Quote:
Originally Posted by IUHoosiersFan1 Yeah, I'm one of those people who despises Majora's Mask. In fact, there's very little I do like about the game. Where people claim the game shines, I see major flaws.
3-Day Cycle/Time- Okay, I'll admit it, I actually like the 3-Day Cycle. In fact, I love it in almost every way. Other than having to repeat some of tedious stuff over and over again (Goht, Land Title Deed, etc.), it's one of my favorite mechanics in any Zelda game. However, time was NEVER an issue. |
Yes, repeating things to complete a couple of quests can be quite annoying, but it's not really a big issue as you don't really have to repeat things that often.
Quote:
|
"Dark"/Atmosphere- No. I've said enough already, but I'll go on anyway. Firstly, the "deep" atmosphere in the game is ridiculous. Yes, the NPC's actually respond to their surroundings, but in very goofy and clownish ways. Come on, one guy is concerned the world will end because he won't get to see his chicks grow up to be roosters. The guy at the sword training place is wrapped up in a sack crying and giving trivial reasons for his concerns. Anju looks like she couldn't give a ♥♥♥♥ about the world ending, and even when she reunites with Kafei, she gives an underwhelming hug to her loved one. Really? The idea that the game is dark still confuses me (other than the shading). Everyone seems pretty happy, and even Mikau's and Darmani's deaths are completely covered up, as if they never occurred. The enemies look like friendly/mildly aggressive geometric shapes (hunchback dogs/wolves/werewolves). The Deku's have their mouths open, implying their free giving of precious O2. I still can't find anything really dark about this game. And as another ZUer has pointed out, the story is VERY detached from the NPC's displayed emotions and the ongoing quests. I'll get to Majora later.
|
This is definitely personal preference, but there are definitely a couple of emotional parts in the game like Skull Kid being guilty about nearly terminating Termina, the Deku Butler never being able to play with his son ever again, the Mayor debating with the soldiers and the Carnival Committee whether they should stay for the Carnival, or run away from Clock Town, and Anju and Kafei. I know you stated that wasn't an emotional part, but it was pretty emotional as in the end, Anju didn't care whether Kafei was a child. She was glad he kept his promise and wanted to spend some time with him before the moon crashed.
And yes, everyone seems happy, but that's only in the beginning. Darmani's death isn't exactly covered up as people refer to him a lot as a hero. Mikau's however was, but if I remember correctly, nobody actually knew that he died.
One more thing, seriously? You had to comment on how the enemies looked? This ain't no Call of Duty game. This is an N64 game. Obviously the enemies aren't going to look that detailed. Just consider the fact that these are advanced graphics for it's time.
Quote:
|
Sidequests/Minigames- Quite an abundance here. What's the catch? Quick and/or easy. They also take up way too much of the game. For such little relevance to the story, you'd think they would limit these almost repetitive quests and minigames. Also, the Kafei and Anju quest wasn't as fledged out as it should have been (just one linear puzzle (if you can even call it that)).
|
The minigames in my opinion weren't that easy. The minigames, especially the ones involving the bow and arrows took quite a bit of practice as you had to be very precise and had to memorize where the enemies came from. And yeah, they take up too much of the game, but the side quests gave us an idea of how people were affected by the skull kid.
No, the Anju and Kafei quest were certainly fleshed out. I'm not going to explain myself other than that it's the longest side quest in the game. It was not just one linear puzzle.
Quote:
|
Overworld- Small and empty. All I really have to say here. I liked wandering in the snow at night, though.
|
No it wasn't. It was detailed and compact as there were many characters to talk to as well as objects that took up space in the overworld. Even if you think this, this game has the most unique overworld in the game as it has vivid colors. The overworld doesn't have one central color. There's practically vivid colors than differentiates the areas.
Quote:
|
Bosses/Minibosses- Whenever people talk about bosses from Majora's Mask, they always talk about the many ways to defeat them. Me: I don't give a ♥♥♥♥. Let's start with Odolwa. Very easy, and hardly ever hits you. Take your time, and you will win handily. He's not even cool looking (giant Indian chief?). Moving on. Goht. One-phased, repetitive, and tedious. You just roll after him and prick him in the ass. Gyorg. One of the worst Zelda bosses. He collides with the platform you stand on, you look for bubbles, stun him, hurt him. Other than that, you don't get to observe his rather cool looking design. Easy and little interaction involved. Twinmold was awesome, but nothing compared to Twilight Princess' bosses. Now the minibosses were just too easy, and we had to fight a few of them multiple times. However, those Stalfos or whateve in Ikana Castle were very epic. I'll get to Majora later.
|
Well, the bosses weren't the best in the game, I can agree with that, but they did at least try something unique with the boss. Thankfully, you found the Boss of the Ikana Castle to be really fun to play as. It was a tricky and clever boss. I had no idea that you had to burn the curtains until I remember the tip that the Garos gave me.
Quote:
|
Masks/Items- Items were just flat out unoriginal an underused. The arrows were underwhelming dungeon items as well, and their need was far too predictable. Masks. I look at the game as having three masks (Deku, Goron, and Zora). The rest are ridiculously underused. Heck, I don't even remember what half the masks do. Not only that, but they're mostly optional. The transformations were cool, though.
|
The Arrows were at least had much more uses than they did in the Ocarina of Time. And I agree, while the masks were fun to collect, I was disappointed that they didn't have many uses. The only masks that were important, was the Bomb Mask, Bunny Hood, and the Transformation Masks.
Quote:
|
Dungeons- These were okay. Each did a good job of keeping me hooked, but they were too easy the second time through. Don't cry yet, I thought Stone Tower Temple was difficult my first time through. Second time? Yeah, I noticed how linear it was and how obvious the puzzles were. I don't consider arrows to be a dungeon item. And there were only four dungeons. Yes, quality over quantity, but quantity is still ♥♥♥♥ing important.
|
While the might not have been on par with Ocarina of Time's, I think they did do a really good job hooking the player as there were many complex puzzles and the dungeons were linear, but layed out in a non-linear way.
Quote:
|
Difficulty- Other than those shooting gallery minigames and certain puzzles in the dungeons, the game was damn easy. Once again, time is NOT an issue.
|
Matter of opinion.
Quote:
|
Length- Too short. Too many minigames/sidequests, and not enough dungeons and story-relevant material. Remember, low quantity will take its toll on quality, high or low.
|
Well, that's kind of the main point. There were deep side quests that kept you hook and in return, you're given less dungeons as well as more in-between dungeon gameplay. Certainly one of the longest in-between dungeon content I've seen in a game.
Quote:
|
Story- Awesome story. Problem? Yep. The presentation is horrendous. It goes like this: 1. Beginning cutscene and drama; 2. Game; 3. Ending cutscene and drama.
|
I thought it was executed well as you did get to see people struggle along the way. If you're going to bash Majora's Mask, you might as well bash the other Zelda Games for following: First 3 dungeons, plot twist, next 5 dungeons, Final Boss.
Quote:
|
Majora- Goofy and clownish villain. He hides behind the Moon's extreme potential, and acts like a child in the process. His involvement is the same as the story's involvement. As a boss, he is too easy and immature to pose any threat. Majora's Incarnation is a stick-figure monkey who dances around the room squealing after you chop his balls off. Majora's Wrath looks like a female gym instructor. The whips are not intimidating, if you're wondering.
|
Majora presented himself in a good way. He was a unique character who was serious and enjoyed watching people suffer which worked well with his childish behavior. He's certainly not an easy boss if you're only first-timer. Majora's Wrath's whips can be so troublesome and you only have a split second to shoot an arrow at Majora's Mask (Stage 1). Pretty challenging.
Quote:
Overall, Majora's Mask's "shining" points in the eyes of many fans are underwhelming points for me.
The post was too long and I didn't bother to read it: Well I suggest reading the "Dark/Atmosphere" section at least. You can pick and choose the rest, I guess. I suggest skipping "3-Day Cycle", as I don't really criticize it.
Note: I typed this on my iOS 5 plagued iPod Touch. Expect spelling errors, sentence structure flaws, and some bad grammar.
|
It's fine if you don't like the game though as this is just personal preference. You're actually one of the few people who presented some good ideas and acknowledged some of the things that Majora's Mask did well on.