So long, Majora's Mask. It was seriously fun.
Majora was actually pretty hard even as the Fierce Deity, as well.
The pig of Hufflepuff pulsed like a large bullfrog. Dumbledore smiled at it, and placed his hand on its head: "You are Hagrid now."Technically they'll beat Ganon with a bundle of sticks (since they break easily) but I'd still like to see that.
Please help out our The History Of Video Games page.So would you all like to see Termina again in a future game?
The pig of Hufflepuff pulsed like a large bullfrog. Dumbledore smiled at it, and placed his hand on its head: "You are Hagrid now."No, not really.
Again, sometimes it's nice to break away, but I'm still playing Zelda for Link, Zelda, and Ganon.
Please help out our The History Of Video Games page.That seems like a really limiting attitude to have.
Trans rights are human rights.No, but for entirely different reasons than Waxing Name.
Zelda and Ganondorf are important parts of the mythos, but it's hardly necessary that they be there for every game, especially because it leaves things feeling a bit stagnant. You don't need Zelda, Ganondorf, or Hyrule to have a great Zelda. Majora's Mask is proof of that.
It's exactly because it wasn't tied to anything that Termina was able to cut loose, and barring the re-use of models, it stands on its own.
And a big part of what it made it memorable was the dreamlike, mysterious aspect of it, where a lot of stuff isn't super elaborated or given a clear answer. That was great and to this day people still talk about it.
Setting future games in it would dillute that mystique and by proxy, probably end up making Termina less interesting.
edited 18th Jan '17 8:32:04 PM by Draghinazzo
Agreed. If they're going to make another "different land" game, it should be something entirely new again, not an old "different land."
Please help out our The History Of Video Games page.Outside of call backs like Hyrule Warriors, not really. I wouldn't mind seeing another Zelda game similar to Majora's Mask, but as for Termina itself, I feel its story has been told and don't really see a reason to revisit it.
Also that.
edited 18th Jan '17 8:37:09 PM by Customer
Though we might've already been back to that universe, if not Termina per say.
edited 18th Jan '17 9:33:59 PM by Pulse
I sure said that!Speaking of non-sequitur, I randomly found this crazy thing. Quite intriguing.
You fell victim to one of the classic blunders!Mark Brown on TP's dungeon design.
TP is my favorite of the 3d games besides MM in terms of dungeons, and he seems to find them pretty decent, if not up to the old standard. He surprisingly likes Temple of Time for the whole statue thing but I still think it's easily my least favorite.
I'm not looking forward to his SS video, because I love that dungeon set but I feel like I already know what his opinion on it will be.
"I have not failed. I've just found 10,000 ways that won't work." -Thomas EdisonMark pretty much confirms what I've been trying to say: despite the extra dimension, there somehow was a drop in dungeon quality since the leap to polygons, barring the shining moment of MM.
There's nothing of the sort of thing like in ALTTP where you fall down holes to find the Moon Pearl or to break open a sun hole to expose Blind in the 3D games. What happened?
Please help out our The History Of Video Games page...I don't get what your complaining about if I'm honest
New theme music also a boxWorking in 2D is different from working in 3D. Majora's Mask was also made in a much smaller timespan than most other Zeldas and had a lot of design decisions that built on top of another in a surprisingly coherent fashion, so its dungeon design being unusual is probably just another one of those.
What do you guys think of the current form of the wind waker art style vs the one used in the first version of wind waker?
Structure is only one component of dungeons. The individual puzzles, enemies, concepts, and bosses is what makes Twilight Princess's dungeons fantastic. Having multiple paths available is not inherently better design.
Your preferences are not everyone else's preferences.Personally I find MM to have truly incredible dungeon design. Snowhead and Great Bay in particular. Stone Tower is still my favorite in the game, but not necessarily for the design (which is still great)
I do disagree with him sometimes, but he does make me think a bit more critically about the ways dungeons are laid out. Plus, I love those graphs. My main sticking point is how he completely ignores optional things, which is where a lot of the more difficult and/or interesting bits of dungeon-crawling are in the later games. Still agree with his take on the Shadow Temple though (it's pretty bad)
edited 19th Jan '17 4:16:20 PM by LinkToTheFuture
"I have not failed. I've just found 10,000 ways that won't work." -Thomas EdisonI don't even care about MM having 4 dungeons to be honest. It feels complete with them and they're all great and atmospheric, ESPECIALLY Stone Tower. Not like WW which feels a little gutted and like it should have probably had one or two more dungeons.
But are there any interesting optional things in dungeons, especially in the TP-SS era?
Please help out our The History Of Video Games page.Yeah? Mark's video even pointed out one puzzle he thought was great that gives you a Heart Piece, saying he thought it should have been mandatory for the Big Key. He also said he thought TP had a quite a few interesting puzzles. He seems to agree with you to some extent on 2D dungeons vs 3D dungeons, but he seemed to like TP's dungeons more than OoT's or especially WW's.
I'm talking about whether there are interesting things to find and use.
Like optional combat items like the Spell Medallions or Din's Fire and the like.
Please help out our The History Of Video Games page.Item upgrades are an optional thing in SS and Spirit Tracks.
But, really, the most interesting things to find and use are typically the things you have the most opportunity to use, and thus the things that shouldn't be optional.
And why are you framing 'optional' as an inherently good thing? The optional items have always been the sucky ones, because the designers could never assume you'd have them. note
"Canada Day is over, and now begins the endless dark of the Canada Night."That was also part of the reason the enemy design in TP suffered from some wasted potential - they couldn't assume you'd have the skills from the Hero's Shade.
Although that it a nice answer to WaxingName's question; those are absolutely optional things that are interesting to find and use from TP.
"Canada Day is over, and now begins the endless dark of the Canada Night."
We all know there are people who will try to beat Ganon will only a stick and the clothes on their backs.
I'm looking forward to that video when it gets posted on Youtube myself.
The guy who does that first is gonna be a gaming god I'll tell you that much.
One Strip! One Strip!