The Legend of Zelda : Majora's Mask 3D to introduce "Feather Statues" (for saves)

Ah, you haven't played the Virtual Console or Anniversary Collection versions, I can see. Two words: "Random crashes". For many games that's a problem. for Majora's Mask, it's catastrophic.

And for a portable, we add two new words: "Battery Life". For a portable Majora's Mask, the save system has to change. It worked well enough for the original N64 version, but this isn't a console. It's a handheld. If you can "check in" and make a permanent save every so often at these new statues, well, you only risk the last 5-10 minutes of gameplay, instead of the last 90 like in the original.

It's either this or checkpoints at entering new areas. And nobody wants those in a Zelda game.

Thinking about it you know, I guess the pick up and put down nature of portable gaming might lend it self well to a change. Just something seems lost to me by messing with it.
 
I feel like I'm the only person who don't see anything wrong with the original save system. Curious how the new system works. I wonder what's the streetpass feature in this one.
 
Well, we know from the Direct that the Song of Time does NOT save your game in Majora's Mask 3D. The word "Save" was missing from the confirmation dialog after playing it.

Damn, I didn't even notice... I wonder why they'd remove it, though.

I mean, having an additional way to save doesn't mean they need to remove that one... maybe they want to avoid confusion, I dunno...
 
Well this make sens. I mean lot's a people use their 3DS for short gameplay session. With these new kind of save, you can play on the bus for 20 minutes and still make real progress that you can continue the next day.

And you want the original experience, you can just ignore those new save.


Yeah... not use a feature that is right there for the taking. Kudos to you guys who actually do what some people scoff and reccommend, if they dislike a certain uneccessary feature for a game, and REFRAIN from USING GAMEPLAY FEATURES that you didn't want in the game in the first place because of balance or whatever. It's not that easy to ignore features, they change the entire 'what's possible' aspect of the game and in the back of your mind youre taking the chump route, or the route of less production when a faster way exists. Those who do not want the feature are not cured by ignoring it.

With that said, I never played MM a whole whole lot so I don't really know if this even matters. The whole not saving thing did seem central to the theme of the game though so *shrug*. I don't think that kind of gameplay style would've worked on a handheld as others have stated so I understand the move
 
Sleep mode would also allow people to stop playing for a good length of time, so adding new save spots isn't as necessary really.

If they are adding permanent saves, it may as well be a menu option. It could put you back in clock town if not inside a dungeon, then you can use the owl statues to warp again.
 
If we go with the Direct implying you don't save when using the Song of Time this sounds to me like a permanent save won't have to start at the beginning of the first day. Of course I expect the usual routine of raid the chest/go to the bank buy consumables will still happen whenever you have to reset the cycle.

I'd personally want some more friendly time manipulation tricks. Yes I know there are NPCs and features already present in the game but I found that even using them was a lot of getting to a place and just waiting around. Why can't I just get to a place and set the clock then? Especially on a portable when I might be more pressured for time.

Who knows maybe "hero" mode will disable all of these things.

Here is one thing about the save system being "ruined". Well the western N64 release you are familiar with already did that by allowing you to suspend at owl statues...that is if you have the thought of original release was perfect (original release in this case is Japan and the probably added suspend to the US release due to feedback over there).

I feel like I'm the only person who don't see anything wrong with the original save system. Curious how the new system works. I wonder what's the streetpass feature in this one.
Has Streetpass been confirmed? I really need to pay more attention. I mean for OOT 3D I recall hear reports of it actually disabling all wireless communication to conserve battery life whenever it was running.
 
Yea I still don't understand the point. With the Song of Soaring you essentially have instant access to a save point from any point of the game, so now there are just more save points? It just seems like it's not far enough (ie: saving via the pause menu) for it to matter. What's more it's on a system with a sleep function. It's not like the Termina is particularly large or complex world, so what would the benefit be other than a few seconds?

I'm sure the save system on the N64 was born out of memory limitations but like reusing OoT character models added to the atmosphere, needing to essentially give up and reset back day 1 to save is just worked. I'm not one to put playability and certain convenience features below other aspects of the game but It's one of those rare moments where game mechanics like saving which usually make no internal sense did make sense.
 
Shame, the save system was a vital part of the gameplay, imo. If you took too long you needed start over. Now you can waste time in a day and just reload save for a faster method.

Where is the punishment for failing?
 
Has Streetpass been confirmed? I really need to pay more attention. I mean for OOT 3D I recall hear reports of it actually disabling all wireless communication to conserve battery life whenever it was running.
Sorry about that. No, not yet. We don't know if the remake version will have streetpass feature. Im just wondering what kind of stuff they will add if they include streetpass.
 
Shame, the save system was a vital part of the gameplay, imo. If you took too long you needed start over. Now you can waste time in a day and just reload save for a faster method.

Where is the punishment for failing?

Saying that, with the song of reverse time you had literally hours to get stuff done
 
Shame, the save system was a vital part of the gameplay, imo. If you took too long you needed start over. Now you can waste time in a day and just reload save for a faster method.

Where is the punishment for failing?
Well, there is this moon thing about to fall... I mean, permanent save or not, when the clock strikes 6am on the 4th day, you fail. Also you can run out of hearts and Link dies. Majora's Mask can be quite mean to Link in that regard, too.

I wouldn't worry too much about that. Majora's Mask will still be one of the harder 3D Zeldas. Termina really has it in for Link...
 
Maybe this is a new item and not a statues like the owl ones.
Buy or find the new feather little statues and spend one to save at anytime, probably restarting at the beginning of the area you were.
 
My guess is the feather statues will involve limited use consumable feathers allowing optional saves mid-cycle (think ink ribbons in RE1, but maybe purchasable).

Not sure if the saves will be permanent or suspend saves - probably suspend.
 
That might not be that bad. I was (am) afraid they would allow for menu saves or something like that, which wouldn't go well with Majora's Mask.
 
Though we still don't know all the details, I think it sounds fair. You're going to want the game to appeal to everyone in a sense, and to do that you want everyone to be able to complete it. While I love the old save system, it could be tedious for the even the most hardcore gamer.

If there is one thing I'd like to see from a potential hard mode in the game is the disabling of slowing down time. Where in that mode you're forced to play the game where time passed by normally. That toppled with a new "arrangement" of dungeons ala OoT: MQ would be quite the challenge indeed.
 
My guess is the feather statues will involve limited use consumable feathers allowing optional saves mid-cycle (think ink ribbons in RE1, but maybe purchasable).

Not sure if the saves will be permanent or suspend saves - probably suspend.

If they only suspend, why make them cost consumable items when the player could just put the 3DS in standby?

It would be a weird tradeoff between conserving in-game items and conserving battery life/wanting to play Mario Kart.

One-time use 'suspend' saves would ideally be available everywhere in any game without a real gameplay impact.
 
I'm just happy that this makes this game more portable friendly. I find it difficult to play games on the 3ds that don't allow complete control over saving. Sometimes you've only got 5 or 10 mins.
 
My guess is the feather statues will involve limited use consumable feathers allowing optional saves mid-cycle (think ink ribbons in RE1, but maybe purchasable).

Not sure if the saves will be permanent or suspend saves - probably suspend.

I wouldn't mind the consumable part, but why make them suspend saves? I'd much more prefer just being able to save and keep playing. Then again, maybe making them permanent would make them useless. I don't know.
 
Just checked the amazon listing. Confused why it wasn't mentioned that the Sheikah stones return as well:

An Shiekah-Steinen kannst du dir Videos und Bilder ansehen, die dir helfen, wie es im Abenteuer weitergeht.

You can watch videos and images that will help you through the adventure at Sheikah Stones.
 
So, basically this means that if I screw up the final puzzle segment of the three day quest of getting the
sun mask
I could just reload my save and learn from my mistake and not have to relive the three says again?

I'm somewhat okay with this. It is more user friendly.
 
Just checked the amazon listing. Confused why it wasn't mentioned that the Sheikah stones return as well:

I would suspect this would be placed at the bottom of the clock tower (where you meet the Happy Mask Salesman). It's easy to access and not out of reach for the player, but also had a lot of real estate for such an under-used room. Plus nobody would notice or argue the addition, since you never needed to go back to the Happy Mask Salesman after regaining the Ocarina of Time.
 
I would suspect this would be placed at the bottom of the clock tower (where you meet the Happy Mask Salesman). It's easy to access and not out of reach for the player, but also had a lot of real estate for such an under-used room. Plus nobody would notice or argue the addition, since you never needed to go back to the Happy Mask Salesman after regaining the Ocarina of Time.

It's plural. There are multiple ones.
 
So in addition to the Owl Statues that let's you make a temporary save and teleport using the Song of Soaring, there will be Feather Statues added that let's you make a permanent save.

I'm okay with this.
 
Hmm...not bad change...just hope they don't try to make the game "easier".

If anything, add 2 modes, 3DS mode and N64 mode for those preferring a portable feel and for those wanting the old console feel, just like Star fox 64.
 
Shame, the save system was a vital part of the gameplay, imo. If you took too long you needed start over. Now you can waste time in a day and just reload save for a faster method.

Where is the punishment for failing?
This. In Majora's Mask, you had to feel pressed for time, and there had to be consequences for running out of time. It added to the game's amazing atmosphere. Not only that, but the save system made sense from a plot perspective. Now you can just waltz over to a feather statue, save, and if something goes wrong, justbreload and retry.

But whatever, if y'all need it, then use it.
 
We probably have these now.

1zeldaworldmapfotor.jpg
 
Honestly, they could have simply included an Ocarina of Time-esque save button in the menu and it wouldn't have meaningfully altered my experience (other than making it much less annoying to quit the game).

This. In Majora's Mask, you had to feel pressed for time, and there had to be consequences for running out of time. It added to the game's amazing atmosphere. Not only that, but the save system made sense from a plot perspective. Now you can just waltz over to a feather statue, save, and if something goes wrong, justbreload and retry.

Meh.

Majora's Mask atmosphere and themes were more important as far as time running out is concerned. Forcing people to redo a bunch of shit they've already done isn't instilling a satisfying level of challenge, it's redundant and boring.

Not that it really matters. Unless you were really, really bad at the game, you should always be able to clear a dungeon area in three days with the song of slowed time.
 
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Visual walkthroughs were bad enough already, regardless of them being optional, since they obnoxiously keep pushing them into your face. And I suspect there's more changes for the alleged casuals.
 
Good.
If only they would get rid of the terrible 3-day-cycle system, this could actually be a good game.

Unfortunately, of course, that will never happen, due to the game being specifically designed around it.
But, it's a terrible setup, which results in this being one of the worst Zelda games.

I'll still get it anyway. It's still an alright game. Just, far worse than it could have been
 
Good.
If only they would get rid of the terrible 3-day-cycle system, this could actually be a good game.

Unfortunately, of course, that will never happen, due to the game being specifically designed around it.
But, it's a terrible setup, which results in this being one of the worst Zelda games.

I'll still get it anyway. It's still an alright game. Just, far worse than it could have been

Why do you have such terrible opinions sometimes, terrisus! :D

My heart aches!
 
Not a huge deal if they decide to change a few things, but I think the original save system was perfectly fine as is.
 
If they allow players of the original to use the owl and at the same time offer a more casual solution for other players I say good for them, it's not like this new save system is going to ruin the experience of those who want to play it as they played the original.

I can't wait to play this, I will probably test how the feather saving works but I will stick to the classic style :D
 
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Visual walkthroughs were bad enough already, regardless of them being optional, since they obnoxiously keep pushing them into your face. And I suspect there's more changes for the alleged casuals.
I never even knew these were a thing until like 15 hours into the game, how was it shoved into your face?
 
Cool, now when I just want to experience the Final Boss, I don't have to jump through a ton of songs.

Or you could just go talk to the lady who tells the stories and speed up the process even faster.

I don't mind this new thing as long as I don't see them around everywhere.

Just if Song of Time doesn't save once you restart it'll feel weird for me to start it up a save file and not see it say 72 Hours Remain as the first thing and instead being spawned somewhere, but that's just me
 
Except that the stones keep hopping and blinking like some alarm signal.

Well, given there are only two, one in the temple of time, and the other in Kokiri forest, neither of which you should be near for more than a couple of minutes during the entire game... Me thinks you might be blowing this out of proportion.
 
This doesn't sound too bad. As long as they don't add too many more mechanics that circumvent the time system (which would completely kill the point of the game) I'll be fine.
 
Not a huge deal if they decide to change a few things, but I think the original save system was perfectly fine as is.

Eh, same here, I just plan on playing it like it was originally released, nice to see a way to make it more accessible to people who play on the go though
 
Eh, same here, I just plan on playing it like it was originally released, nice to see a way to make it more accessible to people who play on the go though

If using the Song of Time will no longer allow you to save, I don't know how doable that will be, though.
 
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