Showing posts with label atmosphere. Show all posts
Showing posts with label atmosphere. Show all posts

Thursday, February 16, 2017

Zelda Retrospective: The Legend of Zelda - The Wind Waker Review

A year after the release of Majora's Mask, Nintendo finally released their sixth-generation game console: the Nintendo Gamecube. Finally adopting a disc-based format in the form of miniDVD discs, the Gamecube saw enormous leaps in graphical fidelity which, compared to the leap between the sixth and seventh generation of consoles, were frankly astounding. Better sound, high-poly character models, better framerates, higher-quality textures--I sincerely feel sorry for anyone who was too young to appreciate the improvements in this console generation. And as has been customary of Nintendo's console generations, a new Zelda was soon spotted on the horizon. After an enigmatic trailer seen at Nintendo Space World a full year before the Gamecube's release, the game would later resurface with a different--and polarizing--new look. Fifteen years later, the dust has settled and I think most are able to finally look at this game a bit less overly-critical. The game I'm referring to is, of course, The Legend of Zelda: The Wind Waker.

Review: The Legend of Zelda - The Wind Waker

By the time The Wind Waker released, Nintendo had largely set the formula of the Zelda series in stone: top-down games on handheld to elaborate on the Link to the Past style, while the large-scale 3D games were the major projects of Nintendo's current home console. With better hardware comes a bigger project, and the leap between The Wind Waker and Ocarina of Time can only be compared to that of the NES Zelda games, as the sheer breadth of the world was staggering. While Ocarina of Time was a generally smaller game than Wind Waker turned out to be, the general idea translated much better into an open world than the likes of Zelda II: Adventure of Link. Taking a small chunk of Hyrule and allowing players to explore a smaller world worked well in the original Zelda and A Link to the Past, so Nintendo would naturally want to attempt bigger and more elaborate worlds when approaching their 3D games as the world could be created with far more detail.

The Wind Waker follows a mixture of the design found in both Ocarina of Time and Majora's Mask: while the open world is enormous, far bigger than Ocarina of Time, the dungeon count is much smaller and the game length can tend to be shorter as a result. While at a short glance it might feel like The Wind Waker is a worse value proposition, the truth is the design of the world is such that no other full-scale Zelda could work with such impressive results.

Before delving into my thoughts on the design of The Wind Waker, I want to take a moment to address the story. Despite Miyamoto's insistence that Zelda is a gameplay-centric series, The Wind Waker places a much larger emphasis on story and as a result, the very first chunk of the game suffers for it. That's not to say the story is bad, but it definitely feels like a step back from Ocarina of Time.

The game opens with a brief recap of Ocarina of Time, describing (in a very creative way) the events leading up to Ganon's defeat. The people of Hyrule celebrate the victory of the enigmatic Hero, but the peace doesn't last. Ganon escapes the last-minute seal placed on him by the Seven Sages, but because the future Link was allowed to live out his childhood in his own timeline the spirit of the Hero is absent from the future. Ganon conquers Hyrule unopposed, and the story mysteriously implies the kingdom of Hyrule vanished. Years later, young boys across the never-ending Great Sea are given garb to celebrate the Hero of Time while awaiting his return.

The narrative proper begins on the player character's birthday, where the protagonist is given his clothes to celebrate the Hero. A pirate crew happen across the island, chasing their captain Tetra who has been captured by a giant bird. After a series of mishaps Aryll, the sister of the protagonist--known from here as simply Link--is captured in Tetra's place. A member of the winged Ruto tribe give the crew their coordinates: the Forsaken Fortress far to the north. Before they leave, Link has a genuinely sad parting with his grandmother who is probably the sweetest old lady in video game history.

At the Forsaken Fortress, Link is separated from his sword and sneaks through the tower until he recovers it, shortly before discovering the kidnapped girls. The Helmaroc King finds him before he can rescue the girls and brings him before a menacing figure then tosses him across the Great Sea. Link is found by a talking boat called the King of Red Lions, who reveals the figure was the evil Ganon of legend. After the two find a sailthey  make their way to Dragon Roost Island for assistance on their adventure.

This plot set-up works very well and draws the player into the larger world naturally while supplying decent motivation, but the flow of the story is incongruous to the gameplay flow. After Tetra falls into the woods at the beginning, the player has to finish a full tutorial over the combat mechanics before they're given the sword--for such an urgent moment, Link sure takes his sweet time getting to the woods. The first Forsaken Fortress attempt is a decent introduction to navigating dungeons, but it's ultimately pretty frustrating since a single misstep can get the player thrown in jail. It's a very short dungeon, but I say that as someone who has played The Wind Waker to completion more times than I can count. For a new player, the search lights and winding floors can certainly seem daunting.

When the player arrives on Windfall Island, they're given the first major call to adventure: in order to save Aryll, Ganon is going to have to be defeated. Again, despite a clear motivation the player has to search around the entire island to find Tingle, get the sail, and leave. It's clearly there to make sure the additional content Tingle gives out lands in the player's hands, but considering this is given such a dedicated amount of time when an item as supremely important as the titular Wind Waker is literally thrown at Link's feet makes it seem like the wrong parts were given priority.

After Windfall, the player is forced to sail to Dragon Roost Island, where a slightly smaller village is nestled next to the first real dungeon. The player is allowed to veer right and left on the ocean, but since the Wind Waker hasn't been given by the King of Red Lions there's no way to change the flow of wind and go off course. Since the ocean is so much bigger than Hyrule Field and the boat controls significantly different from Epona, if the player even elected to finish that side quest in Ocarina of Time, I can see why Nintendo might have wanted players to become familiar with the controls even if it is patronizing.

All of these early-game problems are exacerbated by a snail-paced text crawl, which persists throughout the game but seems so much worse when the game is front-loaded with so much dialogue. Furthermore, railroading the player is an obvious tutorial and it can seem very patronizing when the end goal of each tutorial is to teach players how to simply press a button; we don't need to know that pressing A will parry, because the button flashes on screen and is accompanied by a ring when the parry window is open. Each of these examples could have clearly been implemented much more smoothly, but it's all worth it after finishing Dragon Roost Island. After learning the Wind's Requiem, the entirety of the Great Sea is open for players to explore. Like the original Zelda, some areas and events are sealed off from the player but the game doesn't simply hide the content from the player.

This was a problem present in Ocarina where certain events, like learning Saria's Song or entering The Bottom of the Well, required the player to pass a certain point in the story before the event would become available. Instead, The Wind Waker presents the later challenges of its massive Great Sea like a badge of honor: players can swim into an octopus whirlpool completely unprepared, waste all their bombs, and get utterly destroyed. Cyclos can be encountered at any point while sailing over his designated areas, and since players don't find the item necessary to beat him until roughly the halfway point of the game it's likely they'll have to deal with him on more than one occasion.

Players can also approach each island individually and even if they're unable to access them due to a missing item, a rudimentary note-making system exists in the form of the fish. These guys are fantastic additions to the sailing for three main reasons: one, they give the player something to look for while sailing in the early stages of the game; two, the fish give players incentive to explore each of the Great Sea's frankly silly amount of grids; and three, players can opt to only have the fish mark his map on islands of note, leaving the smaller locations for a later stage of the game and keeping the important islands in mind when the opportunity finally arises to investigate them.

The main thematic element of exploration is taken to its most ridiculous, and most fulfilled, level in The Wind Waker, though some islands can be underwhelming. The sheer number and variety should leave most players satisfied, and since the game is overall shorter than Ocarina of Time it's easy to jump in, feel like you've gotten a full Zelda experience, and jump right out.

The shorter length of the game also allows for an interesting approach to the typical Zelda formula. Link is still tasked with finding three objects to prove he's worthy to wield the Master Sword, but the story throws in interesting twists: because the player character is not a reincarnation of the Hero of Time, the only obstacle between him and the Master Sword is simply the fact that Hyrule Castle is completely flooded. Unlike previous games in the series, players now have to explore a dungeon before obtaining the Master Sword and after that, Link challenges the Forsaken Fortress again. When the player is finally bestowed the Triforce of Courage and given the moniker Hero of Winds, it feels like they've accomplished a brand new feat rather than retreading an old one.

The narrative flow feels far more like an adventure than a series of check boxes which, while working well for Ocarina of Time, come off as more of a cohesive whole as a result of the dedicated focus to the plot. Rather than "now I need to collect the Shadow Medallion because I just collected the Water Medallion," the plot focuses more on the bigger picture. The player retrieves the Pearls to raise the Tower of the Gods in order to retrieve the Master Sword so Link can defeat Ganon and save his sister. "This happened because of this, so that will happen after this." The story is a narrative arc this time around bolstered by an unbridled amount of content to explore, and because of the relaxed tone of the game there's never any disconnect between the player wanting to explore and Link just deciding to take the day off to grab some treasure.

After the second Forsaken Fortress attempt, the player must awaken the Master Sword in order to defeat Ganon. Since the sages responsible for powering the Master Sword are long dead, the task is up to the player to revive their spirits. Again, this doesn't feel like a series of check boxes as much as it does a narrative crux: Ganon is too powerful to be defeated by the Master Sword, so players must bolster the sword to defeat him. Instead of anywhere from five to eight dungeons during the second half of the game, the player only needs to awaken spirits from two temples before the sword is powered fully. I don't think this really needs to be said, but the Master Sword power-up is one of my favorite objectives in any Zelda game period. I was always invested in the power-ups in past games in the series and hated to see it all but dropped in Ocarina of Time, so to see it become a major part of the plot feels like fan-service directed to me in particular.

The Wind Waker also juggles an element from the handheld games that I'm finally glad to see done right: players need to explore a very large amount of the Great Sea for specific items or power-ups before they can fully access the next batch of dungeons. Since the player has access to the bow at this point, they can finally take down Cyclos and learn his warping ability. I appreciate fast-travel mechanics which are sort of limited and require players to finish a certain amount of the game before they're unlocked, and this is one of the better examples of that. Furthermore, players can only access the fire and ice arrows through the use of fast travel, though I get the feeling this part of the game might trip up players unwilling to explore all their options. After getting the fire and ice arrows, the player still needs to clear mini-dungeons attached to these arrows before they can enter the next dungeons, and before that they need to find the reincarnated spirits.

All of this is presented with far less interruptions from the King of Red Lions, who is ostensibly the replacement for Navi. The King of Red Lions never interrupts the player while they travel but can still offer information if the player decides to hop out of the boat and ask--for reference, this is pretty much exactly what I wanted out of Navi. I hate being bothered when I know what to do, but if I ever get lost it's nice to know there's an in-game hint less than a foot away from my character at any time. Tetra does give Link a hint stone for help in dungeons and brief tutorials, but it's used very sparingly.

The biggest flaw of the game, and the one you're most likely to hear of now, is the Triforce hunt after unsealing the Master Sword. I'll admit, it's awful. It's simply terrible. The HD version remedies almost all of the headache surrounding this quest, but I feel it's unnecessarily tedious. It's obvious a significant amount of content had to be altered before the game was released, but I can't imagine it would be very difficult to simply streamline this part of the game. What I hate most about this is definitely the Ghost Ship shard, which requires players be on a specific tile during a specific phase of the moon. It's entirely too obtuse to actually be fun and I can't imagine anyone at Nintendo thought it would be. It's nice that The Wind Waker actively pushes for players to start exploring, but each Zelda needs to have a fair balance between exploration and dungeons. At the end of The Wind Waker the game focuses entirely on exploration, and none of the Triforce shards offer better equipment or Pieces of Heart--it feels like it's just there to distract the player long enough for them to feel like they got their money's worth.

I really want to stress this, but a video game doesn't need to be a certain playtime or hit specific marks to succeed. I personally won't buy a game I won't replay at some point; it might be a year or a decade, but if I feel like I'll ever revisit it, I consider that game a worthy investment. Cave Story lasts five hours but even though it can be obtained legally for free, I've still bought the game three times just because I appreciate what it accomplishes and love to replay it. And look at Majora's Mask: the game features far less content than The Wind Waker even without factoring in the Triforce shards, and it's more than earned its place as one of the best games in the series. The Wind Waker deserved either an extra dungeon or two or it deserved to go straight to its ending. Casually throwing in a line about Ganon mustering his forces and creating a barrier at the Forsaken Fortress isn't good enough, especially for such an excellent game.

Speaking of Majora's Mask, I want to speak briefly about tone. The tone of both games seem at first glance to be very different, but if you look at the narrative of both games under the shallowest layer it becomes clear that both games are very dark at their core. While Majora's Mask deals pretty openly in an oppressive atmosphere with themes of death and decay, The Wind Waker takes a much more subtle approach and is elevated because of it. At a certain point, the story told in scrolls at the beginning of the game is finally completed for the player by different characters: after Ganon broke free from his seal, the Gods of the world simply flooded Hyrule to keep Ganon at bay as long as possible. It becomes clear that this isn't simply a particularly oceanic area of Hyrule--the Great Sea simply is Hyrule. In retrospect, the game feels far more apocalyptic and hopeless than anything in past games in the series, though this morbid story element is completely offset by the game's unbelievably endearing art style and hopeful messages.

The Nintendo 64 Zelda games did the best with what they could, but it was hard to discern a specific art style if Nintendo had been aiming at any in particular. In those days, developers had to make a serious choice between stylized 2D sprites and realistic, though ugly, polygonal models. The jump from the fifth generation of consoles to the sixth was enormous, though ugly models didn't go away for several years into the console's lifespan. Let's go a generation up and look at Super Smash Bros. Melee: many of the playable character models look fantastic, but every other model in the game is utterly hideous.

Because The Wind Waker was such an important game in the series and even the burgeoning Gamecube's life, Nintendo decided to work with a timeless cel-shaded graphical look. Rather than compromising on detail, The Wind Waker is given a heavily stylized look while maintaining the 3D gameplay innovated upon in Ocarina of Time and Majora's Mask. I still desperately hate the idea of games losing their value over time by virtue of age, but this is the game I'd say highly exemplifies why, visually at least, that argument holds some weight. Weight that I'd argue with and you will never move me on, but when looking at some of the more hideous games of the fifth generation of consoles it's hard for even a contrarian like me to deny it. The cel-shading of The Wind Waker met the potential scourge of aging and went all-in with a unique style which is completely separated from the development issues of its day, and because the style is so striking it's created its own "toon" designation for this version of Link.

Link is far more expressive, colors are bright and stark, characters are all unique and full of life, and every single area of the game is memorable. Since less time was spent on churning out bleeding-edge graphics, more time could be spent on important elements like writing and gameplay. There really wasn't much wrong with the gameplay in Ocarina of Time, but it was a bit barebones and could lead to some long poking matches. One simple addition was made to The Wind Waker in the form of parrying, which allows players to take advantage of an enemy's attack and strike back. It gives combat an interesting dynamic and allows battles to feel engaging without sacrificing the weight of the Nintendo 64 games. And as I mentioned, the writing is simply on a class of its own--just look at Ganon's speech before the final battle to see what I mean. And oh man, that final battle. Set on top of a collapsing tower as Hyrule falls back into the sea, The Wind Waker's battle with Ganon is the pinnacle of boss fights in the series--I'd go so far as to say it's one of my favorite final bosses of all time.

Verdict

While the beginning of the game drags and feels far more restricted than the past 3D Zelda titles, once the game opens up it takes everything up to 11. Gorgeous, endearing and simply a blast to play, The Wind Waker took everything from the fifth generation Zelda games and improved on every single aspect of them. The game clearly had to have content taken out, but the game runs with its own style and never looks back. I sang Ocarina of Time's praises for its contribution to video games, but as a game on its own The Wind Waker is a step above every single Zelda game for me. When going through my list of games I needed to play for this retrospective series, I was most sad to see that The Wind Waker was one of the titles I would have to skip. It's a timeless masterpiece and it'll be there when this is all over, and I hope you look past its unique art style and quirky flaws. If you allow it to win your heart over, you'll find a game that grabs your attention and never lets go.

As for the Wii U remaster, I've linked my mini-review of that below. I really need to reiterate that while all the major gameplay flaws have been completely fixed, the new realistic lighting clashes horribly with the cel shading of the original game and can look outright ugly at times. The original is completely playable, but if the little touches sound important then I'd say just go ahead and get the HD remaster. A Switch re-release with an option for the original lighting and the new would be an instant recommendation, but you should consider your options before picking which version to play. Whatever you do, just make sure you play The Legend of Zelda: The Wind Waker.


Zelda 3D remaster mini-reviews:
http://subjective-objective.blogspot.com/2016/03/mini-review-zelda-remasters.html


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Friday, February 10, 2017

Zelda Retrospective: The Legend of Zelda - Majora's Mask Review

With the sixth generation of consoles looming, Nintendo attempted to fight back against Sony's third-party-consuming Playstation console--a beast of their own creation--by experimenting with a disk-based add-on for their Nintendo 64 known as the 64DD. The project was scrapped due to poor sales and Nintendo eventually moved on to the Gamecube, abandoning the games in development for the system. Ocarina of Time was actually a proposed launch title for the add-on, but development of the 64DD was delayed and Nintendo instead decided to port it to their currently-existing Nintendo 64 console. Of their aborted projects, two remain as legendary "what-if" titles: Ura Zelda and Zelda Gaiden. Ura Zelda would have served as an expanded version of the original and would have been inserted into the 64DD while Ocarina of Time was in the console; this was intended to be similar to the NES Zelda "second quest" feature, where players would approach dungeons in different orders with a much higher difficulty ceiling. Ura Zelda featured new dungeons and enemies, but the general idea of the expansion was implemented into the Gamecube Collector's Edition bundle titled "Master Quest." The other game was released almost in its entirety, though because it was developed for somewhat more powerful hardware it still required that strange Nintendo 64 Expansion Pak. You know the one. Zelda Gaiden finally saw the light of day as The Legend of Zelda: Majora's Mask.

Review: The Legend of Zelda - Majora's Mask

Because Majora's Mask was intended to be a pseudo-expansion to Ocarina of Time, very little changed in the way of gameplay mechanics. I'd love to delve into it the way I did its predecessor, but truth be told there really isn't much left to say. Link occasionally performs a flip when he jumps, the UI looks a bit flashier, and the overall graphics are just a bit improved. This should go without saying, but if the core gameplay was what impeded your enjoyment of Ocarina of Time, Majora's Mask isn't going to sway your opinion.

The story is a direct sequel to Ocarina of Time, as was expected of each flagship Zelda title: Zelda had Adventure of Link, A Link to the Past had Link's Awakening, and by now the time had come for Ocarina of Time to get its sequel. Since Link was sent back to his original timeline and successfully stopped Ganondorf's plan, Hyrule was saved from collapse and Link became a lauded hero. With Navi's work finished, she mysteriously vanished without a word to Link, and with the call to adventure still beckoning him to the wild the young hero embarked on a quest to find her. He's not on a journey for long before a masked Skull Kid from the Kokiri Forest steals the Ocarina of Time, hides Link's horse Epona, and transforms Link into a Deku Scrub.

With only a few minutes played as Link, players are forced to enter the game's hub, Clock Town, and play through a small series of events before finally regaining control of Link. Clock Town rests in the direct middle of Termina and is under threat of its moon falling, also caused by the Skull Kid. Despite the fact that the player finishes their goal  of restoring Link's body within an hour or so of gameplay, the much larger problem of the falling moon needs to be addressed as it could spell the end of the world.

The brilliant design of the opening sets expectations for the player: small individual stories make up the game's narrative, and each subplot leads back to the Skull Kid in some way or another. By solving each problem individually, the plot eventually wraps around to the Skull Kid and the end goal of the story. The game's main conflict, and the primary gimmick of Majora's Mask, is the restricted time limit. The moon will fall in three days, and there's simply no way to get it done within the time allotted.

The Song of Time returns from Ocarina of Time with a highly expanded use: in order to maneuver around the time limit, players can use the Song of Time to reset the in-game clock back to the first day. In order to take full advantage of this feature, many of the game's side quests occur on a set schedule, so in order to completely finish everything in the game players need to constantly be on the look-out for quest triggers and follow each schedule accordingly. Only a few side quests have narrow timing windows, so it's lenient on that front.

Speaking of side quests, this is easily the most side quest-heavy Zelda in the entire series. The other side of this detail is that it's also one of the shortest if players are only focused on the main story; in an interview, Shigeru Miyamoto revealed he had wanted to try a small and very dense Zelda focused on revisiting areas for hidden detail and finally had the chance to do so with Majora's Mask. You might not be aware of this, but because of this focus on short stories in a detail-rich world Majora's Mask is more of a favorite among a "hardcore crowd" compared to Ocarina of Time.

Since the developers wanted to create an atmospheric title, the atmosphere of Majora's Mask is quite eerie and at times far more disturbing than that of Ocarina of Time. The darker tone this time feels much more intentional, given that some of the creepier moments of the previous game are due in part to its technical limitations. Majora's Mask is a subversion for Ocarina of Time, exemplified by its original title Zelda Gaiden (or Zelda Side-story) and this is most apparent when approaching the game's multitude of characters--most of them are based on existing characters from Ocarina of Time down to their character models. For players who have invested time in the original game, this can create a menacing dissonance. If the team behind Link's Awakening were attempting to create a tone similar to Twin Peaks, then I'd say Majora's Mask gracefully nails the landing--a sentiment also shared by Zelda frontrunner Eiji Aonuma. The fact that Link travels to Termina through an underground passage that literally turns the world upside down should give the player a hint about how strange the journey is about to become.

Despite the small number of dungeons, each one feels unique and they all serve as an important milestone for the story. Because each region of Termina is separated into distinct corners of the map, conquering the dungeon feels like putting each area to rest. The oppressive atmosphere comes into play when it becomes clear players will never be able to clear every dungeon without resetting time, ultimately leading to feelings of hopelessness. Each boss can be fought multiple times so there is a chance for players to save all of Termina, but the game never rewards players for doing this and instead continues its three-day time limit; even in the best of circumstances, Link is trapped in Termina seemingly forever.

The density of the game world further emphasizes the role of side quests: if the player merely continues through the game to make a beeline for the ending, then by the final boss they'll only have up to seven Heart Containers as opposed to eleven hearts in Ocarina of Time and fourteen in A Link to the Past. Side quests offer Pieces of Heart and other helpful items like bottles, and returning after its absence from Ocarina of Time players can once again permanently upgrade their sword. Although I stand by my stance that it wasn't necessarily worth the trouble in Ocarina of Time, the sword upgrade is almost necessary given the small size and weak power of Link's beginning sword. It's not a very difficult side quest either, but it does take the player's allotted three days to complete. If the player wishes to find a substitute for the Biggoron Sword, there's a side quest for a similar weapon as well.

The typical reward for major side quests are the main focal point of the game: mask collecting. Much like Ocarina of Time placed such a high value on music, Majora's Mask focuses almost entirely on collecting masks--all of which serve some purpose either in the story or in the completion of some of the longer side quests. Furthermore, three of the four major areas each have their own mask allowing Link to transform into a member of the fantasy races established in Ocarina of Time: a mask for the Deku Scrubs, one for the Gorons, and one for the Zora. Each mask is utilized over the course of the game and, much to the game's credit, there's never an instance where Majora's Mask seemingly forgets the original items exist--unlike Ocarina of Time, where nearly half of Link's arsenal is completely unusable depending on the timeline. The fantasy races will also react to Link differently depending on which mask he's wearing and even which race he appears to be, a small detail which helps make the world feel that much more established.

Masks inundate the world of Termina, so when the player is given one as a reward it comes off as being a precious memento or keepsake by the character giving them away to the player. It's a unique way of world-building that I think a few players might miss out on if they don't give a few side quests their due time. Furthermore, aside from the races and a number of returning character models, there's almost no link to Hyrule in the entirety of Majora's Mask. The Triforce is never mentioned and both Hyrule and Zelda are only seen briefly; I'd have personally preferred to see Link-centric sequels and spinoffs be emblazoned with the title The Adventure of Link (so far example, The Adventure of Link: Majora's Mask) as a callback to the first sequel in the series, but Nintendo is short on rugged, handsome critical-minded people like myself, so The Legend of Zelda: Majora's Mask is apparently okay for a game that features the titular character for no more than about two minutes.

Like Ocarina of Time, Majora's Mask is not without its share of flaws. Unlike the prior game, these flaws come more from the actual design of the game rather than the growing pains of the medium. The only way to permanently save is to reset time; if players want to save while exploring a dungeon, they need to leave and quick-save at an Owl Statue which then kicks them out of the game. Further aggravating this problem is that these quick-saves also delete themselves after the player gets into their game. It serves its point that resetting time is an option players should consider wisely, but given that this resets bombs and arrows it can get annoying to start a game again and be forced to farm for these items.

Keeping track of side quests can be a hassle as well. Players can pick up a notebook which tracks the schedule and completion of the important characters, but learning their schedule and planning ahead can be a bit annoying. Having a woman tell you to meet her in her hotel at a certain time only to discover that hotel closes hours before that is one such example, and it persists through multiple side quests. I don't want to have to reset the clock every time I screw up a quest, but because it feels intentional I guess this complaint can be chalked up as subjective. Anji might just be a forgetful idiot, and if that's the intention I guess I just overlooked it.

The 3DS version mitigates both of these problems by allowing players to warp to specific hours and there's also a new item to keep track of many of the game's side quests, but as I pointed out in my mini-review, this version comes with its own set of issues. The hit to atmosphere is retained from Ocarina of Time 3D, and many of the bosses have somewhat different patterns for no discernible reason. Like Ocarina of Time 3D, players need to seriously consider if the game's tradeoffs are worth it. Considering how heavily the game's atmosphere adds to the overall feeling of Termina, it's a much more difficult consideration than Ocarina of Time 3D.

Verdict

While not as influential as Ocarina of Time, Majora's Mask is a worthy sequel and flips many of the series conventions on their heads. This is the point in time when Zelda had fully come into its own as a series and experimentation was beginning to creep into all of Nintendo's titles. Thanks to the perfection of the formula in Ocarina of Time the developers managed to create a unique title which stands apart from its predecessor. I would recommend players tackle Ocarina of Time first to truly appreciate Majora's Mask, but the vibrant, detailed world and charming characters make this a great addition to the series. Just please avoid the Gamecube Collector's Edition of Majora's Mask. Nobody deserves that headache.



Zelda 3D remaster mini-reviews:
http://subjective-objective.blogspot.com/2016/03/mini-review-zelda-remasters.html

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