Its story was different from the usual Zelda and Ganon thingy. I like MM and Link's Awakening a lot because of their unexpected stories.
Even though there's only four dungeon in the game, the four areas they each are in are large, thematic, and have their own stories to share. You couldn't just go directly to any dungeon: You had to complete some events in an area before having access. This sequence allows you to get one important item, which is always the first checkpoint.
You get access to a dungeon once you get the area's Song. It's the second checkpoint, and the last before the area's temple. The first areas does a good job at introducing the song to you in a more linear nature, which allows the other areas to be less and less linear.
And then there are these huge, complex temples. Well, the first and second ones are pretty straightforward, but at the third one it starts to be more than just getting to the Boss door. In fact, Stone Tower temple is the only temple I can't remember everything about it in the whole Zelda series.
And that's just the four temples. The side-quests are numerous enough to count as at least one third of the whole game.
But you know what I really like about Majora's Mask? It's got a certain level of deepness with its characters, and how they live their last three days before their seemingly unavoidable doom. With its 3-day cycle system (which is much more a way to organize every NPC's schedule for side-quests than a time limit), the designers even allowed for moments that could make you, the player, feel like a total jerk, as you could (and HAVE to) go back to the first day, and make everything like they never happened. And stuff. I think I made this whole post unreadable enough, so I'll leave it at that.
...The only problem is that the dungeons are os painful, let alone their music...
...The first and second dungeons ahave absolutely terrible music, though I can't recall the other two...
...The pre-dungeon prep is infinitely more fun than the actual dungeons...
...and some mini-games/side quests are badly designed... ...Such as chasing the giant Ikana soldier... ...You almost physically NEED the bunny hood and Gilded sword to finish that, MM of all Zelda games, really needed another year in production... ~White Shy Guy
I'm just throwing out that any Game Boy/GBA Zelda game beats out the console ones.
I almost agree.
Except for Minish Cap. I didn't think it was so great.
Four Swords, however... Holy crap. That shit, was the best multiplayer experience I ever had in a video game. It's really a shame that it wasn't easily accessible. In fact, right now, I bet it's almost downright impossible to play it.
I'm just throwing out that any Game Boy/GBA Zelda game beats out the console ones.
I almost agree.
Except for Minish Cap. I didn't think it was so great.
Four Swords, however... Holy crap. That shit, was the best multiplayer experience I ever had in a video game. It's really a shame that it wasn't easily accessible. In fact, right now, I bet it's almost downright impossible to play it.
Minish cap was probably the worst out of the Game Boy Zeldas, but by no means was it bad.
Its story was different from the usual Zelda and Ganon thingy. I like MM and Link's Awakening a lot because of their unexpected stories.
Even though there's only four dungeon in the game, the four areas they each are in are large, thematic, and have their own stories to share. You couldn't just go directly to any dungeon: You had to complete some events in an area before having access. This sequence allows you to get one important item, which is always the first checkpoint.
You get access to a dungeon once you get the area's Song. It's the second checkpoint, and the last before the area's temple. The first areas does a good job at introducing the song to you in a more linear nature, which allows the other areas to be less and less linear.
And then there are these huge, complex temples. Well, the first and second ones are pretty straightforward, but at the third one it starts to be more than just getting to the Boss door. In fact, Stone Tower temple is the only temple I can't remember everything about it in the whole Zelda series.
And that's just the four temples. The side-quests are numerous enough to count as at least one third of the whole game.
But you know what I really like about Majora's Mask? It's got a certain level of deepness with its characters, and how they live their last three days before their seemingly unavoidable doom. With its 3-day cycle system (which is much more a way to organize every NPC's schedule for side-quests than a time limit), the designers even allowed for moments that could make you, the player, feel like a total jerk, as you could (and HAVE to) go back to the first day, and make everything like they never happened. And stuff. I think I made this whole post unreadable enough, so I'll leave it at that.
...The only problem is that the dungeons are os painful, let alone their music...
...The first and second dungeons ahave absolutely terrible music, though I can't recall the other two...
...The pre-dungeon prep is infinitely more fun than the actual dungeons...
...and some mini-games/side quests are badly designed... ...Such as chasing the giant Ikana soldier... ...You almost physically NEED the bunny hood and Gilded sword to finish that, MM of all Zelda games, really needed another year in production... ~White Shy Guy
...Regarding the dungeons or the Ikana Soldier... ...IF you look at the game PURELY subjectively, I suppose that you could call the dungeons good, but STILL, there is simply no flair to them... ~White Shy Guy
Out of all the ones I've played I liked Majora's Mask the most. It's harder to play than Ocarina of Time and you really have to plan routes out per play through if you wanna accomplish more before you have to play SOT.
If I had Oracle of Ages I'd be all over that shit though.