The Legend of Zelda: Shadows of Nibiru
Hi everyone, first of all I'm new on these boards and this is my first post

Basically the following wall-o-text details my idea for a really 'out-there', truly fantastical Zelda game with a surrealist visual style taking inspiration from the Ico series, Beyond the Labyrinth, and Majora's Mask to name but a few influences and it it would be a sequel to the latter.
Bear with me here...
Fundamentals:
The game would have numerous sub-plots/side-quests with the main playable character, yourself [Link], interacting with the NPCs and the game's ending would be largely dependent on the influences that your actions have on others and the consequences to those very influences.
There would be a strong emphasis on the emotional ties people have with each other and what actions they'd be willing to take if those ties were threatened, the sacrifices they'd make for their loved ones, and whether they'd let selfish motives get in the way of the greater good.
This sequel would also explore things the NPCs take for granted at the start and how things change as time progresses as well as an intimate insight into the causes of tension in Termina such as the power struggle between certain tribes or the envy of the fortune which may present itself to a particular group - those with the blood of the Royal Family running through their veins perhaps. There would be drawable parallels to a diverse array of human problems.
In a way the game would be about choices that the in-game characters make, rightly or wrongly depending on your train of thought, and would expand upon the themes of Majora's Mask. There would be an ever present theme of cause and effect throughout the game. For example, you could help a wanted thieve and/or murderer, perhaps a Gerudo, and they'd help you sneak into an crucial area as a 'reward' OR you could achieve the same goal differently without breaking the law of the land with varying lasting effects. The game would encourage the player to question the morality of their actions quite a bit.
Dark/Light System:
Your 'character' would be measured by a pop-up meter - a 'dark' - & - 'light' system - (which would be affected by your actions and your weapon/item stash would be partially dictated by the amount of dark/light 'points' you have). You'd obtain more of these points [for the lack of a better term] at certain 'trigger' moments in the game where you make important choices]. The game wouldn't tell you what to think, but instead encourage you to consider your interactions in the in-game world very carefully.
Decisions would alter 'you' as a character and the NPCs would talk to you differently - originally I was thinking a Deus Ex-style text-box mechanic could be employed here to present the dissimilar responses available to you. These responses would be dependent on actions you would have taken previously or allow for a 'swerve in character' if, as the case may be, if you see a 'flaw' in your way of thinking. However, I think this would disrupt player immersion and maybe it would be better if a system of 'dynamic dialogue' was implemented instead. Just a thought, but there could be some sort of 'Terminian Post' which would give attention to, as a starting point, an unknown figure, and as your actions carry more impact as the game progresses it becomes clear that this 'figure' is actually you and the Terminian Post is somewhat of a gauge to judge how the in-game world perceives you. You could gather support from the locals who would say nice things about you and have lies spread by those who are against you for reasons which will become clearer later on. The game, therefore, would be continuously changing as you progress. Each person's experience would likely be different.
Song of Seasons:
One important game-play dynamic would be the so-called 'Song of Seasons', kind of like a sub-set of the Song of Time. There would actually be FOUR songs [for Spring, Summer, Autumn and Winter] and each would mostly follow the same melody apart from a few distinguishable keys. This would allow for some interesting possibilities. I don't think I need to go into this in much depth. It's pretty self-explanatory and I reckon it would add quite a bit of depth.
Song of Time: Sun's Song: Song of Double Time: Inverted Song of Time: Plot:
The game would be about loss and new beginnings, fear and hope, and at its core - good and evil. The main antagonist of this game would be Majora, but the twist would be that he would be turning the local tribes against each other by changing forms and spreading rumours, possessing individuals and committing heinous acts. Preying on the weak Majora would cause conflicts all over the 'cursed land' of Termina without people even knowing his true nature. That is until the Four Giants call Link and ask him to return to Termina with haste. Upon arrival Link finds the land in complete disarray with idolatry rife. Having abandoned the values of The Four Giants the inhabitants of Termina are complicit in causing their swift destruction unless Link, with The Four Giants' help, put an end to Majora's wrath.
All the hatred and violence would make Majora stronger, all these divisions amongst the Terminians would feed him like some sort of energy force making him that much more powerful until he releases numerous demi-gods [representatives] which the brainwashed masses would willingly obey. These demi-gods could be seen as metaphors for what some may see as ills of society. Keep in mind that certain tribes would have conflicts with neighboring ones and these demi-gods would operate under false pretenses. Their true mission would be to encourage violence and general disarray under the guise of their respective tribes being empowered and being shown the 'right' way. The demi-gods, doing Majora's bidding, would strengthen the latter even more and this would result in evil beings being teleported into Termina from the 'Dark Realm'.
The demi-gods would order temples to be built in order to worship Majora who at this stage would have a God-like status and these shrines would be created by loyal brainwashed servants from Termina. Majora himself would not be seen much in the game until the the very end, however, the effects of his actions would be felt continually. He would be like a myth, a legend that everyone knows intimately, but for some reason, no one can picture how they actually know him, but most would never question this. You would, however, hear tales from the 'old folk' of a feeling of unease about the situation up until the cataclysmic turmoil which occurs when Majora's true form finally reveals his evil intentions, tales which depict a Young Hylian much like yourself who rid a possessed ritual mask of Majora's spirit 'a long time ago' [Majora's Mask]. Majora would feed off the weaknesses of the Terminians and exploit their lack of faith for his cause of total destruction. Link would be in a race against time to break the almost hypnotic trance most of the Terminians fall under, defeat the demi-gods who dwell in their respective temples, and have the conflict to end all conflicts with 'root of all evil'. Majora could be seen as a metaphor for Satan. I'm not angling for that, but I'd say he would heavily represent what it is perceived as 'evil'. The game wouldn't be pretentious or preachy, but it would be somewhat of a social commentary from which some lessons could be extracted if you so choose. It would be open to interpretation in other words. The player would be able to make choices, that is the interesting thing. I'd imagine there would be quite a few religious connotations in the game too, borrowing mostly from and expanding upon the Zelda mythos to avoid offending anyone.
Majora's Wrath:
As the game's name suggests Majora intends to cause a 'nibiru cataclysm' within the period of a year, a supposed apocalyptic encounter between the Earth* and a large planetary object. The other planet would be Majora's home planet. It could be explained that he was banished from his home land because of his evil disposition and as a punishment he was flung through space towards earth, a place of naysayers and disbelievers of The Four Giants - a wasteland that has been long since abandoned by the ancient humans who once dwelled there millennia ago. His physical body was destroyed by this projection towards Termina and he remains alive as a spiritual entity, however, the Terminian's hatred and general state of confusion accelerates his revival as a physical being. The Hero of Time did not destroy Majora, he merely slowed him down and defeated the evil consciousness in the mask itself. The whole landscape of Termina would change in a much more complex way than that of Ocarina of Time and Termina eventually becomes known as the 'Dark World'.
Environments/Temples:
1] An idea I have is a valley in the middle of a desert with hundreds of dead, leafless trees on both sides (it would be a wide area, but you'd be able to see the lush greenery in the distance on either side and way ahead on the horizon). The valley, however, would be swamp-like in the middle and you'd be waist deep in murky water. Loads of crows/fictitious birds in the sky, Deku Plants, water lilies etc. There would be a a sizable vine water-slide at the end leading to a guardian temple.
2] Another area would have a dark sky with waves of red and purple swaying like the Northern Lights and a fiercely burning sun but it would be pouring down with rain. The ground would be made up of jagged black rocks, some of which would be fused together. A temple's entrance would be on a cliff-face which would itself represent the 'edge of Termina'.
3] An icy landscape floating on an Artic-like sea - There would be patches of green moss from which against reason bright, colourful stemless flowers would emerge. You would need to continually collect and eat them for they would contain a magical element which would help keep you alive in the freezing conditions. This magical element would act as a form of resistance against the freezing conditions. There would also be icebergs everywhere and tall shards of ice would rise out of the deep blue sea and everything would shimmer because of the incandescent glow of the near white Sun. The sea itself would have an aqua blue quality and little islands would form where the ice shards lay a ring formation. I think it would be best to keep this area remote, at least on the surface. The sky would be yellowish/aqua blue and there would be light snow. Your main mode of travel in this area would be on foot using icy platforms, bits of wood from a deserted ship and a little wooden canoe.
At the end of this passage there would be a huge fortress made out of ice, similar to the one seen in Die Another Day, but this fortress would merely be where you find the ice tunic for the lack of a better name. The temple itself would be underwater and made out of carved blocks of ice. It would be completely transparent so you'd be able to see the sea surrounding you [even underneath you with sea-life moving around like those real-life boats with sea-through undersides] and all kinds of strange creatures including unusual whales, sharks, squid, crustaceans and the like. A spiraling staircase made out of ice would lead you to it and you'd see dripping water everywhere. There would be lanterns hanging off the walls which you'd have to light using the reintroduced fire rod. A massive ice chandelier would mark the central room. Rays of light would shoot right down into the sea and through the ice. It really would be a visual feast. In fact some of the puzzles would involve using blocks of ice to capture sunlight and reflect it on softer ice so that it melts and new paths are 'created'.
To continue, I reckon a train made of frosted ice would be cool. It wouldn't look lame like it does in Spirit Tracks in my opinion. To get this train to work you'd need to collect 6 orbs of magical energy found within the temple. Upon boarding it an FMV would play showing it 'coming to life' by becoming translucent and then speed through several ice walls before exiting the temple completely with the final wall dropping downwards like a ramp, causing the train to fall even deep into the 'open' ocean. The sea water would kill its speed and you'd see a rail network made of ice in the sea around you. You'd be able to control the train which would slowly float and land on the tracks and where steam usually bellows out from air bubbles would instead. One of the paths would lead to the boss key. Others perhaps to a heart piece and another to the boss itself. Up above there would be a very thick sheet of ice.
I'm thinking the boss here could be a hainosaurus-type creature with overgrown teeth like those of deep water fish, a bio-luminescent glow and a row of crystal-like spikes on its back. Its tactic would be to pummel the ice sheet above and smash the chunks of ice towards you with its massive fins, charge towards continually and snap away, gulp down lots of water and try and swallow you, create waves that push you near these cracks in the seabed that suck you in and kill you instantly, and seeing as the ice sheet is now in bits maybe sunlight could shine through, charging one of its spikes up for an occasional ice beam attack as well if you can excuse the Pokemon connection. Also, it could create dust clouds by raking up the dirt too to blind you temporarily. Logically a harpoon-like attachment for the hook/longshot could be useful here as might iron boots and an axe-like weapon in the same class as the megaton hammer to smash its source of power - its spikes - to weaken it. There could also be massive pillars you'd lure him into. You'd be weakening it so it can't help but get sucked into a vortex, but you would have to destroy the ice/rock layer covering it first.
As a last gasp attempt at killing you while trapped in the vortex it would use its ice beam power and try and freeze you in the sea. You'd have to swim for your life to the surface as the whole sea behind you freezes solid. A special pair of flippers you would have found earlier would come in handy here. A spiritual stone would appear on top of an ice pillar that would smash through the frozen sea with green moss growing on it as a natural ladder as it comes up and you'd be able to use the wooden canoe as a sled to move on to another area. I should say that this wasn't a guardian, but a manifestation of evil that was allowed to grow because the people of Termina losing their faith and pretty much abandoning it - a symbolic addition.
4] A giant, twisting rock bridge with caves at intersections and massive pillars at intervals. You'd delve into darkness at one point then come out into the searing heat at another up until you reach a huge island floating in the sky ala the end level of Crysis 2 [sort of]. I'd maybe add some funky rock minarets, spires etc. and take some influence from the Stone Tower in Majora's Mask, perhaps some Haitian mythology could be intertwined in all that goodness too . Have you seen The Descent? I'm thinking the caves in between the 'checkpoints' would look similar to those in that film. The rocky bridge thing would be held up in the air by massive palms and other poses of the hand at different sections.
5] I was thinking of an Aztec/desert type theme with a semi-realistic Saharan landscape. By that I mean realistic to the point of including everything you'd expect to see in such a location, however, there would be a reliance on bold colours and perfect shapes to counter the largely desolate landscape. The sand would be a mustard colour. I'd want to see Easter Island inspired statues scattered across the surface with some broken/tipped over. The sky would be purple with red blotches and the sun would shine brightly like a gazing eye and there would be smoke-like clouds. To continue, there would be an ever-present breeze with almost crayon or charcoal swooshes of white used to highlight the direction of the breeze. The temple here would rise out of the ground after collecting 4 ornaments from 4 mini dungeons (little brick huts with descending ladders going underground) filled with mind bending puzzles and mini-bosses. You'd have to find a special statue and place the ornaments inside its mouth. A derelict Aztec [unique is some aspect of course] pyramid would rise from the sand with the statue's mouth being in line with the main entrance. There would be multiple entrances outside on the various levels (requiring climbing/shimeing (sp)/hookshot usage and lots of traps/trap rooms inside.
Cave of Crystals:
In short this would be an underground network of crystal caves resembling those recently discovered in Mexico. I'm not quite sure what purpose they would serve just yet, but while I'm figuring a good use for them here's an awesome picture of the actual 'crystal cave' -
Visual Style:
I'd like the game to have the quirkiness of, say, Link's Awakening, Majora's Mask and the Oracle titles, being heavily non-objective in terms of visuals, borrowing elements from classical art to present some sort of normality to the characters' forms in part as well as the free flowing lines [see chance effect] seen in surrealist pieces. These lines and abstract floating appendages would multiply considerably when you're in danger/when there's an evil presence and when you're hurt. They could represent 'magic' (the power of courage that the Triforce gives Link/his life-force) and stress would be laid upon the effects of white and dark magic in the game, a whole lot more than in previous Zelda games and crucial to game-play, though simple to understand.
The picture below could represent Link's look when he's on the brink of death [one heart]. I'd make a few changes however so people would be able to recognise him as Link -
The head and the beginnings of a leg at the bottom [left] would have something of a Twilight Princess look, though a lot less Gothic in style [if you know what I mean :S] and done with a pastel effect. In addition, certain parts like Link's belt, sword, hood etc. would also be highlighted. The more menacing the evil you face the more abstract the environment/objects/enemies become. It's hard to imagine, I know The sudden shift from normality to abnormality is something that would work very well IMO.
With all his heart pieces intact Link would be basically look he does in Skyward Sword [leaning towards Majora's Mask/
OoT though], but modeled with a pastel style with few wayward, bold black lines of varying thicknesses on his main body and a few short lines on his tunic. Moreover, there would be busy lines that surround his whole body like an outline, but they wouldn't actually touch him if you see what I mean.
To summarise this visual style would be a medley of around three main elements. First and foremost the detailed, semi-realistic pastel/classical look to connect with what the audience perceives as normal. This would be directly juxtaposed with the surrealist style to distance them from this notion as soon as they interact with the world [especially when in combat when you get hurt and the look of the in-game enemies, certain environments etc.] and finally a 'particle explosion' effect to further accentuate a totally different set of rules in this distant land - Termina.
The particle explosion effect, you could say, derives from surrealism, but it would have motion and be slightly more extreme. Some of the villains, for example, would dynamically evolve by, for example, becoming larger and forming weapons instantaneously, dissolving their limbs and having the liquid float in the air, splitting into numerous enemies, changing shape in some way with more and more unnatural wayward lines appearing depending on how consumed by evil they are as opposed to Link who shifts form when he gets hurt/nears death and so on.
Everything in the in-game world would be in symbiosis with either white or black magic. I think that would be a pretty spectacular and original look along with what I've said already. I'm liking the palette choice in the picture above too and the brush strokes as clouds? Gorgeous. I think a range of pastel colours and cross-hatch shading/shadows with blotches of black would be absolutely stunning to see. The 'good-natured' characters and tranquil areas would be far less abstract. Take the picture as a standard. It would be very stylised all round.
One thing which would stand out in this game if it were realised in any way is a sense of huge scale and exploration. Katsuya Terada's art-work for Zelda II: The Adventure of Link would make for some lush in-game locations and I think a lot them would transfer well despite the obvious change in art style.
So that's my idea. Tell me what you think if you haven't fallen asleep
P.S. Has anyone seen the Majora Mask Wii U remake trailer [made by Pablo Belmonte and Paco Martinez]?
Zelda Majora's Mask Trailer WII U E3 2012 Zelda Majoras mask remake - YouTube
I would marry Tingle if that came out...
Nintendo, are you watching?
Feel free to share your ideas for direct/indirect sequels to Majora's Mask or simply games set in the land of Termina.