The game's longest mission is a triumph of early-Millenium game design, requiring players to follow a complex sequence of rigidly timed events in order to reunite a star-crossed couple cursed by Majora - a tale of Shakespearean proportion that takes at least one whole game cycle to complete.
It's one of the best side quests in Majora's Mask , and there are dozens of others for players to discover hidden throughout the game's vibrant and quirky world. Majora is an antagonist like no other in The Legend of Zelda series. An ancient deity trapped within a wooden mask, Majora's intentions are never revealed beyond an expressed desire to cause destruction on par with the abominations that characterize H.
Lovecraft's work. The final confrontation with this boss pits players against three of Majora's corporeal forms: a flying mask with squidlike tentacles, a one-eyed lanky-limbed imp, and a muscular demon with whips for arms. Only the Shadow Beasts of the Twili realm come close to matching Majora's eldritch aesthetic, and even Ganondorf, King of Evil, seems a minor threat by comparison. Majora's Mask is also the only game across thirty-five years and twenty-seven AAA titles to feature this antagonist.
In a franchise uniquely characterized by recurring or reincarnated characters, this singularity gives Majora unique staying power as an iconic villain of the series.
Though the game's star mechanics of consequential time passage and masked transformation, Majora's Mask features numerous other ingenious mechanisms that raise its gameplay value. One of the most-appreciated inclusions is the expansion of location warping. A seminal series mechanic, warping reached new tiers of usefulness in Ocarina of Time by allowing players to warp between major dungeons in the latter half of the game.
Taking this a step forward, Majora's Mask allows players to warp between numerous owl statues that dot Termina, making it the most efficient means of travel in the game. Every subsequent Zelda title features a variation on this mechanic. Not all of the gameplay mechanics implemented in this classic title are so dramatic. One minor addition - an old-fashioned camera that Link could use to take photographs of his environment through first-person perspective - became one of the best side quests in the game's sequel, Wind Waker.
With dozens of side quests and a central campaign that must be wholly reset every hour of real-world time, Majora's Mask represents one of few early video games that features inherent replay value. While it is possible to complete the game's story and dozens of side quests on the first attempt, most gamers will find themselves at the game's conclusion missing two or three masks and with several greyed-out spaces in the item menu indicating that there are yet more treasures to be found throughout Termina.
In this case, the game naturally ushers players into subsequent playthroughs. Based on reviews. Add your rating. Parents say 60 Kids say Parent Written by Dave H. February 4, One of the best video games of all time.
We got the switch for Christmas and my mother got my son Zelda, Breath of the Wild. This is a game we play together and offers me great teaching opportunities. The graphics and music are absolutely beautiful.
There is mild violence but no blood and gore. To be honest my 6 year old sees more graphic violence watching and playing football than playing this game. This title contains: Positive Messages. Positive role models. This review Helped me decide 4.
Had useful details 3. Read my mind 5. Report this review. Parent Written by Robyn P. July 20, The game play is for older kids, but my son played it with his dad and loved it I actually really enjoyed watching my husband and 8 year old play this together. It's so beautiful and interesting. They will be working on it for a long time, making it worth the money.
It really is a fantastic game. I think if my 8 year old played it by himself, it would have been to hard for him though. Good for a family of gamers. Helped me decide 2. Had useful details 2. Read my mind 3. Parent of a year-old Written by ville. Nothing in it. Great messages and role models, easy to learn, only mild violence , no blood or gore at all. Had useful details 1. Read my mind 2. Parent Written by nuenjins January 15, Easy to pick up and fun, but with minor glaring "problems" later on.
Unnecessary suggestive 'content'. The excitement of having an "open world" Zelda game is enough to make someone dive right in and spend hours getting the main character,Link, equipped and battle ready after waking from his slumber. Some flaws do hinder the experience, but overall the camera, the enemy target locking system and the slow motion dodge mechanics all work very well and minimize frustration with minimal "unfair " deaths. This allows the player to earn his victories fairly and smoothly with a very cooperative and even battle system.
Although the Nintendo Switch as a console is quite underpowered compared to it's peers, the cartooish graphics of Zelda still look great and the attention to detail in all these other areas more than compensate for the gritty detail of many games of it's kind to the point that you don't even notice or care, especially after you get into the adventure early on. The only glaring flaw between the Switch and Wii U version is the occassional "hiccup" in battles on the Switch version which can cause a frame rate drop in certain areas.
Once you experince this, however, you know where these rare spots are and can avoid repeat occasions. After you experiment and pull off the more intimidating moves you realize that they are actually less diffuicult than they 'look' on the screen, making a very satisfying payoff when you pull off these 'tricks' and are able to chain moves together.
Very often you run into powerful enemies that can 'bake your cookies' very quickly, but you always have the option of approaching from multiple directions with different approaches in your arsenal. You can tackle these encounter in several different ways making each encounter as unique as you like. With many powers at your disposal later on you discover that experimentation and toying with these abilities are perhaps even more fun than the encounters themselves.
The few drawbacks I took into consideration were these: Weapons break, ALOT, which is odd that a "realistic" mechanic like this was implemented in a game of this nature because you can still carry a truckload of weapons for no reason at all, but they all break like they were made at a toy factory and are far too brittle. Although you can pause mid battle to do this, it is especially annoying in major fights and really takes away from the continuity and flow of battle.
The enemies can get repetitive. There are basically 2 organic races and 'sentinel' robots you will be battling with some exceptions and winged nuisances, but you will be essentially dispatching these same enemies throughout. The bosses break this up and are interesting encounters with a memorable battle sequence and puzzle to solve but the tedium of these familiar battles sets in after awhile. You will spend most of your time traversing a very large space of land to find 'shrines' in order to solve a dungeon puzzle or challenge with mini sentinals.
There is variety here, but noticeably not enough for a sandbox game of this size. You can experiment with this as well and it is a unique feature that is very interesting at first. You can't save recipes though so once you find something effective you need a pen and paper to keep your found recipe for later. This however , can also require large chunks of time and become borish after your experimentation early on. You can tame and ride horses, stable multiple steeds, use a glider for traversing high to low areas of any height.
Between the shrines you can climb towers which open your maps and give you even more challenges and exploration.
There are even hidden challenges along the way and side quests. The only real downside is these are all acheived with these same drawbacks mentioned before, which may be a deal breaker for some, especially after getting deep into the game.
On a final Added note to parents, there are fountain fairies that are oversexulized in the game which may cause some concern. There is no nudity, but these giant women are 'well endowed' in a very obvious and purposeful way. The dialogue is not overt but hints at flirtation at times, and along with some awkward 'swooning' noises, may be inappropriate for younger players.
In an otherwise family conscious action title, it's awkward and out of place in an otherwise tame themed game. This title contains: Ease of Play. Helped me decide 1. Read my mind 1. Adult Written by Carmen A May 14, Amazing game, not inappropriate at all but has a ton a tricky puzzles This game is very fun and all ages should play it, and don't tell any kid over 6 no to this game, unless you don't like the price.
But the game will be very challenging because of all the puzzles, I really needed to help my kids with this one. But if your kids have ever played uncharted they will be fine. The uncharted games were way more inappropriate and just a little harder. So if you leta young kid get this game, help them out. Adult Written by Tellebird August 18, Overall a great game. Nintendo really outdid themselves with this game.
I highly recommend it to everyone! One such example of this is incredibly prevalent in our current media: Hollywood remakes.
By affecting its audience, a story becomes a part of its audience. That became a mantra that we repeated over and over in our heads as we carefully blended pre-existing elements from Zelda lore along with new and inventive elements and characters—original content, or OC [4] —in order to create one cohesive story that is, hopefully, better than the new Power Rangers film.
The purpose of this project is to fill in some of the holes in the Zelda story while paying respect to both creators and consumers, and, most importantly, to tell a great Zelda story that the fans will love by treating our story like a genuine Zelda game in the way we constructed it. How do you reconcile differences left by myriad writers over decades of game releases? This article aims to answer those exact questions. When we began thinking about how we could tell the Hero of Time story, we knew immediately that we had a big task in front of us.
We had to figure out how to tell a really convincing and authentic Zelda story. In order to do that, we had to figure out what exactly it is that makes a Zelda game feel like a Zelda game.
And in order to do that, we had to go back to the beginning. And not just the beginning of Zelda itself. We needed to take a look at the core genre of a Zelda game, analyzing it like the video-game DNA that it truly is. Reality was constructed of nothing but two dimensions and eight colors. It was a simpler time, a time of two-frame animations, of story-absent games, and of one, single button.
This home video game console brought about a new era of gaming: the fourth generation, or simply, the bit era. Suddenly, our color palette was doubled, brightening landscapes and adding more detail to characters than ever thought possible.
This led to a strong Console War— the collective title given to competition among game console developers—which bred innovation. This innovative era arguably reached its peak in , at the onset of the bit era, with a little game called Super Mario When Super Mario 64 released for the Nintendo 64 console, it completely changed the game did you expect a pun-free article?
It showed other development teams just what the new bit systems were capable of. These games, combined with the launch title Super Mario 64, marked the genesis of a new genre of video games, one which would encompass most future Zelda titles: The 3D Platformer. You know, the one where they travel all over the game world collecting tons of items, and then they end up doing battle in a huge tower at the end? All of these developments and innovations ultimately led Nintendo to push for a follow-up to their release of Super Mario 64 : something that would be equally impressive, that would reignite faith in their first-party releases, and something that would, ideally, change the way people thought of gaming.
All of this led to the development of the game we all love and cherish, likely the game that brought you to this very article: The Legend of Zelda: Ocarina of Time. And this game quickly became so much more than even Nintendo envisioned. We turned to Ocarina of Time for a great deal of inspiration and guidance; we wanted to know precisely what made this game so fun, so enchanting, and such a great story. Several things made Ocarina the unique storytelling game that it is. One of the other facets that made Ocarina of Time a true development feat was the sheer size of the game, and particularly of Hyrule Field.
In the original design phases, Miyamoto was designing the game based on the limits of the hardware. This took what would have been a claustrophobic dungeon-crawler and transformed it into a massive explorable world full of creatures and locations that made the player feel like there would always be more to explore, and like there was an entire world of Zelda places and people out there. Ocarina of Time really pushed 3D Platforming to its limits, including perspective-changing puzzles like this one from the Forest Temple.
After the huge critical success of this game, fans began to identify two primary aspects of Ocarina as being true characteristics of a Zelda game:. These characteristics were also cornerstones in the development of Twilight Princess , which saw a future version of Hyrule that was even more expansive than Ocarina thanks to the improved hardware of the Gamecube and Wii.
And, of course, they went on to play a huge role in the way we wanted to write Hero of Time, both as a game and also as a story. Note the similar geographic landmark layout. If one were to rotate the Ocarina map, the similar landmark locations become immediately apparent. These tenets would be our primary way of making the story of this hypothetical game feel authentically Zelda. So, much like the development of Ocarina and other big-name Zelda titles, we started with the structure of the game before we began developing our story.
We started taking aim at locations, characters, and items, and we wanted to re-examine Link himself. We re-tooled previous locations, re-developed some of the characters, and we had to decide how to shape our vision of Hyrule so that it felt thematically consistent with its predecessors. Once our structure was done and once we had a good idea of some of the forms and themes that this story would utilize as its foundation, we moved on to constructing what we feel is an authentically Zelda story to go along with it.
The Temple of Time acts almost as a monumental, story-based testament to the core gameplay mechanic: time itself. The big, core theme of Ocarina was definitely time: specifically, the comparison between old and new, and how these things can intermingle.
This relationship would become our core theme as well, and it would be the primary way we told our story. So many of the Zelda games base their presence in the canon by their relationship to other games, their placement in the timeline being driven by the way major events in the series can be translated from game to game, and we wanted this story to be exactly the same.
So, we had our focus. Old and New can rear their heads in many different ways when it comes to telling a story—particularly a story about time, and particularly particularly a fan-made story about time resting on the laurels of a few other stories about time that came a decade or two before it.
You have the old games and the new story contrasting with one another as a primary element: we knew that we wanted Hero of Time to be a different-but-similar story to Ocarina and Twilight Princess. We also knew that, one way or another, we were going to have to find a way to take the old and make it feel new—something the developers of Zelda titles are all-too familiar with. A good example of doing this outside of the Zelda series is Tatooine, from Star Wars.
Every new Zelda game has taken advantage of how much we love Hyrule by recreating it: a new engine, new puzzles, and a new story—elements that are drenched in the same tone and themes as its equivalent from the previous game, but now set in a world that we know is somehow different.
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