Monday, May 18, 2015

Master Quest: Majora's Mask


Previously on Master Quest:

Majora's Mask
Released April 27th, 2000
-You've met with a terrible fate, haven't you?-

  Majora's Mask sounds like shit on paper. The game had a development cycle of roughly a year (Skyward Sword, by comparison, was in development for five years). Its graphics are composed almost entirely of reused Ocarina of Time art assets. There are only four dungeons. The game's central time travel gimmick promotes large amounts of repetition. Not to mention that the previous game in the series, Ocarina of Time, had sold over 7 million copies and had quickly established itself as one of the most beloved and iconic video games ever made. Making a quality sequel to OoT in 12 months is a task that would be almost impossible even for the mighty Hercules, especially since Hercules doesn't have any game design experience.
 
  The odds seemed stacked against Majora's Mask, but the end product may be the most focused and fully realized work of art in the entire Zelda library. Every game mechanic, every piece of music, and every aesthetic choice grind together like gears in service to Majora's Mask's artistic vision. MM personifies the wise words of composer Leonard Bernstein: "To achieve great things, two things are needed: a plan and not quite enough time."
This quote not only describes MM's development process, it essentially describes the game's central design philosophy. The Legend of Zelda: Not Quite Enough Time would be a much more accurate title if it doesn't quite roll off the tongue. But I'm getting ahead of myself. I should probably actually tell you what this game is all about.
  Majora's Mask begins as it should: with the video game equivalent of a punch in the teeth. Link is riding through the (presumably lost) woods on his horse, Epona. He looks rather downtrodden, and the opening text informs us that he has left Hyrule in search of a "beloved and invaluable friend" who "parted ways when he finally fulfilled his heroic destiny". I assume this refers to Link's fairy companion in Ocarina of Time, Navi, who appears to part ways with Link in the final scenes of the game. This has always kind of bugged me. First, I've never been sure why Navi left you in the first place. Second, why would Link go a quest to find Navi? Navi is annoying as fuck. "Hey, Listen!" she'd say. "You should go to Death Mountain." "You should go to Death Mountain." "You've been playing too long, you should take a break. Also you should go to Death Mountain." SHUT THE FUCK UP! I'M TRYING TO PLAY THE FISHING MINI- GAME, YOU ASSHOLE! If Link wants a friend, he's got a ton of options. Is Zelda still hanging around? There's also Saria or your bro Darunia. What about Princess Ruto? She's pretty cool.
  Regardless, Link's being all somber and shit when he gets horse-jacked by some dickhead named Skull Kid. Skull Kid steals the Ocarina of Time and dashes off on Epona. Link chases after him but ends up falling down a hole that teleports him to a new land called Termina. Link eventually catches up to Skull Kid, who informs Link that he has "gotten rid" of Epona. Skull Kid then proceeds to turn Link into a Deku Scrub and leaves Link for dead, laughing manically all the way. What an asshole. Link may be a mute cypher, but you can't help but feel sorry for the little guy. His friends are gone, his horse is gone, he's lost in a foreign land, and he's been unwillingly turned into a creature that looks like the love child of an octopus and a horseradish root. If that doesn't give you sufficient motivation to kick Skull Kid's ass, I don't know what does.
  Once you escape the hole Skull Kid left you in, you meet the outrageously creepy Happy Mask Salesman.



  He informs you that Skull Kid has stolen a powerful artifact called Majora's Mask. In order to stop him, you'll have to find him and get back your ocarina. Sounds simple enough, except for a small caveat: the moon is going to crash into Termina in three days time. Considering every in-game hour lasts roughly 45 seconds, you have 54 real world minutes to complete this section of the game or Link gets vaporized. This opening is so brilliant for a couple of reasons:
  It establishes the game's tone and setting. Anyone who has ever played a Zelda game before can pinpoint what Majora's Mask is all about a mere 15 minutes into the game. Its narrative, visuals, and gameplay all contribute to making it far and away the darkest and most unique Zelda game.
  The developers, confident that the player was familiar with Ocarina of Time, immediately set out to defy your expectations. OoT certainly had its dark moments, but it can't even begin to compare to the oppressive, pitch-black atmosphere of MM. The extensive use of time as a mechanic is totally new, and to my knowledge has never been done before or since, at least on this scale.
Its almost like Eiji Aonuma and Shigeru Miyamoto are the Skull Kid, laughing at your confusion and discomfort. "Did you like Ocarina of Time?" They sneer. "Well, how about you play as a Deku Scrub for a while, you stupid bitch!"
  Termina itself is a beautifully drawn setting. MM mostly reuses OoT art assets, so the populations of OoT and MM are nearly identical visually. It become very clear, however, that despite seeming similar on the surface, Hyrule and Termina are very different places. Termina is a world filled with people contemplating their own eminent demise. Some of them are in denial. Some are angry. Some are melancholy. Its a rare example of a game that brings the player, the player characters, and the NPCs together with the same thought: "There's not quite enough time." Not enough time to live. Not enough time to be with the people they love. And in Link and the player's case, there just isn't enough time to save them all. The setting, like everything else in the game, contributes to an atmosphere of dread, sadness, and even a little bit of hope.
Speaking of atmosphere, if you would indulge me for a second I'd like to show you one of the most brilliant uses of music in video game history.
  The opening Deku Scrub sequence takes place entirely in the game's central hub, Clock Town. Here's Clock Town's theme:


  It's a pretty conventional Zelda town theme: warm and upbeat. It reminds you of home. What's cool about Clock Town is that each one of the three days has its own musical theme. Here's day two:


  I love the subtle differences between day one and two. They're very similar, but day two has a slightly faster rhythm. It may not seem like a lot, but this is a subtle reminder that you're running out of time. The moon's going to crash, hurry the fuck up! This leads us to the best of them all: Clock Town Day 3.


  Holy shit. I love how the main thing we're hearing is the standard Clock Town theme, but beneath that we've got this weird, unsettling droning noise. The game is trying to fill you with dread with this track, and it totally nails it. The end is nigh! Run for your lives! Finally, on midnight of the final day with only 6 hours left until the apocalypse, this plays:


  I love how this track isn't even fast paced anymore. Its less "Hurry up!" and more "Well, you're fucked." You did all you could, buddy. Time to hold your loved ones close and pray for a quick death. Thinking about how good this game is gives me fucking goose bumps.
  Damn, I was supposed to be talking about how good the opening is. Anyways...
  It introduces the new gameplay "gimmicks". After the first five games established the core Zelda formula, Majora's Mask is the first game to really shape things up.
The first main "gimmick" is the time mechanic. Eventually you *SPOILERS* meet back up with Skull Kid and recover the Ocarina of Time. As a 10 year old, I figured the whole "3 Day" thing was just a neat concept for the opening, and that the rest of the game would play out in standard Zelda fashion. In a fantastic twist, Link plays the Song of Time and travels back to the beginning of the cycle. As it turns out, Link's Deku Scrub escapades didn't accomplish jack shit. The moon is still going to crash into Termina in three days. The rest of the game plays out like this. You start with 54 minutes. You have to accomplish as much as you can in that time before you start the cycle over. Link will keep certain items he acquires during his journey like the bow or hookshot. The game is designed in such a way where if you had, say, the bombs you can bypass certain parts of the game. This is how progression is handled. You keep going until you reach certain "checkpoints", at which point you travel back through time, bypass the area you just did and proceed to the next. Admittedly, this can make you feel like you're not really accomplishing anything, but I think that's kind of the point.
The second "gimmick" is that Link can assume various forms by equipping masks. Once you've gotten back your ocarina, Link changes back into a human but can return to his deku form at any time. The forms are basically "super items" with completely different control schemes and abilities. This obviously allows for some interesting puzzle and level design, and I think they're a great addition overall. Link forms are:

  Deku Link: Deku Link is my favorite form for some reason. His main ability is that he can burrow into these big pink flowers you find in various places throughout the world. When he pops out of the flower, he flies up into the air and slowly glides down using two big flowers. This actually lets MM pull off some pretty cool platforming sections.
Deku Link can also skip on top of water and blow bubbles made out of...snot, I guess?

  Goron Link: Goron Link is a pretty cool guy. His schtick is that he can curl up into a ball and move really fast, Sonic the Hedgehog style. His other abilities include ground pounding and punching people in the face.

  Zora Link: Zora Link can...uh...swim pretty fast. Not super exciting, but Zora Link may have the best swimming controls ever. Its a lot of fun to just glide through the water really fast dodging enemies and obstacles. Zora Link also has an electric shield and can throw his fins like boomerangs.

  MM has some really fun, unique gameplay elements, but what makes it really special is its narrative. Like OoT, MM's plot structure is fairly minimalist, but the overarching narrative is, in my opinion, a lot more interesting than OoT's plot. There are a lot of themes being dealt with here: loneliness, loss, redemption, and friendship. Also like OoT, MM has some really strong NPCs. There's the weird hand that pops out of a toilet, begging your for paper. There's a circus troupe leader drinking away his sorrows at the milk bar. And we can't forget MM's most (in)famous creation: Tingle, a 35 year old man wearing green spandex. MM has everything I want from a Zelda narrative: smart, profound, funny, and delightfully batshit in that uniquely Japanese way.
  Honestly, I don't have much more to say about Majora's Mask. My OoT review covered Zelda's leap into 3D, and since the two games play almost identically you could go check that review out if you want to see my thoughts on the controls. MM's main problem is that it has roughly twice the items OoT has, meaning you have to pause a lot more. That's a problem shared by all Zelda games, though, even if it is particularly bad here.
  If you haven't already figured it out, Majora's Mask is my favorite game ever. Does this mean its objectively the best Zelda game? No. It can be really cryptic sometimes, which will probably scare newer players away. Its super dark tone and general weirdness may also sit badly with series veterans. To be honest, I've given up trying to be objective about the Zelda games. They're so entwined with my own history at this point that I find it almost impossible to look at them from an outside perspective. Something about Majora's Mask just clicks with me, and I'd imagine most fans have similarly vague reasons for loving their favorite Zelda.

-Majora's Mask 3D-

  Let me show you two pictures of an item called "Garo's Mask".


  The one on top is from the original. The one on the bottom is from the 3DS remake. A Garo is a ninja like enemy you meet in the horror themed Ikana Canyon. The original mask looks like a standard Garo. The 3DS mask is based on a mini-boss variant called a "Garo Master", so they're both correct from a lore perspective. This is obviously a very minor change that in no way affects the gameplay, but it does make me ask a very important question:
  "Why?"
  Why take the effort to change something so seemingly insignificant? Look, I'm not the kind of super nerd who would get pissed about something like the Garo's Mask change in a vacuum. It's just that the Garo's Mask is the most obvious visual representation of the almost George Lucas levels of pointless changes made to Majora's Mask 3D.   Two of the kids you have to find near the beginning of the game have had their locations changed for seemingly no reason. The banker has been moved from West Clock Town to North Clock Town. Deku Link now sprouts a weird root thing out of his head when he spins. The Happy Mask Salesman gives you the Bomber's Notebook now, which doesn't even make sense. The Stone Mask has now been moved to a new location, making it more tedious to acquire. Zora Link can now only swim fast when he activates the electric shield. The bosses now all have gigantic, obvious eyeball weak spots and some of the fights have been significantly altered.
  Again, I know I'm nitpicking, but what is the point of changing so much shit? I liked OoT 3D because it because it gave me a superior way to experience a game I already loved. MM 3D isn't even the same experience anymore.
  Do these changes make MM 3D more accessible? They do, and I'm not against accessibility, but Majora's Mask was never meant for a general audience. It's Zelda's greatest "deep cut"; its meant for hardcore Zelda fans that want a challenge and an unconventional narrative. By making Majora's Mask more friendly you've changed the fabric of its DNA. Was it worth snapping the game's bones in order to cater to the people who would've hated MM in the first place?
I mentioned in an earlier review that I didn't like Dark Souls. If they remake that game in ten years packed with a shit load of alterations made for the sake of accessibility I'd be just as pissed as everyone else. Dark Souls just wasn't made for me, and I'm not going to demand that the game be changed so that I can be accommodated. Art isn't obligated to be appealing to everyone, and I can still look at games I don't particularly enjoy and see the artistic merit in them.
  This leads to the question of what the point of a remake like this actually is. After some thought, I've come up with two potential purposes a remake could have:
  1. Preserve the original game. With the constantly changing array of consoles, some older games have become increasingly hard to find. With the advent of digital services like Steam and the Nintendo E-Shop this has become less of a problem. Still, a major re-release like this could help the game find new fans, which I'd count as preservation of a sort.
  2. Enhance the game in an unobtrusive way. OoT 3D nailed this. It improved the UI while leaving the rest of the game pretty much intact. I want to be clear here, I don't even think most of MM 3D's changes are bad. However, in my opinion MM 3D goes far beyond its intended purpose. Some people would argue that the changes to MM 3D improve the game significantly, and maybe they're right. You could also make the argument that colorizing Casablanca would be an improvement, but that would show a blatant disrespect for that film's heritage and place in history. To me, something about MM 3D just doesn't feel right, and I think I'm going to stick with the original.
  If my negative experiences with this game have taught me anything its that I am now officially a grumpy old man. Hooray.

-Like A Boss-

-Woodfall Temple-

  Woodfall is a great first dungeon. Considering Majora's Mask only has four dungeons, the game doesn't really have time to fuck around. Woodfall is comparable in difficulty to OoT's Forest Temple, which was that game's fourth dungeon. While the four dungeon thing is a common complaint about the game, I kind of like the "all killer, no filler" approach. The fact that Woodfall dungeon doesn't hold your hand also really contributes to MM's "hardcore" vibe. Majora's Mask does not play around, mother fucker.
Woodfall is also cool because it puts a unique spin on the standard "forest" theme of almost every Zelda's first dungeon. It is instead swamp themed, and poisonous swamp water plays a big role in its design. Woodfall isn't terribly interesting, but I'd say its just a solid dungeon overall.
  Odolwa: Odolwa is so fucking weird. Its not everyday a game asks me to fight a chubby giant in a loincloth. Weird appearances aside, this fight is actually really cool. To illustrate a point, here's an excerpt from Odolwa's article on Zeldapedia:

  "Link can shoot Odolwa with his Bow to stun him, then attack with his Sword. Odolwa is capable of deflecting Link's Arrows. He is most vulnerable while he is dancing or attempting to summon insects. Link can also harm Odolwa in Deku form by shooting out of the Deku Flower found in the center of the room. Odolwa is also vulnerable to Bombs or any explosive object, such as the Blast Mask or Bomb Flowers, which can be found along the edges of the room."

  Here's an excerpt from the article about Wind Waker's first boss, Gohma:

  "To defeat Gohma, Link must wait for an opening to grapple onto Valoo's tail, which dangles from the roof, while avoiding Gohma's pincers. When Link swings to safety, part of the chamber's ceiling falls on Gohma, cracking her armor. After repeating this process several times, Gohma's armor will completely fall off. At this stage, Link grapples Gohma's eye so he can access it with his sword. Once the eye is in range, Link must attack it with his sword until the boss perishes by hardening and exploding."

  There is exactly one way to defeat Wind Waker Gohma. There are roughly six billions ways to defeat Odolwa. Generally, I just block his attacks and use "quick spins" (a button shortcut that lets me use a spin attack without charging it) when he's vulnerable. Another player could have a completely different method of defeating him. Its not like I don't like the later game's fights, I just prefer the more organic, non-linear approach to bosses.

-Snowhead Temple-

  Snowhead is the game's second dungeon, and its probably about as difficult as OoT's later dungeons. Snowhead revolves around a central tower, and a large pillar that can be moved up and down in order to access different parts of it. It's a fairly unassuming dungeon, but it's cleverly designed and generally enjoyable.
  Goht: Goht is some sort of...demonic goat robot. I also have no
clue how to pronounce his name. Is it just "Goat"? "Go-hit"? "Gawt?" Who fucking knows. Repardless, Goht is one of my favorite Zelda bosses. He runs around on a circular track, and you have to chase after him by rolling around as Goron Link. Its one of the most fast paced bosses in Zelda history. There's a primal satisfaction to be had in rolling off of a ramp at mach speed and slamming down on to the back of an evil robotic goat. The only fight I can really compare this too would be Twilight Princess' Stallord, another one of my favorite Zelda boss fights.

-Great Bay Temple-

  So a lot of people don't like Great Bay temple. Personally, I've never had much of a problem with it, and I think its leagues better than OoT's Water Temple. To be fair, I do think Great Bay is MM's worst dungeon, but its not significantly worse than the others.
Great Bay has a "water flow" theme, in that you need to turn on various pipes to change which way water is moving. This means that the entire dungeon has an "engine room" aesthetic, which is a lot more unique than the Water Temple's "bland hallways filled with water" thing. I can see why people hate it, but I find that if you just follow the pipes around it isn't too confusing.
 
  Gyorg: I like MM's bosses...with the exception of Gyorg. First of all, his name sounds like a donkey vomiting. GEEEEEEYOOOOORG. Second, this boss fight just wasn't thought out very well. One would assume that a fight designed around Zora Link would involve movement of some kind, but instead you stand on a platform overlooking the water Gyorg is swimming around in. This means that 90% of the boss fight is spent trying to actually find where Gyorg is. Fun. Another annoying aspect of the fight is that the platform is too large. I think you're supposed to find Gyorg and hit him with your fin boomerangs, but the lip of the platform is so large that the boomerangs just end up hitting the ground whenever you try to use them.
  So instead you run around looking for Gyorg. Then you shoot him with an arrow. He becomes stunned. Put on the Zora mask. Jump in the water and use your electric shield to damage him. Dolphin jump back on to the platform. Rinse and repeat. Gyorg sucks.

-Stone Tower Temple-

  I didn't really realize it until my last playthrough, but Stone Tower is hard as balls. It has it all: a shit load of mini boss fights, difficult puzzles with unconventional solutions, navigating floating mine fields as Deku Link. All the fun stuff. Once you get the light arrows, you can use them to flip the entire dungeon upside down. At this point you have to go through it again while walking on the ceiling. Lest we forget, you only have three in game days to finish it or you're screwed.
  This is an amazing dungeon, and it feels almost like a Zelda level design dissertation. If you can make it through Stone Tower without a walkthrough, then I congratulate you. You, sir or madam, are a Zelda badass.
  Twinmold: So you can fight Twinmold with arrows...if you're crazy. You get an item before the fight called the Giant's Mask. Put that on, turn into Giant Link, proceed to beat shit out of Twinmold. This fight is super easy but is also a lot of fun. I presume the developers wanted to give the player a break after the grueling Stone Tower.

-Finale-


  Majora: So, if you've gotten every mask in the game, you can trade them in before this fight to get the Fierce Diety's Mask. This mask lets Link transform into an incredibly over powered form that kind of resembles Adult Link. This form totally wrecks Majora's shit. You basically just Z-Target Majora and shoot energy projectiles out of you word until it dies. To be honest, I've never done this fight without Fierce Diety's Mask, so I can't really speak to its difficulty. So...uh...this fight is really easy?

-Hey, Listen!-

  Like OoT, MM has a great, atmospheric soundtrack. What better way to celebrate the Zelda series' most beloved dark horse than with a deep cut off of its soundtrack? I've always been very partial to "Ikana Valley". Its creepy as fuck.





Next time: Oracle of Ages and Oracle of Seasons

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