The way I think about Majora’s Mask as a Zelda game is that in addition to exploring the physical world, you’re also exploring time. That does necessitate “backtracking” by forcing time resets and a lot of waiting around if you don’t immediately know what you can be doing in parallel (though the two time control songs make that part easier).
With the exception of the dungeons themselves, the game typically fast tracks getting you back to where you were when you just reset. Some mechanics like that the game forces on you pretty quickly (song of soaring fast travel), others it lets you figure out on your own (dungeon boss instant warp after beating them the first time).
Side quests can be a bit more troublesome to deal with if you have to reset part way through, but each interaction point that you have to go through offers you another way to handle things (or to not and let another sequence of events happen).
To your last point, the game really throws refillable items at you in the overworld, so a lot of times you can skip that (I’m not saying stocking up doesn’t take forever on reset, it does. You just don’t always have to)
All in all I really love the time mechanic of the game and that let’s me forgive some of the other flaws of the game. If it fell flat, then yeah I can see how the game quickly becomes a chore. But I adore the game, hence the username
I just started OOT a couple of days ago for the first time. After setting it to run 60fps and dual analog, it feels perfect. A fun adventure where every secret isn’t so obvious and leaves room for imagination. The game suprises you often. I even like how it looks after disabling the texture filters.
The fire sound of the torches are killing me though. The PC port has a sound switcher but i can’t find this annoying ear-tearing noise from it. www.youtube.com/watch?v=AW6uTdDx7s8
Plan is to try Majora next. I’m probably going to hate it like you as i don’t really enjoy time-loop games.
I really loved oot, I can’t imagine the amount of hours I spent playing it. I’m looking forward to giving that another go. In fact, I’ll probably start tomorrow.
I only used a guide to help me get past random parts that I could not figure out. The game is decently cryptic. I don’t even have a full row of hearts and I don’t think I’ve really seen any heart pieces the way you would in other Zelda games.
I absolutely love this game. It was great because you have to do actual puzzles, which for sure gets annoying sometimes. But figuring how to fit everything together with the time constraints feel much more gratifying to succeed at. It also stops me from just endlessly running around doing random stuff for no reason like the Witcher or something 🙃. Different strokes for sure!
I like to avoid spoiling classic games for patient gamers just as I like to avoid spoiling classic books for avid readers. There are always more of us who are just now finding time for them, and there is no expiration date.
Has anyone played both the original and remastered? I wonder how they compare, I think I may try the remastered version next time around, it had a big impact on me in my youth.
It’s basically the same game just with modern controller support and HD graphics. It looks better. The 3d FMVs look less dated.
Edit: I had Full Throttle in my head. But mostly the same pretty much applies to Gim Fandango. And they made the tank controls optional. It plays like an actual point and click now.
I’ve played both, although it’s been a while since I played it now.
The controls are much better.
The graphics are only mildly improved. The character models are improved but they kept the same pre-rendered backgrounds of the original game, which were all made for old 4:3 screens. So on a widescreen monitor you can either have it stretched or with borders on the left and right.
I think everything else such as the audio is the same.
My partner ran into a weird bug and couldn’t progress further, but Doublefine sent me some save game files to work around the issue. I think those issues have since been fixed.
The behind the scenes where he talks about the art style is really amazing. Like how he kept it as minimalist as possible but still having to show enough to capture details.
And the design choices on that Molotov scene, which lead to the removal of the sniper mechanic that didn’t fit.
Also all the consideration to resizing the game for mobile, and UI.
Probably one of my favorite behind the scenes in a long time.
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