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Showing posts with label Majora's Mask. Show all posts
Showing posts with label Majora's Mask. Show all posts

Saturday, June 30, 2012

Top 5 Legend of Zelda games


It's no secret that I absolutely love the Legend of Zelda series. For years, it has been my single favorite video game series, though certain games therein rank higher than others. The Legend of Zelda series has always excelled at presenting a wonderful adventure gaming experience, though some of the titles in the long-running franchise go above and beyond. Below is a list of my five favorites - the absolute best of the best, as far as I am concerned.


#5 - Wind Waker: To be completely honest, I was highly skeptical of Wind Waker when it debuted, sporting cartoony cel-shaded graphics. But what appeared to be a game largely aimed at children proved to carry across one of the most endearing and mature coming-of-age stories the series has ever exhibited. The fact that it continued on the story of Ocarina of Time hit a nostalgic sweet spot for me, while the vast expanse of the ocean and its many islands continually fed my hunger for adventure.

The game paced itself very well, though the sluggish quest for the shattered triforce pieces proved a bump in the road. The dungeons proved varied and creative, the sidequests were in abundance, and the characters were lovable. Wind Waker was a breath of fresh air - not just for the Zelda series, but for adventure gaming as a genre.


#4 - Majora's Mask: Another Zelda title that is heavy on artistic direction, Majora's Mask is frankly one of the eeriest games I have ever played. It is also one of the most challenging, and the lack of direction the game provides early on prevents it from earning a higher ranking on this list. Still, it does just as well as Wind Waker with regards to delivering an enjoyable story and presenting a bevy of sidequests.

In fact, Majora's Mask is largely dependent on sidequests. More than half the experience would be lost without their inclusion, and forcing players to seek out new items and locales broadens the story with each step taken. There are so many memorable characters and events that are unveiled as part of the exploration. And to put icing on the cake, the soundtrack to Majora's Mask is one of my all-time favorites. Give the Stone Temple Tower and Deku Palace tunes a listen and you'll know why.


#3 - Skyward Sword: Prior to its release, a number of sources touted Skyward Sword as having the potential to trump Ocarina of Time as the best in the series. Every trailer that I saw for Skyward Sword building up to the release date increased my excitement - from footage of boss fights with Koloktos and Lord Ghirahim to items like the Beetle and Double Clawshot, the game looked like a ton of fun. That, coupled with the fact that it was a prequel to Ocarina of Time, made me the most hyped for a game release in the better part of a decade.

For those who have read my review of Skyward Sword, it goes without saying that this game did not disappoint. It succeeded in every gameplay aspect I could have hoped for, while throwing me some welcome curveballs like the Timeshift Stones, which made the gameplay more dynamic and thought-provoking. The story was delivered in a gorgeous manner, and despite the overworld hub setup, every inch of the land that would one day come to be known as Hyrule looked breathtakingly gorgeous. Each boss fight was different and presented equal parts challenge and fun, while the final showdown was just as epic as it was intense.


#2 - Oracle of Ages: I loved both of the Oracle games - to this day, I can only think of a few handheld releases that even come close to these two in terms of clever design and overall fun factor. While the Rod of Seasons may have aided Oracle of Seasons in crafting a more visually pleasing look and well-designed overworld, Oracle of Ages had arguably the better dungeon layouts and boss fights. The items were plentiful, and each saw pretty even usage. The whole idea of correcting the course of history by travelling back in time was entertaining and engaging, and Veran proved to be a devilishly perfect villain. The sidequests may not have been as memorable as those found in the console Zelda titles, but there was still a lot to do in the land of Labrynna.


#1 - Ocarina of Time: This number one spot should come as no surprise. I have found many games that have come very close to Ocarina of Time - Metal Gear Solid 3: Snake Eater, Shadow of the Colossus, Metroid Prime - but none have yet managed to dethrone it as my favorite game of all time (and subsequently, my favorite Zelda game). What Ocarina of Time managed to accomplish for the day of its release is astounding. The dungeons are about as close to perfect as one can get, even with the Water Temple's reputation of being particularly frustrating. Link's story is a great fantasy tale; one truly deserving of all the praise it has earned over the years since Ocarina of Time's original debut.

Before anyone plays the nostalgia card, let me be clear on one thing: every two to three years, I sit down and play through Ocarina of Time. I do this not only because I love the game just as much today as I did when I first played it, but to remind myself of what a perfect game is. Whether it is on the N64, Virtual Console, or 3DS version, Ocarina of Time is simply a classic - one of those rare games that every gamer owes it to themselves to play.

Sunday, January 8, 2012

Top 5 Legend of Zelda Soundtracks

Since I'm still on something of a Legend of Zelda high right now, I figured 'why not go ahead and post a top five list'? Below is a listing of my five favorite Legend of Zelda soundtracks, in order. Their placements on this list are determined primarily by the way the soundtrack influenced the game as a whole, and which soundtracks rank higher or lower on this list do not necessarily reflect the order I rank the games themselves.


#5 - A Link to the Past: It might not have the impressive sound quality of the more recent titles, but A Link to the Past boasts what is easily the most impressive soundtrack of the four old-school Zelda games. With tunes like the Dark World theme and the Hyrule Castle theme, it's easy to find yourself immersed in this classic medieval-themed world. The sense of adventure is heightened and the battles seem all the more impressive. A Link to the Past is also host to one of the earliest 'quirky' tunes in the series - as a sort of precursor to the Song of Storms in Ocarina of Time or Kamaro's Dance in Majora's Mask, the Fortune Teller's theme is oddly catchy. The dungeon themes are a little more simplistic and show less variation than in later games, but they certainly carry an eerie, intimidating feel.

#4 - Ocarina of Time: While Ocarina of Time is certainly my favorite Zelda game, the soundtrack isn't at the top of the list, though it is still host to a number of great tunes. Though many of the tracks in Ocarina of Time are incredibly catchy, they aren't as complex as the tunes found in many of the other games. Still, there's no denying how atmospheric each of the temple themes are. Hyrule Field and Gerudo Valley's themes get me pumped for exploration and adventure every time I hear them, while the Song of Time's echoing chants serve as strong reminders of the mystical nature of this definitive title. The themes for the final boss fights against Ganondorf and Ganon serve as fitting conclusions to all the action, while the melodies that accompany the end credits provide a bittersweet finale.

#3 - The Wind Waker: The first time I heard the prologue music to Wind Waker, I fell in love with it. It was a great way to tie in the past Zelda games with this bold new take on the series. But everything that followed steered away from the familiar, and I found the majority of the soundtrack a perfect marriage to both the art style and the open expanses of the Great Sea. Sure, Dragon Roost Island has a catchy theme. But my personal favorites come from the dungeons and boss fights. On the temple side of things, the Wind Temple and Earth Temple have tracks that utilize instruments unique to the temples' motifs, while blending these with environmental sounds to further engage you in the dungeon-crawling experience. The mini-boss theme is pretty darn cool - almost as cool as the themes for Molgera and Phantom Ganon. Topping it off with the track that plays during Link's final showdown with Ganondorf while the seas crashing in around them is just plain brilliant.

#2 - Skyward Sword: This game's opening reminded me of both Wind Waker and A Link to the Past with the way it approached the origins of Skyloft. Where it stood out, though, was the epic nature of the introductory theme. It acted as both a throwback to the familiar and a fresh take on the Zelda formula (story and gameplay mechanics aside). The overworld themes take a somewhat minimalist approach. In Faron Woods, things sound quite upbeat, but they aren't overbearing. In the Lanayru Desert, the songs are comprised largely of rhythmic ambience that is in keeping with the technological motif of the region. Inside the dungeons, songs display themselves more prominently, providing the Earth Temple, Pirate Ship, and Lanayru Mining Facility with their own distinct and individual identities. The song that plays when Link travels through the Gate of Time to reunite with Zelda fuels the emotional drive of the narrative, while Groose's theme and Tubert's theme are perfect examples of the game's more light-hearted moments. The one thing I was not expecting during my playthrough of Skyward Sword was just how grandiose both Ghirahim and Demise's final boss themes would be - spine-tingling in the best way possible.

#1 - Majora's Mask: As I've mentioned before, I find Majora's Mask to be a very strange, very disturbing video game. A lot of this due to the direction the story takes, but the art style and soundtrack also play an important role in this. As the days pass, the song that plays in clock town becomes increasingly desperate and ominous, ending with an ethereal tune that embodies failure and the inevitable destruction of Termina . Each of the temples utilizes a dark theme of some sort - in the Great Bay Temple it's the industrial cling-clang, while the Stone Tower Temple combines tribal beats with more refined flute sounds. Ikana Valley bellows out noises that are downright freaky scary. The multiple themes associated with Majora convey a strange balance of evil and chaos, while the fanfare of the Deku Palace maintains somewhat closer ties to the traditional Zelda. Few video games manage to remain so artistically-driven, while at the same time maintaining such a strong narrative. And let's be honest; without the soundtrack, Majora's Mask wouldn't have such a distinct identity.

Friday, December 16, 2011

25 Days of Villains - #10: Majora


Chaos incarnate, Majora is the reason everything turns out so terrible for the inhabitants of Termina. True, Skull Kid takes the initiative to steal the mask. But as the game indicates, Majora was affecting Skull Kid's thoughts and actions - by the end of the game, Majora tosses Skull Kid aside, feeling that his usefulness is over.

Most of Majora's acts of malice come into play before Link arrives in Termina. With Skull Kid as a medium, Majora directs its power to cause harm to the different races - poison in the Deku Scrubs' swamp, freezing some of the Gorons alive. Majora's actions even lead to the deaths of Darmani and Mikau, two of the realms most accomplished warriors. And as a grand finale, the mad mask wants to crash the moon into the world below.

Majora is certainly evil. Both his dialogue and actions late in the game indicate that the demonic entity views everything as a kind of game. Because of this, he lashes out when backed into a corner. Though the final boss fight is one of the most difficult in any Zelda title to date, Majora seems really uncoordinated - almost childish. While Majora channels chaos like no other, logic and planning are sacrificed at this expense, which is why this villain ranks at number eleven.

Boss theme:

The final boss fight against Majora is divided into three sections, each with its own variation on the same theme. My personal favorite theme of the three is that of Majora's Incarnation, since itserves as a great reflection of his chaotic nature. Majora's Wrath's theme carries the most sinister and dark tone, however.

Tuesday, October 25, 2011

Halloween special - five scariest video games

In the spirit of the Halloween season, I thought it appropriate to visit some video games that did a really great job of creeping me out over the years. While my original focus was going to be solely on the 'scare factor' these games delivered, I realized games can take more than one approach to this. Some of these games utilize the more traditional 'jump-out-of-your-seat surprise' routine, others use the bizarre and unexplainable to mess with players' heads. Some are even almost wholly reliant on the atmosphere of the game's environments to convey the dark mood. In light of this, the list that follows is comprised of the top five games that I found to be the scariest, eeriest, or most haunting in nature.

#5 - Bioshock

This is a game that is more invested in delivering its narrative than it is scaring players. And what an awesome story it is. But the developers decided to have some fun with scaring the crap out of players just the same, at a few key moments in Bioshock. There are the generic situations wherein a Splicer will run around a corner and catch you off guard - the Houdini splicers are notorious for this, with their ability to teleport. But I found fighting Houdini splicers to be more tense than scary. The Spider splicers, on the other hand, are pretty creepy. They crawl on the ceiling of Fort Frolic, making a clink-clank noise with their hooks, and jabbering on about how they want to hold your Little Sister. Because of the multi-level layout of Fort Frolic and the fact that it's such an expansive area, you can't always see where these enemies are. A few of them go the extra mile and dress up in plaster, posing as statues until you turn your back.

The worst offender, though, is the Medical Pavilion. It's one of the first areas you explore in Bioshock, and is home to the crazed Dr. Steinman, who spends his days turning people into Picasso paintings. Watching him gouge a corpse before he introduces you to his other works is pretty disgusting. Meeting the other denizens of the Medical Pavilion will give you the heebie-jeebies. Most notably, a group of splicers shut the lights off and run circles around you. Another hides behind a casket, waiting to attack should you choose to approach it. Another medical member crawls around inside the morgue compartments, while one of his colleagues floods the Dentist practice with gas to temporarily blind you so that he can sneak up behind you, not attacking until you turn around and see his mutated face up close.

Though the game does contain some great moments to scare players, they are mostly limited to a few areas. Don't get me wrong - the points in question are very effective, and the crazed behavior of the splicers is in keeping with the overall theme of the game. But as a whole, Bioshock does not exude 'scary' like the rest of those on my list. With that said, on to number four!

#4 - Resident Evil 4

Resident Evil 4's setup is a great teaser of everything that will ultimately unfold. After a drive down a muddy, unpaved road deep in the forests of Spain, Leon is separated from his chauffeurs. From the sounds of things they have met an unfortunate fate, but Leon has to press onward to rescue the daughter of the President of the United States. He comes across a village of locals who are burning the corpse of one of the drivers, and the moment Leon steps past the fence line, they all swarm him, wielding sickles and hatchets. With limited ammunition, Leon seeks to barricade himself inside one of the ramshackle houses. As soon as he's blocked the door, the sound of a chainsaw can be heard as a man wearing a potato sack over his head makes Leon his number one target.

Few games start of as intense as Resident Evil 4. The survival-horror elements are retained throughout the rest of the game by limiting Leon's ammo supply at key points, and subsequently throwing seemingly insurmountable odds at him. This can be anything from a cabin where Plagas-infected locals spill in from every window on either floor, or trying to balance fighting an El Gigante whilst ensuring Ashley's safety. Aside from this tension, there are plenty of jump scares sprinkled throughout, from dodging the spear-tipped tail of Salazar's Verdugo to a flaming body suddenly erupting from behind a door.


Enemy designs ooze horror through plentiful variation. Sure, it's both bizarre and gross when a Plagas rips open the skull of one of the Ganados and begins to flail about its tentacle blade. But it's even more unsettling to deal with the borderline-invisible Novistadors that crawl around the castle sewers and puke acid all over Leon's face. Or the Garradors, who - though blind - will slowly walk about a room, waiting for Leon to make the slightest noise which will prompt them to charge, running their blades through his head. Or perhaps the creepiest of them all, the Regenerators, whose heavy, nasally breathing can be heard from a few rooms away, leaving players confused as to which door this nasty actually lies behind. Plus, Regenerators have multiple Plagas within their body that can only be pinpointed with a thermal scope attachment for the sniper rifle. And the time it takes to stop, zoom, fire, and reload cuts close to the time it takes the Regenerator to reach Leon once he's been spotted.

I would rate this game higher, but the longer you play Resident Evil 4, the more comfortable you get with it. It still maintains its identity, but the jump scares become less frequent and the tension amounts to more of an action-packed experience than a horrific one.

#3 - The Legend of Zelda: Majora's Mask

I know what you are probably thinking: 'how in the world can he rank Majora's Mask higher on the scary-scale than Resident Evil 4?' Well, it's a different kind of scary - frankly, I think the terms 'haunting' and 'eerie' are more appropriate when describing Majora's Mask. It's also much more consistent than the jump-out-and-get-you moments in Resident Evil 4.

Majora's Mask is the darkest of all the Zelda titles. It's also one of the most depressing and twisted games I've played in general, regardless of genre or date of release. The game presents you with a daunting task - stop the moon from falling and subsequently crushing all the inhabitants of Termina. Oh yeah, and you only have three days to do that, so get crackin' or everyone's going to be pummeled into the ground. As you meet each character and help them in both the main story and sidequests, you relate to them and begin to genuinely care about their individual stories. It's one thing that I've always found Zelda games to be great at. No one will be spared - not even young Romani, who will be abducted by aliens if Link is unable to defend the ranch. Even though the moon falling is the work of Skull Kid, I still felt like I would be guilty of not saving everyone if I failed to complete the game.

In Ocarina of Time, Link became friends with the sages and Shiek, all of whom proved strong in their own distinct ways. Though Link had to rescue each from a sort of slumber or imprisonment, they aided him in his quest to stop Ganondorf. In Majora's Mask, the heroes of Termina - Darmani the Goron and Maiku the Zora - both die. Each of them teaches Link a new song before passing on to the afterlife, and leave him with transformation masks. Link is essentially wearing the faces of a dead Goron and Zora, which is about as gross as it is disturbing.

From the ominous chanting in the Stone Tower Temple, to the bizarre twangs at the Great Bay Coast, to the downright stomach-churning sounds that carry across Ikana Valley, the soundtrack does more than its fair share to emphasize the haunting nature of Majora's Mask. It is a perfectly creepy marriage to the dark color palettes exhibited in the game's dungeons, and the designs of enemies like the monstrous fish Gyorg and the grim-reaper-inspired Gomess. The atmosphere of this game seriously creeped me out as a kid, and I'd be lying if I said I didn't still find it disturbing today. I mean, have you seen Link's Elegy of Emptiness statue?

(Fun fact: If you look at the mask on the cover of the game cartridge, official game guide, or even a Google image of it, Majora's gaze follows you no matter where you are standing.)

#2 - Limbo

Limbo is a curious case. It is largely a throwback to old school platformers, and relies heavily on puzzle mechanics which are clever and challenging. The game itself is not terribly long. What makes it so creepy is little more than the art style. Were it not for the classic horror black and white filter, enemies would appear as other humans much like the protagonist. Monsters would be visible from a distance, and players would know where to jump to avoid spike pits and bear traps.


But then, the game would lose all of its atmosphere. Frankly, the story is completely up to interpretation, not delivering any voice work or text boxes. Players are meant to believe there will be some sort of prize at the end of the road - the gray, darkening road. The ending is melancholy and open-ended, while the journey there is marked with grotesque insects and humanoid figures that seem hell bent on your destruction. Traps riddle the forest floor, and one flick of the joystick could mean the difference between staying afloat by aid of a box and drowning. Limbo utilizes the most simplistic approach to horror, and it works incredibly well.

#1 - Silent Hill 4: The Room

Where Silent Hill 4 surpasses the competition with flying colors is every unexplainable element therein. Giant two-faced baby monsters chasing you through corridors, tentacles rising up from the floor to grab your legs – it’s all so alien and bizarre that one can’t help but respond with instinct, running away at the sight of these creatures. The fact that you are only allotted the use of certain objects as weapons doesn’t help the situation either. I mean really, are you going to charge headlong at those two-faced baby monsters with a lead pipe? I don’t think so.

But the horrors are not limited to the different Silent Hill portals. Each time you return from your… ‘adventures’ (for lack of a better term), there’s something new and out-of-place in your apartment. It might be the upper half of a human torso sprouting out of the wall above your bed. It might be a bleeding bag in the fridge that emits sounds similar to a cat. It might even be a bunch of crying baby fetuses that have somehow manifested themselves inside of the walls. Even if you do your best to avoid these more obvious scare tactics, you might witness a disembodied head fall by your window. Or perhaps Robbie the Rabbit is staring you down through the hole to the neighbor’s apartment.

The game couples dark fantasy elements with an art style that performs a balancing act between gothic and industrial. The soundtrack often aims more for odd, inexplicable noises than actual music. All of this topped off with the fact that you are alone and trapped like a rat for the entire game perpetuates a sense of serious tension and anxiety. The fact that, more often than not, you have no idea what to make of things makes this the single scariest video game I have ever played.

Happy Halloween!

Monday, September 19, 2011

"This is but one of the legends of which the people speak..." - Twenty-five years of The Legend of Zelda

In the same vein as my Metroid retrospective, I thought it appropriate to chronicle my journey with another game series that also turns twenty-five years old this year. I realize I'm rather late to the party, as a lot of people have already expressed their own congratulations to Nintendo and the Legend of Zelda, but as it is one of my all-time favorite video game series, I felt it was almost a crime not to pay my respects to a series that not only got me hooked on a franchise, but a number of genres as well. Similar to my experience with Metroid, I did not first experience The Legend of Zelda via its original NES incarnation. Also, there are some games in the franchise I have yet to play, and as such Zelda II: The Adventure of Link, Link's Awakening, Minish Cap, Phantom Hourglass, and Spirit Tracks will not be covered in this retrospective. I do have every intention of tackling the aforementioned games in the future, though.


I was first introduced to The Legend of Zelda through two friends of mine, both of whom owned Nintendo 64 consoles before I did. At this point, Ocarina of Time was brand-spanking-new, and despite constantly begging my parents to get me an N64 for my birthday, I had no means to play such games at my own house. I was eight years old when I first played Ocarina of Time, and while I didn't exactly understand what happened where in the story (from only having caught chunks of the narrative here and there as my friends progressed through the game), the graphical style and the array of items were aspects I found very appealing. When my parents eventually bought me an N64 of my very own, I played a lot of Diddy Kong Racing and Super Mario 64, but video games were expensive, and my compulsive nine-year old self was more interested in purchasing a pack of Pokémon cards or Star Wars action figures than saving up for another cartridge. Thus, most of my new games came in the form of birthday and Christmas presents.

There was, however, a Blockbuster not far from my house that had a pretty sizeable video game section. Amidst titles like Snowboard Kids, Mario Party 2, Star Fox 64, and Chameleon Twist I rented Ocarina of Time as often as possible - which wasn't as often as I would have liked, since Blockbuster was almost always out of rental copies. It seems I wasn't the only one who wanted to play this game as much as possible. In hindsight, I probably rented that game enough times that I could have purchased it twice. Still, I eventually managed to beat it.

One of the friends mentioned earlier was really into Zelda at the time, and bought Majora's Mask not long after it came out. In the same fashion as with Ocarina of Time, we spent hours at his house exploring Termina and collecting masks. I was hesitant to buy myself a copy of this new Zelda as well, but for different reasons. Frankly, there were a lot of characters and enemies that creeped me out - not as much as my first encounter with the Re-Deads, mind you, as I'd had a whole two years to grow out of some of my little kid fears. But the game as a whole struck me as eerily dark in comparison to Ocarina of Time. The other reason was the difficulty factor. To this day, I still hold Majora's Mask to be the single most challenging title in the entire series, and my friend (who was a far more seasoned gamer than I at the time) expressed how much difficulty he was having with it.


The first Zelda titles I actually owned were the Oracle games for the Gameboy Color. They were also the first games I ever purchased a guide for, since I knew full well that the interconnectivity between the two would open a myriad of bonus sidequests. To this day, I consider the Oracle games some of the best handheld games of all time. But if I had to pick one over the other, I'd have to say that Ages was superior to Seasons, if only marginally. True, Seasons arguably had better boss fights, and I'm not going to deny how clever the Rod of Seasons mechanics were in affecting the surrounding environment. But Ages was certainly the more challenging of the two, with regards to both the temple layouts and the boss fights. Either way, having played so much of Ocarina of Time, I was drawn in by the return of familiar faces, but stayed for the brilliant story and gameplay.

I know I wasn't the only one who had a less-than-ecstatic reaction when I saw the first trailer for the Wind Waker. In fact, I was so displeased with the graphical choice that I avoided it like the plague, despite the positive reactions directed at me by many my friends who had played the game. I'm not entirely sure what brought about my change of heart, but I eventually set aside my qualms about the artistic direction and gave it a try. It wasn't long before I was completely blown away by the Gamecube title. True, it was aimed at a younger audience (probably as a balance for the dark and moody Majora's Mask), but the game was presented on such an epic scale that I couldn't resist exploring each and every spot on the sea chart. I spent hours exploring before I even dove into the bulk of the story. But when I did, I was hooked. While there were some elements that intentionally tied the story back to the hero from Ocarina of Time, Wind Waker wasn't afraid to be different. Perhaps not as revolutionary as either the N64 or Gameboy Color titles, it was still one of the most polished and enjoyable games for that entire generation of consoles, with hours of playability and some of the coolest boss fights in quite some time.

Though I had warmed up to the Wind Waker's unique art style, I was very interested in the forthcoming Twilight Princess. The art style was a polar opposite to that of the Wind Waker, opting for darker palettes and a more realistic Hyrule. Still, it looked like a very visually appealing title in its own right, with some of the early enemies highlighted in the teaser trailer really grabbing my attention. Unfortunately, it would be almost two whole years between the time I witnessed the first trailer and actually played Twilight Princess. My interest would be piqued here and there as new trailers and screenshots emerged, but I felt it was high time I completed the task I should have years beforehand - I went out and purchased my very own copies of both Ocarina of Time and Majora's Mask, and played each of them through again.


I honestly don't think it hit me years ago just how brilliant of a game Ocarina of Time really is. I know many people hold it as one of (if not the single) greatest video games ever created. And while I don't know if there is such a thing as a flawless game, Ocarina of Time is certainly as close as it gets, which is why it sits at the top of my own list of favorite video games. Majora's Mask, on the other hand, is a largely overlooked title in the series. Even when I was replaying it, I didn't set as high a priority on completing it as I had with Ocarina of Time. Eventually, though, I set aside the time to power through the game. I for one love a good challenge in a video game, but what Majora's Mask dealt me was something very much unexpected. I was aware of the time limit, but the boss fights and the temple puzzles are some of the most challenging in the series, which makes for an interesting marriage with the story. Yes, Majora's Mask is incredibly dark and - in many regards - bizarre. But it's also one of the best adventure games I've ever had the pleasure of experiencing. Don't get me wrong, I love the staples of the series in the Link-Ganon-Zelda trifecta just as much as any other Zelda fan, but I feel that it is because Majora's Mask isn't limited to the same story that's been told so many times before that leads its storytelling to be so superb.

Finally, Twilight Princess was released and I got my first taste of this new Hyrule. Some had compared it to Majora's Mask, citing its rather dark narrative, while others heralded it as the Ocarina of Time for a new generation. To me, Twilight Princess was neither. It is a Zelda title, and being within that series ascribes the game to a tier few other adventure titles can even dream of coming close to. But as a whole, the game felt too familiar. I did appreciate the new layout and different regions of Hyrule, but the game's direction seemed a bit confused. The graphical style rang back to Ocarina of Time, while the story seemed to bounce back and forth between the darker adult themes (inspired by Majora's Mask) and the more light-hearted nature of characters (ala Wind Waker). Aside from that, the temples were too straightforward for my tastes - save for the Arbiter's Grounds - and the boss fights didn't present much of a challenge across the board. There were some items that saw tweaks to accommodate for the Wii's controls that I very much welcomed, and the fact that Link could swing his sword around while running or on horseback was a nice update, but as a whole it didn't feel as original a game as with each of the previous installments I had played through. I feel a large part of this is due to how much Twilight Princess tried to resonate with Ocarina of Time - even the title segment with Link riding Epona across Hyrule field is an updated take on the title animation from the N64 classic. Because of that, I think it lost much of a seperate, individual identity.

Feeling a bit let down by Twilight Princess, I decided to trek backwards, to the earlier days of Zelda. I dabbled in the original NES Zelda for a bit, but the game I was most curious about was A Link to the Past. I knew more than a few souls who swore by it as being the best in the series before Ocarina of Time rolled around. Having blazed a trail through both of the Oracle games multiple times over, and spending more than a few hours competing with friends in the multiplayer-driven Four Swords Adventures, the top-down view of A Link to the Past felt natural the moment I downloaded it to the Virtual Console. I felt the first two temples were a bit on the easy side, which initially turned me off a bit. But that third temple kicked my butt a few times before I completed it, and was happy to know that the series could still dish out a challenge to me some thirteen years after I had started. I did chuckle, though, when I first battled Agahnim, noting that his attack pattern was almost identical to that of Ganondorf on the N64 - something I had previously assumed was fresh to Ocarina of Time before it was carried on with the likes of Phantom Ganon in Wind Waker. The Dark World evoked memories of the Twilight Realm, though I felt the two were still dissimilar enough - probably due to the capabilities of the respective consoles, but I wasn't complaining.

There are two constants that I felt have always been able to immerse me in Zelda games more successfully than any other gaming series to date - the storytelling and the soundtracks. Metal Gear Solid certainly comes close with the former, but the latter I feel is unmatched. This is due in no small part to the wide variety of musical styles the series presents - not just from game to game, but within each individual title. The guitar strums heard in the Gerudo Desert are a stark contrast to the echoing howls of the Forest Temple, which in turn is vastly different from the tribal drums of the Fire Temple. And that is without taking into account the non-dungeon themes from Ocarina of Time - from the folksy air about Lon Lon Ranch to my personal favorite, the music box tune that is the Song of Storms. Though Majora's Mask does stick with a dark tone for its soundtrack as a whole, the eccentric march heard in the Deku Palace is a sort of polar opposite to the ominous theme of the Stone Tower Temple. Even the oddball tunes, like the Fortune Teller's theme in A Link to the Past and Zant's battle theme from Twilight Princess manage to go above and beyond what most other game soundtracks can. It is because of this, as well as the variation of art styles experimented with over the years, that I see The Legend of Zelda as being not only one of the best video game series in existence, but also one of the most artistically-driven.


Even though I stated that Twilight Princess was not among my favorite Zelda titles, I would still encourage fans of the series to give it a try. It may not be as revolutionary as past entries, but it's still a solid title in its own right, and might very well be the reason any newcomers to the series decide to seek out further Zelda experiences. On top of that, it's one of the best games available in this generation of consoles.

I understand that many people share this sentiment, and it's difficult for me to state the following without it sounding cliché, but as far as I'm concerned, Ocarina of Time is the best in the series. That said, the Oracle titles, Wind Waker, and Majora's Mask are all packed very tightly together behind it, as each is as perfect as can be in their own right. The Legend of Zelda is a series that has stood the test of time and constantly sets the standards for adventure games, and even some RPGs. And in that, I consider it to be the most important video game series I've played. The upcoming release of Skyward Sword has brought me to a level of anticipation and excitement I have not experienced with a video game in years. But it's pretty obvious why - The combination of new adventures with familiar experiences in each new entry presents the most perfect gaming experience I could ever ask for.


Some of my favorite boss fights from the series include:

- Ganondorf and Ganon in Ocarina of Time
- Manhandla in Oracle of Seasons
- Ramrock in Oracle of Ages
- Molgera in Wind Waker
- Ganondorf final boss fight in Wind Waker
- Stallord in Twilight Princess

Some of my favorite songs from the various soundtracks include:

- Title theme from A Link to the Past
- Fortune Teller's theme from A Link to the Past
- Dark World theme from A Link to the Past
- Temple of Time from Ocarina of Time
- Song of Storms from Ocarina of Time
- Deku Palace from Majora's Mask
- Stone Tower Temple from Majora's Mask
- Nayru's Song from Oracle of Ages
- Tarm Ruins and Lost Woods from Oracle of Seasons
- Dragon Roost Island from Wind Waker
- Ganondorf Battle theme from Wind Waker
- Credits theme from Wind Waker
- Midna's Lament from Twilight Princess

Some of my favorite characters include:

- Guru-guru (Ocarina of Time)
- Ganondorf (Ocarina of Time)
- Tingle (Majora's Mask)
- Skull Kid (Majora's Mask)
- Pirate Captain (Oracle of Ages)
- Salvatore (Wind Waker)
- Makar (Wind Waker)
- Midna (Twilight Princess)
- Zant (Twilight Princess)

My favorite dungeons include:

- Forest Temple (Ocarina of Time)
- Water Temple (Ocarina of Time)
- Stone Tower Temple (Majora's Mask)
- Skull Dungeon (Oracle of Ages)
- The Forbidden Woods (Wind Waker)
- Arbiter's Grounds (Twilight Princess)

Character I use second-most-often in Super Smash Bros. Melee and Brawl:

- Princess Zelda/Sheik

Friday, August 12, 2011

What makes a 'special edition' so special?

Special edition, collector's edition, and limited edition releases of video games are nothing new. They've been around for as long as companies have known they could make a few extra bucks by slapping on some new box art and including a few bonuses with the retail release. But these special edition releases weren't nearly as frequent ten (or even five) years ago as they are today. It seems like every major title has to provide this second option - or in some cases (like Halo), three flavors to choose from. Obviously the cost between standard and special editions is a major factor for gamers when they look into purchasing a game, but the contents can also be a dealbreaker. I certainly can't say that I'm speaking for the majority, but what I personally look for in these so-called special edition releases is, well, something different that makes the upsell seem worthwhile. The only criteria for the titles I'm going to cover is that they have to fit in the category of a special/collector's/limited edition, where the content comes packaged with the game for this special release, regardless of where the game is purchased. This means that any exclusive content promised by one store or another does not count, nor do re-releases that come packaged with an extra disc worth of DLC (ie. Game of the Year editions).

My copy of Majora's Mask is the collector's edition version, which was a promotional stint Nintendo put on for those who pre-ordered the game. Aside from the gold-colored cartridge and the holographic cover art, there's nothing to separate it from the standard game. And that's the sort of thing people expected from special edition releases of yesteryear - a little extra flair, perhaps, but the same game they could buy otherwise. I still think Majora's Mask is a phenomenal game, and I can use the gold cartridge for some bragging rights. But the content in today's special editions are usually divided into two categories - content for use in the game itself such as character costumes and weapons, or physical objects like posters and small statues.


However, I've found a lot of people tend to complain about the mini-statues included with games like Bioshock and the upcoming Batman: Arkham City. I have to agree with such sentiments - while they certainly look cool, they are likely going to sit on a shelf and gather dust. Those that include poseable parts are usually cheaply constructed and prone to break, and it's usually a better alternative to fork out a few bucks for a more sturdily-built action figure. In some cases, though, these statue-like items can serve a dual-purpose. In the case of Halo 3's Legendary edition, the Spartan Mk VI helmet (though not wearable) slid over the protective case that housed the game and the bonus material DVDs. Not to say that the Noble Team statue from the legendary edition of Halo: Reach isn't cool to look at, but Halo 3's helmet serves both aesthetic and practical purposes.

Focused more on physical bonuses, Bioshock 2's special edition release included three posters from Rapture, an artbook that detailed characters and locations from the game as well as those that were cut from the final product, the soundtrack to Bioshock 2 on a CD, and the soundtrack to the first Bioshock on a vinyl record. To top it off the box art featured a butterfly collage of handprints representative of Sofia Lamb's Rapture Family. As a huge fan of both Bioshock games, I feel this is the ultimate package 2K could have delivered to their fans. Even if you aren't as big a fan of Bioshock, there's still a nice mix of different inclusions to merit the price tag. Similarly, the recently-released Catherine had a deluxe edition that oozed the essence of what the game is all about - a pair of boxers, a t-shirt, a pillow case, and an artbook with the game's soundtrack, all packaged in a Stray Sheep pizza box.


Not all special editions have to include physical items, though they certainly should include more than two extra characters if they are going to cost an extra ten dollars (I'm looking at you, Marvel vs. Capcom 3). Going back to Halo 3, the majority of the bonus content for the Legendary release was on the included DVDs, which presented a great deal of information on the major characters, species, and events of the Halo universe. The collector's edition of Halo: Reach went a slightly different route by including a journal penned by Dr. Halsey and a number of files, photographs, and maps that served to elaborate on the events preceding the fall of Reach as well as to closer tie the game to the Halo novels. Metal Gear Solid 4: Guns of the Patriots saw a limited edition release that included a bonus disc which served a similar purpose - present players with a digital encyclopedia that links together every event and character from the Metal Gear Solid storyline.

While there has been a constant increase in recent years in the number of games that see special edition releases, not every one of them receives as much praise as the next. It seems some companies are now listening to their consumers and including content that not only sets the special edition apart from the crowd, but also makes gamers feel like their money was well-spent. Personally, I'm a fan of such a motion. Obviously not all of them are going to change their tune to accommodate, but that's also a big part of the reason I seek out the few special editions that I do wish to splurge on - the more one-of-a-kind package it is, the more likely I am to purchase it.

Wednesday, July 13, 2011

N64 review: The Legend of Zelda: Majora's Mask


I played Majora's Mask way back when it was first released for the Nintendo 64, though I never owned a copy and instead played it on a friend's console. I became familiar with the story and setting, but I never tackled the dungeons in the proper order. Then, about a year ago, I found a Majora's Mask cartridge at a local game store, and figured that my appreciation for Zelda would be incomplete without having played all of the games in the series (there are currently still four other Zelda titles I have yet to finish, but that's a story for another day).

If I could sum up Majora's Mask in a few words, they would have to be 'surprisingly dark' and 'rather bizarre'. Following the conclusion of Ocarina of Time, Link takes off to find his fairy friend Navi. While travelling through a forest, Link's horse Epona is stolen by Skull Kid. Link gives chase, but is cursed by Skull Kid to bear the form of a Deku Scrub. Eventually making his way to Clock Town, Link discovers he is now in a land known as Termina, a sort of alternate-dimension take on Hyrule. Link finds that the Happy Mask salesman has also fallen victim to Skull Kid's antics, as a very powerful mask - Majora's Mask - was stolen from him. He promises to help Link return to his original state, so long as Link can retrieve his Ocarina from Skull Kid and see to the safe return of Majora's Mask.

The world of Termina is set up in a wheel-and-spokes layout, with Clock Town situated at the center and each subsequent region and temple branching off in a different direction (North, East, South, and West). This provides a convenient starting point each time players save the game. Clock Town is also where players will spend time tackling the majority of the sidequests, and plays host to some of the minigames. Each of the temples must be tackled in a specific order, though players are free to explore the separate regions of Termina at their leisure, assuming they have the necessary items to gain access. Players can also activate owl statues that serve a dual purpose. They can be used to save the game - though players must quit playing in order to do so - or they can be used as warp points for fast travel.


The most notable difference from other Zelda titles is the three day cycle/time limit. Players have only 72 hours in game time (which translates to about twenty minutes per day in real time) to complete the necessary tasks of collecting items, masks, and tackling dungeons. More often than not, players can complete the tasks preceding a temple, return to dawn of the first day, and then continue on to complete the temple itself. Afterwards, they can return to dawn of the first day again, repeating the cycle for each subsequent area and temple. Because of this, players will need to determine their plan of attack before they trek through Termina's various locales. For those who would prefer more time to complete things - say, events prior to a temple, the temple itself, and a side quest or two thereafter - the Inverted Song of Time can prove an invaluable asset. On the flipside, players will have to set aside more time to complete all this, and may prove a drawback for more casual gamers.

While designed with many of the basic gameplay elements introduced in Ocarina of Time, Majora's Mask does well to set itself apart from its predecessor. The intuitive item management system is retained, though the use of transformation masks offers a small variety of combat and travel abilities on top of those already offered through Link's arsenal. Players will have to find new bombs and arrows each time they play the Song of Time, but can be deposit Rupees into Clock Town's bank without running the risk of losing any of Link's hard-earned cash. While Majora's Mask has relatively few temples when compared to other installments in the franchise, the pre-temple and post-temple events add on more than enough to flesh out the experience. The game also presents a solid number of mini-boss fights - in some cases, two or three in a single temple, while the five major boss fights are overall more challenging than those present in Ocarina of Time.


This game will be a real treat for completionists, with far more sidequests than in Ocarina of Time - some of which will prove very challenging, while others are simply time-consuming. Those who choose to pursue the sidequests will encounter many familiar faces - Termina's counterparts of Hyrule's citizens. Most of these characters feel more fleshed out than in the previous title, even if their involvement is still rather minor in the grand scheme of things.

When it all boils down to it, there are far fewer major characters in Majora's Mask - Link and Skull Kid are the primary protagonist and antagonist respectively. But with no one filling the shoes of Zelda, Shiek, or the Sages this time around, the only other character with a major stake in the mask is the Happy Mask Salesman. For those who played through Ocarina of Time and met all of the various minor characters, this should feel like the obvious next step in developing them. For those jumping into Majora's Mask without having played Ocarina of Time, this likely won't resonate in a particularly strong manner.

The graphics aren't a huge step up from Ocarina of Time, though some of the textures and minor environmental details are improved upon. Most of the different areas of Termina stand out as being more colorful than the locales in Hyrule were. The soundtrack presents plenty of variety in style, but does an excellent job of maintaining the eerie, almost haunting, mood of the game. As stated above, most of the characters in Termina are intended to be some alternate universe counterpart to the cast of Ocarina of Time, and this is primarily due to the reuse of character models. That said, the new characters that are introduced in Majora's Mask - and there are quite a few of them - are welcome additions to the Zelda universe.


It's a dark game, no doubt. Some might even go far as to call it 'a bit twisted'. But there's no denying how artistically driven Majora's Mask is. It has some of the best storytelling in the series. Though it may not be as wildly revolutionary as its prequel, it's a brilliant follow-up to Ocarina of Time, which - in all honesty - is a very hard act to follow. It's also one of the most challenging Zelda titles to date, and while I would usually encourage players to figure things out on their own, a guide will probably come in handy for your first playthrough.

My rating: 10 (out of 10)
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