolf, so we changed it and had human Link from the start.
Source: http://www.thehylia.com/index.php?subaction=showfull&id=1173582355&archive=&start_from=&ucat=19&

So, TP could have been the last of a trilogy of the Hero of Time... But wasn't because he was worried about newcomers?

It's fine that they have continuity in mind with the Zelda titles, but they're leaving the most epic scenarios unexplored.

A Zelda after MM with the same individual, that lost everything previously could be brutal, it would have been the whole imprisioning war with the scene of ganon's execution serving as an end.

And WW had the plot of the murdered sages; and the whole "characters that never met Hero of Time on OoT" knowing some garbed green hero suggesting there was a hero trying to seal ganon away before the goddesses intervened (evidenced by the fact that the Sages were awakened to be murdered just so the sword of evil bane couldn't seal him.

I can easily imagine "link" only realizing that near the ending of the game, on the final battle, that the sword didn't have the power and thus ganon revealing the sages he known throughout his quest are dead now and thus the ending being something on the lines of the goddesses intervening and sealing both Ganon and Link, now doomed to fight forever until he perishes in an attempt to keep Ganon from breaking the seal again (or just stalling him). Or a fleeing from flooding hyrule sequence in which he seals the master sword and saves Zelda.

Either way, there's so many implied stories in Zelda that are never gonna get the right treatment or the proper fleshing out with Aonuma there and his sake for keeping them separate/not really building story from one game to the other.
 

Sciz

Member
Also with a major part of Termina's appeal being that the locales and characters are basically Hyrule's with a twist, that would have been lost had this been another IP.
At a guess, the design came about the other way around; given OoT's assets and the directive to make another game with them, going back to the warped reflection concept from LttP is a natural step, and the rest of the game's dark tone follows naturally from there. If the game had been built from scratch, it never would've ended up the way it did.
 

The Boat

Member
For sure, and it would give the teams the whole "competing for something" factor. I think Aonuma takes Zelda for granted, and although he isn't doing any wrongdoing for it I feel they would be way more... say, ambitious, if the idea of losing the franchise for a while was always hanging in there somewhere.

I also think Aonuma is too aligned with Miyamoto right now. Miyamoto is fine, but if we have Koizumi directing we want a Koizumi Zelda, and if we had Retro Studios (that old-rumor) I would want a Retro-Studios Zelda; not a emulating Miyamoto kind of Zelda. And whilst Aonuma will get there, I feel he's taking too damn long and going through a over-simplification path.

I mean:

Source: http://www.thehylia.com/index.php?subaction=showfull&id=1173582355&archive=&start_from=&ucat=19&

So, TP could have been the last of a trilogy of the Hero of Time... But wasn't because he was worried about newcomers?

It's fine that they have continuity in mind with the Zelda titles, but they're leaving the most epic scenarios unexplored.

A Zelda after MM with the same individual, that lost everything previously could be brutal, it would have been the whole imprisioning war with the scene of ganon's execution serving as an end.

And WW had the plot of the murdered sages; and the whole "characters that never met Hero of Time on OoT" knowing some garbed green hero suggesting there was a hero trying to seal ganon away before the goddesses intervened (evidenced by the fact that the Sages were awakened to be murdered just so the sword of evil bane couldn't seal him.

I can easily imagine "link" only realizing that near the ending of the game, on the final battle, that the sword didn't have the power and thus ganon revealing the sages he known throughout his quest are dead now and thus the ending being something on the lines of the goddesses intervening and sealing both Ganon and Link, now doomed to fight forever until he perishes in an attempt to keep Ganon from breaking the seal again (or just stalling him). Or a fleeing from flooding hyrule sequence in which he seals the master sword and saves Zelda.

Either way, there's so many implied stories in Zelda that are never gonna get the right treatment or the proper fleshing out with Aonuma there and his sake for keeping them separate/not really building story from one game to the other.
MM is what it is, at least in part, because they didn't go for the epic scenario. Hell, I'd say that's been something the Zelda team has been pretty consistent in doing, creating their own stories while still tying together the timeline.

Leaving implied stories as you say as just that and not pursuing and explaining every detail is what make Zelda stories interesting to me, it's precisely like you said in a previous post:

Videogames must have (or retain) the inherent capability to leave the filling voids to you or saying "it doesn't really matter" and marching onwards.

This is of course how I view things, but I don't feel that wanting them to expose everything and fulfill fan-fiction dreams is the right posture to take. Whatever that means :p

If anything, I think Koizumi would go in the opposite direction, he would want to do his own thing even more instead of following up other games.
 
I think this is a good point. A lot of the richness and quirkiness that older gaming (and MM) provided cannot be replicated in the age of Hollywood spectacle. That hurts the world-building, tone, and overall feel of the worlds that are presented in games: they are static, boring, and lifeless. I don't mean "lifeless" in the sense that there are no NPCs, but that the ones present are total dullards and that the world itself doesn't leave much up to the imagination. There's a lot of hidden backstory in MM that a modern game would just deliver upfront in the most straightforward manner.
That too. I always found fascinating how OoT ending could be so emotive despite the fact that in the ending characters couldn't really shed a tear (a textured "river of tears" would look ridiculous on 1995 tech) and couldn't even intertwine hands (for they didn't have detailed fingers).

The pacing, wording and the way they looked at themselves said everything in a bittersweet way. It was the limitations that made it so great, whereas on the other side of the spectrum we have square-enix wasting money and resources on the swimming tidus-yuna FMV in FFX or the snow-serah flying scooter cutscene in FFXIII. As you said, storytelling felt more natural that way instead of trying to be "in your face" with one liners and a more vulgar feeling. Not to mention that they often waste so many resources on something that doesn't really make the games better.

Of course these are also differing perspectives to storytelling, but FF is coming from the same perspective Zelda did; in a way I feel subtlety in storytelling hit it's high note back in 2000 or so, then the film mentality set in. Although we still have examples for it on newer games. Both have the right to exist, but I think if we go Hollywood we're loosing part of the medium strength.


You mentioned the NPC's, and I was instantly reminded of how TP was filled with NPC's but it felt lifeless by comparison to MM. If it wasn't a game/something interactive, and instead a movie; having a city full of npc's would feel livelier than what we had in MM. Yet, on a videogame you just feel lonely despite having all those npc's that don't even have a talk feature, let alone some instrumentality to them.
 

LeleSocho

Banned
It's certainly unique within the franchise, but it is exactly the kind of Zelda that people are clamouring for today amidst all the OoT-like titles that have gotten people franchise fatigued. I definitely don't think it's a weak Zelda. I think it basically improves on every aspect of the Zelda formula outside of accessibility, I guess.
Sincerely the only OOT like Zelda after it i can think of is TP which in some things it has done good things and others it disappointed, both WW and SS are completely different in both art style and approach of the game
It also can't improve every aspect of the game since it lack in elements like dungeons (for the first time only 4 dungeon in a zelda pretty disappointing if you ask me) and variety of items.. the only thing it improves are the number of subquests and a better character development but it was always confined in the subquests...
Eh. Zelda is so many different things to different people I don't think this criticism is valid.

It's a different Zelda, but almost all of them have emphasized or ignored seemingly essential things, so it's impossible to draw the line on some sort of "definitive" Zelda.
Well until MM the series was pretty consistent (leaving out Zelda 2 but i don't think anyone can consider it the definitive Zelda game) so after 5 games the series sure had its traditional characteristics... it was MM who broke the tradition.

I find it to have everything that makes Zelda good and then some. So it really is just a matter of what you consider is important in a Zelda game. And IIRC it's always been based on Zelda, being referred to as Zelda Gaiden in the earlier stages before it became more of its own thing.

Also with a major part of Termina's appeal being that the locales and characters are basically Hyrule's with a twist, that would have been lost had this been another IP.

Of course it was always presented as a Zelda game since the first announcement but i was talking about its first internal conceptual/development stages
 

Metal B

Member
I think this is a good point. A lot of the richness and quirkiness that older gaming (and MM) provided cannot be replicated in the age of Hollywood spectacle. That hurts the world-building, tone, and overall feel of the worlds that are presented in games: they are static, boring, and lifeless. I don't mean "lifeless" in the sense that there are no NPCs, but that the ones present are total dullards and that the world itself doesn't leave much up to the imagination. There's a lot of hidden backstory in MM that a modern game would just deliver upfront in the most straightforward manner.

People also underrate the influence of the graphics. A reason for this older games to be so dark and atmospheric was the abstract art style. It lays between the uncanny vally and a imaginable style, so that if could esaily switch between between very scary and colorful. No wonder that many of the darkest games were created in this era by default. Even Super Mario 64 got many scary moments thanks to this. I belive that an Simple-3D movement, similar to the Pixel-Movement, would be an interesting direction for games to go.
 

Clockwork

Member
The CE edition is prone to freezes. Like, frequent freezes. I also seem to remember there were bugs, though it has been some time already and I wouldn't be able to tell you what it was about.
Never played the VC edition, but judging from other N64 games, one would think it simply runs as well as the N64 version.

Thanks. I suppose I could have just tested it myself.

I've had the CE disc for years but haven't been assed to play through it.
 

apana

Member
An HD reimagining of Majora's Mask would be a lot more interesting than a 3D remake. You have a chance to make the world bigger, more characters/sidequests and expanded story, visuals approaching the concept art, and maybe some more dungeons. It would be kind of incredible actually.
 
MM is what it is, at least in part, because they didn't go for the epic scenario. Hell, I'd say that's been something the Zelda team has been pretty consistent in doing, creating their own stories while still tying together the timeline.
Indeed. OoT was focused on the whole hero saving the world deal, and thus focused on the world rather than the main character feelings and characters populating that world, they were extras.

You can either go epic or go macro; they went for macro with this sequel, because after saving hyrule the year prior they couldn't possibly negate the greatness of it; they could only do a sequel with less scope, more self contained. And thus, focusing on Link.

Zelda's in fact tend to not care about the hero's feelings, for it is implied that the hero is left without a place to call home/can't go back to being what he was, hence typically ends up with him packing up and leaving somewhere. But still the game has a "happy ending" tone whilst being bittersweet to the hero, creating something only the fans actually ressonate to, sympathy for the hero.

Saying this, reminds me of this article and it's addendum, it always cracks me up:

There is one aspect of these bittersweet endings that I am happy to see was not continued. In every other Zelda game, Link stands apart from the world he saves. After doing all this, after saving the world and reaching such heroic heights, how can he return to normal life? I always get a sense of sadness about Link’s situation. In Link’s Awakening, everyone and everything you knew from the game disappears before your very eyes. In Ocarina of Time… Link has nowhere to go. He could never fit in among the Kokiri, or any place else. Majora’s Mask… he leaves the world of Termina behind him. Even the Wind Waker ends with Link sailing away from his home. But our final view of Link and many of the other characters in Twilight Princess is of them returning home, to a village that is welcoming them back. Finally, a Zelda game that ends with Link being accepted into Hyrule as a person, and not raised on some untouchable, lonely pedestal. A small touch, but one that was very important.

In the end, I loved Twilight Princess and its ending. I am proud to name it one of the series’ greats.

Addendum: It has been a few weeks since I published this article, and I have received several emails pointing out a mistake I made in the last paragraph: Link is riding away from Ordon at the end, not towards it.

Lots of people did "autocomplete" that detail, the way it's built allows that to happen, if I remember the sequence of events, we have Ilia waiting by Ordon's entry, flabbergasted as if waiting for something whilst zoning out, and we have Fado screaming his lungs out for link's house calling for him, then they show link in ordon woods.

This is shown after the events of the game, so the player tends to think link is returning, Ilia is expecting him, and Fado is cheering.

The clue to the puzzle is that the gamer sees what he wants to see, and thus fails to realize he's walking out of ordon, not into it, and thus the scene means to say in a silent way that Link just left and only said his goodbyes to Ilia, since Fado clearly knows nothing. Wether he feels he still has something to do, or can't fit in Ordon anymore is up to anyone's guess. But it really feels like goodbye.

Now I was fooled the first time I saw the ending, and I know more Zelda fan's that misunderstood that scene, because it was built that way. From my experience it's the non-fan of the franchise that usually doesn't fall for it, actually; because they're not looking for a pattern to be broken. Then I found that article of a fine lad commemorating what he thought he saw... But didn't.



Coming back to the argument: Majora Mask though, was focused on the hero and characters. As the other well known sequel, Link's Awakening was, and that poses lots of chances for real character development.

Of course Link wasn't ok with it, the whole Hyrule concept means nothing to a kid who grew up in the woods and has no parents, he did it all for Zelda and yet in the end because he didn't live those seven years he get's sent back so he can avoid in the past the condemned future scenario (and not trigger it). Sent back for a world that is oblivious to his deeds, a world to whom he's just a kid, again, despite being way more mature than most adults after experiencing what he did.

MM could focus on story, because OoT gave it the context leaving them to focus on everything else, depth.
Leaving implied stories as you say as just that and not pursuing and explaining every detail is what make Zelda stories interesting to me, it's precisely like you said in a previous post:
Yeah, and (sorry for derailing) the whole concept of "legend" is something that more games should fish up, it's really great.

Allows for implied liberties such as the fact that the hero's name wasn't necessarily Link but was probably lost in time, perhaps he didn't wear a green garb, perhaps princess Zelda wasn't called Zelda. Wind Waker explores that by revealing her real name was Tetra. Details get lost, hero's that fail (even if they existed) are forgotten, it's normal and in the end every scenario is an interpretation of the legend.

It brings a whole "up to your interpretation" thing to it, and yet makes so much sense.
This is of course how I view things, but I don't feel that wanting them to expose everything and fulfill fan-fiction dreams is the right posture to take. Whatever that means :p
I wholeheartedly agree.
If anything, I think Koizumi would go in the opposite direction, he would want to do his own thing even more instead of following up other games.
Of course, specially games he didn't work on like SS who is pretty self contained.

If he was working with Zelda he wouldn't banish them for continuity purposes but I'm sure he would build up the plot on the lose ends he himself left or start anew.
 

Anth0ny

Member
I can't help but personally pin the blame of how Majoras Mask was perceived mainly because of the journalist.

At the time of Majora's release, it was rated lower than Ocarina of Time, despite Ocarina being the inferior game in all regards.

Only throughout the years and as people grew older did the appreciation for Majoras Mask start to take to the gamer consciousness by storm, and what gamers found was one the deepest Zeldas ever made, in stark contrast to some of the most mind boggling, ignorant, unintelligent deranged pathology reviewers marginalized the game with when it was released.

The hilarious thing is now, is the same reviewers are begging for Zelda to be saved in an essence, but they killed the Majoras Mask movement dead in its tracks when they allowed their amateurish, infantile, rambling and lack of knowledge of compelling game design, world interaction, the mask system and deep sub-systems. When Aonuma saw lowered scores for Majora what did he do? and I'm sure Miyamoto forced him to do? Reel back in the sub-systems, decapitate the depth. This has led us to where the Zelda series is now.

Of course directors are mostly to blame, but journalists played a big part in crippling the franchise, only to wash their hands clean and now ask for more deeper Zelda. None of these people deserve to review games anymore, I stand by the notion that anyone who didn't understand MM when it was released and printed their nonsensical "reviews" on Gamespot, IGN etc. etc. what have you should be fired this instant.

Agreed. Majora's Mask came at the worst possible time.

The world was begging for Ocarina of Time 2. They got Majora's Mask, and criticized the 3 day system. Why is this game rushing me? Why are there only four dungeons?

The world kept begging for Ocarina of Time 2. They got Wind Waker, and criticized it for its art style and lack of difficulty. Why is the sea so big? Where's Hyrule Field?

Finally, we were given Ocarina of Time 2. But suddenly, after playing Twilight Princess, noone wanted Ocarina of Time 2 anymore. They wanted something new and exciting. They wanted a change to the formula.

If Majora's Mask was released for the Wii instead of N64, I think it would have received a far more positive reaction. But as long as Aonuma and EAD3 are in charge, I don't see them ever attempting something as risky as a Majora's Mask 2.
 

Loofy

Member
It amazes me how so many games today still use archaic methods to trigger quests. 99% of the time its look for the person to talk to who will give you a quest. Most of the time you'll have a limit on how many quests you can have(1 main quest, 1 sidequest)
How did MM do it over 10 years ago? All those quests are triggered from day 1, use your detective skills and trusty notebook and get sherlock holmes up in this bitch.
 
I love how some have pointed out on the last few pages that MM tells its story in a way only a videogame can, using its advantages of interactivity....And doing so in a very touching way that plays with our emotions. Such a weird and twisted game! I love it!

(I have the
golden sword
finally! First fuck-up redeemed! The fairies are next!)
 

bomma_man

Member
Yeah, it's simple, but effectively told. Also filled with quirky, endearing characters. Especially in the context of where gaming was at the time.

Also written by koizumi.

I remember an interview from around the time of TP saying that the side quests and characters came as result of implamenting the 3 day system because they were a good way of explaining how it worked on a small scale before you then ventured out into the overworld. If that's true then it was a mere accident that they discovered that a llooping timeline was in fact the perfect way to do characterisation in a video game. It gives the player the sense that these are real people with real motivations (as opposed to standing in a tavern for 50 hours, with one line of dialogue), and it let's the player tangibly effect things in a way that doesn't feel pre determined.

I'm surprised there hasn't been an indie game that's taken the concept and run with it. I mean you could exorcise all the Zelda-ery bits and it'd still be (I imagine) a compelling experience.

Also this is a decent read: http://m.edge-online.com/features/time-extend-zelda-majoras-mask
 

SomeDude

Banned
Also written by koizumi.

I remember an interview from around the time of TP saying that the side quests and characters came as result of implamenting the 3 day system because they were a good way of explaining how it worked on a small scale before you then ventured out into the overworld. If that's true then it was a mere accident that they discovered that a llooping timeline was in fact the perfect way to do characterisation in a video game. It gives the player the sense that these are real people with real motivations (as opposed to standing in a tavern for 50 hours, with one line of dialogue), and it let's the player tangibly effect things in a way that doesn't feel pre determined.

I'm surprised there hasn't been an indie game that's taken the concept and run with it. I mean you could exorcise all the Zelda-ery bits and it'd still be (I imagine) a compelling experience.

Also this is a decent read: http://m.edge-online.com/features/time-extend-zelda-majoras-mask


maybe because most people don't want to live in others shadows?
 

bomma_man

Member
maybe because most people don't want to live in others shadows?

Maybe but I think it's a system that needs to be emulated if you want to have decent characterisation in your game. And it's not like anyone normally has any problem with referencing or stealing mechanics from Nintendo games.
 
perhaps, by accident, one of the most powerful games ever made. Not because of what you do, but by what you don't do and can't do.

when I played the game at the time, I failed the marriage mask quest near the end and dragged my sorry ass back to the town. "I'll just wait here"

:(
 
I don't know why I can't get into this game. The story is easily my favorite of all the Zelda games, but the gameplay just doesn't do it for me. The time limit is something I didn't like. The Dungeon design is easily beaten by the other Zelda games. The tutorial stage is easily the longest in any Zelda game. I just think Ocarina and Skyward Sword were much better.

I don't really like Wind Waker either. The game just falls apart during the last half or so.
 

FyreWulff

Member
The game also sticks out in my mind as being the first official Zelda game to have you play as someone not Link. I know it was only in the dungeon that it happened in, but when it first switched, I was all ":O"
 

televator

Member
Zelda MM was a game that showed me that I really do like weird/visceral things. First, came OoT; clean cut, shiny, perfect. Then, came MM; strange, twisty, dark, bohemian.

I really like both games, and I regard OoT as the better game, but MM spoke to a part of me that not many games at the time dared to. Since then I've developed a taste for similar things in games and in other media as well.
 
I finished LttP, OoT, skipped MM, recently finished WW, currently just over 20 hours in TP and just backlogged SW I got on sale new for $35.

I'm really not having fun with TP. I hate the wolf sections. I hate the dark theme. The graphics aren't near as timeless as WW (I still can't believe that game is over 10 years old). It's tollerable enough that I'm sure I can get through it.

Afterwards I may go back to MM.
 

bomma_man

Member
I finished LttP, OoT, skipped MM, recently finished WW, currently just over 20 hours in TP and just backlogged SW I got on sale new for $35.

I'm really not having fun with TP. I hate the wolf sections. I hate the dark theme. The graphics aren't near as timeless as WW (I still can't believe that game is over 10 years old). It's tollerable enough that I'm sure I can get through it.

Afterwards I may go back to MM.
TP definitively gets better from the forth temple onwards.
 
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