First let me tell you a dark secret.
Before the 3DS release I hadn't played Majoras Mask. And now after I
completed my 100% run I can say that this was truly a shame. It's not
only one of the best Zelda games I've played, but one of the best
games overall.
This post will be a short talk about
why. So if any of you haven't played this game then be warned,
because Spoilers are ahead. And seriously, play it!
Now I don't think I have to recap the
story, but just in case, I'll do it anyway. After the events of
Ocarina of Time Link has been sent back into his childhood and he and
Navi parted ways. He then grabbed Epona and rode into the forgotten
woods to find his lost companion. There he is ambushed by a Horror
Kid wearing a strange mask. The horror kid is accompanied by two
fairies, and after surviving a long fall and being turned into a Deku
Scrub Link teams up with one of them to find the Horror Kid. Link
then arrives in Clocktown at the center of Termina. How he got there
remains a mystery, but he is directly greeted by a familiar face. The
Happy Mask Salesman from Hyrule has also traveled to this strange
country. He tells Link that he has to return Majoras Mask, the Mask
the Horror Kid was wearing, to him, or something horrible will
happen. After some small adventures Link manages to meet the Horror
Kid at the top of the Clocktower. It has used the power of the Mask
to make the Moon fall. Unable to stop it, Link uses the Song of Time
and travels back to the beginning of the three days cycle. The Happy
Mask Salesman teaches you the procedure to turn back into a human,
and sends you out on your quest. You then have to bring peace to the
four regions of Termina, before you can face the Horror Kid. And
because you can't avert the end of the world yet, you have to travel
back in time when the Moon dares to fall.
This mechanic is, to this day, unique
in the video game world. And it creates a unique atmosphere which is
unlike any other game I have played so far.
People often call this game the darkest
Zelda and I would certainly agree. While Twilight Princess deals with
dark tones and has some pretty dark imaginary, it does this in a ''In
your face'' kind of way, which devalues it a little bit for me.
Majoras Mask on the other way does this more naturally. The sense of
dread slowly creeping into the people, while the moon descends and
they slowly start to realize their fate, and then their reactions at
the end, are some of the most memorable moments in gaming I had in
the last few years. Especially the day. Seeing Cremia talking to
Romani in the ranch at the last evening, or the pure dread of the
swordsmaster and the helplessness of the postman. This is some pretty
strong stuff for a Zelda game, or any game in the matter. The
atmosphere created shows this deep hopelessness, but that only makes
the light shine so much brighter. I'll get to what I mean later on.
Also Majoras Mask has probably the
Zelda World which felt most alive to me. During the three days every
NPC has his own daily routines. Anju, for example, doesn't always
wait behind the counter at the inn. You can find her bringing food to
her grandmother, or taking a walk to the little pond in southern
clocktown. There are countless small and big scenes during these
three days that help filling the game with life. This is one of the
reasons why the NPCs in the game, over the course of your
playthrough, grow into more than just that. You actually get a short
glimpse into their lives.
And what impressed me the most, was
that this game truly shows the consequences of your acts or non-acts.
What I mean with this, is that in a normal videogame you maybe get a
short cutscene showing you fail, before the retry screen pops up. But
because this game is built on the foundation of redoing, it doesn't
have to do this. For example if you don't help Romani defending the
cows in the first night, you'll find the once cheerful girl
completely unresponsive afterward. Something you can't fix till the
next time you reset the 3 days cycle. Seeing the direct result of the
player failing at something creates an incredible feeling during
play. After seeing Romani in that state, saving her felt even more
rewarding. Seeing the consequences of me not helping this people,
increased my desire to do so. In fact on the final three days cycle
before I went to the Moon for the final showdown, I did all I could
to help as many people as possible. I defeated all four bosses once
more, saved the Romani ranch, helped the Deku Princess, found all
Zora eggs, united Kafei and Anju, released the postman, ended the
endless discussion and many more.
In games like Skyrim sidequests, and
even the main quest, often seem irrelevant to me, because they wait
for you. No matter how much the people tell me that Alduins return is
at hand, it won't happen as long as I don't progress in the quest.
Some farmer may tell me that his child is dying and needs medicine
quickly, but after doing a couple of other missions and wasting hours
upon hours, it still hangs in there. When I don't give Kafeis pendant
to Anju in time, she won't wait for him and the sidequest is
impossible.
The three days cycle is ingenious
because it allows the player to fail, without failing. Majoras Mask
allowed us to glimpse into the world of a video game for three days,
while other games often seem frozen in time. Even in some of the
biggest RPGs nothing happens without the Heros incentive, which
always reminds me that this is just a videogame, no matter how alive
the word is otherwise. I would love to see the Majoras Mask
worlddesign return someday, because as it stands Majoras Mask 3D was
one of the most memorable experiences I had in a long time.
And as always
thanks for reading
source of all images: Nintendo
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