Majoras Mask 3D - Review Thread

Will there be a classic mode to play it like the original (as in the original time mechanics etc)? Never played majoras mask before.
 
Yep

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Dun care, gonna play by OG 6pm/6am rules only...

Have no issue with saves though. Actually that's one the biggest complaints I heard when the N64 version was new-ish.
 
Water Temple benefitted greatly from 3DS, imo. Being able to equip and unequip the Iron Boots at the tap of a button was fantastic.

That was by far the best change about OoT3D. Didn't affect the difficulty of the Water Temple, but it sure made that Temple a lot more enjoyable.

I was fine with the changes in OoT3D and I'm mostly fine with the changes here as well, perhaps apart from the more intrusive and knowledgeable Bomber's Notebook.
The Song of Double Time change is most definitely a positive one for me. Less waiting around is good, right?
 
MM is to OOT as Empire Strikes Back is to A New Hope -- darker, deeper, smarter, more emotional.

It irritates me I'll have to spend time setting up a N3DS before diving in, but dat c-stick.
 
Will there be a classic mode to play it like the original (as in the original time mechanics etc)? Never played majoras mask before.

If there is, it's post game. With that in mind it's obnoxious that we have to play the dumbed down version first if it is there, but I'd be so happy if they included it either way.
 
Have they not updated the music again?! Argh!! There is literally no reason for the music NOT to be updated! They go through all this trouble to make the game look and play like it was made today but the music is still a load of MIDI samples. To me, the game isn't a proper remaster; it's half a remaster.
 
Find me a purist who complained about the song of double time change. These people do not exist or number in very few counts. Labeling people who went up against the changes are not purists. Labeling them as such is just idiotic and shows that the reviewer doesn't even understand why people were bitching about the changes in the first place.
 
Will there be a classic mode to play it like the original (as in the original time mechanics etc)? Never played majoras mask before.
Probably not, but there's nothing stopping you from playing the game with the original time/saving mechanics. It's all by choice this time around.
 
All your saying is the general 'git good' argument to justify a game design problem, which I really, really loathe about this community.

Its not a game design "problem". That's the entire basis of my argument.

Every single thing about Majoras Mask was deliberate. The save system, the time flow, the songs, the NPC cycles, the dungeon structure, the warp points.

The entire point of the oppressive time/save system was to be exactly that. You are supposed to feel pressured and constantly challenged. The entire game was designed to make you, the player, feel the same dread and tension as the inhabitants of Termina. And you know what that resulted in? The single most rewarding and satisfying game in the entire Zelda series.

When you complete a dungeon in Majoras Mask and you see the area change before you, you haven't just finished a dungeon. You've overcome something far greater than that. Same for every single quest in the Bombers diary. You help the inhabitants of the doomed world, and you feel their stress as you do so. It makes it personal, rewarding and powerful.

My worry is that these changes to appease people who didn't like the original system undermine all of this. The connection that the N64 version has between the world of Termina and the player is weakened greatly by the changes to the save system and song of double time changes. And yes, I feel it will be hugely detrimental to the original basis the game was designed on.

I hope this all makes sense. Changing the game in the ways that have been done won't stop it from being a great game. The issue I have is that it may stop it from being the emotional masterpiece with the greatest player-game connection I have ever known that it once was.

I experienced the game as it was originally designed and I understand fully what it was designed to be. I fear people who play MM3D first will not have that experience.
 
I have no problem with them being more easy-going with saving on a portable system.

You can still keep it appropriate for a portable system with one time use suspend-saves that can be used anywhere, but don't offer a fallback upon death and disappear after being used. This system is used in some of the NSMB games.
 
There isn't.
Don't wanting to timeskip? Don't.
Don't want to revert to a previous save? Don't.
Don't want to use Tael's alarm? Don't.
Don't want the bombers to tell you rumors?Don't talk to them.

You know what else I could do to make the game harder for myself? Blindfold myself and only use one hand. The reason I, and 99-100% of people don't do that is because one of the goals of the game is beating it. Doing something that goes against helping someone beat a game is counterproductive, even if it is less fun.

Stop making passive aggressive passes at people who don't like the changes just because they don't agree with you.
 
Its not a game design "problem". That's the entire basis of my argument.

Every single thing about Majoras Mask was deliberate. The save system, the time flow, the songs, the NPC cycles, the dungeon structure, the warp points.

The entire point of the oppressive time/save system was to be exactly that. You are supposed to feel pressured and constantly challenged. The entire game was designed to make you, the player, feel the same dread and tension as the inhabitants of Termina. And you know what that resulted in? The single most rewarding and satisfying game in the entire Zelda series.

When you complete a dungeon in Majoras Mask and you see the area change before you, you haven't just finished a dungeon. You've overcome something far greater than that. Same for every single quest in the Bombers diary. You help the inhabitants of the doomed world, and you feel their stress as you do so. It makes it personal, rewarding and powerful.

My worry is that these changes to appease people who didn't like the original system undermine all of this. The connection that the N64 version has between the world of Termina and the player is weakened greatly by the changes to the save system and song of double time changes. And yes, I feel it will be hugely detrimental to the original basis the game was designed on.

I hope this all makes sense. Changing the game in the ways that have been done won't stop it from being a great game. The issue I have is that it may stop it from being the emotional masterpiece with the greatest player-game connection I have ever known that it once was.


I get that, but there's a fine line when that dread turns into frustration when you lose all your progress on a dungeon and have to start over. Which was my experience. I'm not saying you're wrong, I understand your point of view and in many ways agree with it, just from my personal perspective this change is welcome as to me that mechanic added more frustration than fun.
 
I'm really conflicted on this game. I'm getting it but the original is the greatest game ever and the changes seem pretty drastic. They seem built around removing the obstacle of time travel but that's the core of the game.
 
I get that, but there's a fine line when that dread turns into frustration when you lose all your progress on a dungeon and have to start over. Which was my experience. I'm not saying you're wrong, I understand your point of view and in many ways agree with it, just from my personal perspective this change is welcome as to me that mechanic added more frustration than fun.

So by your logic, Dark Souls should be made easier for those who find it hard, despite it affecting the core dynamic premise of the game? No. That would never happen, and I do not see why Majoras Mask should be any different.

I understand where you are coming from, but a line has to be drawn here. And with Majoras Mask 3D, they haven't even given people like me an option.
 
I get that, but there's a fine line when that dread turns into frustration when you lose all your progress on a dungeon and have to start over.

this should literally never be the case. Each and every dungeon can be started from the midpoint if you have the bow item you got in it. You can light the fire in the middle of the first dungeon once you have the bow, for example and can flip stone tower instantly with the light arrow. I can understand someone not being good enough to do the dungeon in their first try in a single 3 day cycle but if you really can't do the dungeon in 6 days then the problem really isn't the game.
 
You know what else I could do to make the game harder for myself? Blindfold myself and only use one hand. The reason I, and 99-100% of people don't do that is because one of the goals of the game is beating it. Doing something that goes against helping someone beat a game is counterproductive, even if it is less fun.

Stop making passive aggressive passes at people who don't like the changes just because they don't agree with you.

I don't get it. You are mad at the devs helping the people that need those crutches because you don't? Why are people so worried about how others play the game? The mere existence of help for poorer players makes some people mad even when it is optional.
 
this should literally never be the case. Each and every dungeon can be started from the midpoint if you have the bow item you got in it. You can light the fire in the middle of the first dungeon once you have the bow, for example and can flip stone tower instantly with the light arrow. I can understand someone not being good enough to do the dungeon in their first try in a single 3 day cycle but if you really can't do the dungeon in 6 days then the problem really isn't the game.

Exactly.

Safe to say if you cannot finish a dungeon in three hours, then...well, that's still going to be an issue in MM3D! You still have the same time limit!

Its not an issue with the game at that point. At that point the blame lies purely on the player.
 
While I had no problems with the original, most of the changes don't really bother me. The only thing I don't like is it showing character locations on map in the notebook. I liked discovering where people would be by following their daily routines. I hadn't heard that before this thread, does it really show you where they are at any time once you've met them or am I misunderstanding it?
 
Well, I still got my N64 and gold cartridge kicking around, so I'm not too bothered by the news that there are changes. Haven't really been keeping note of the changes, but I'm looking forward to just diving into the game and making my own thoughts and comparisons. Though I've never had trouble managing my time/saving in the original after learning the mechanics, I understand that they're making changes for those who can't be bothered as well as fixing some of the clunkiness. Shame, because that detracts some of the limited challenge from the game. Not everyone likes the game to challenge them, but it would be nice if some consideration was given to those that do. Suppose I could always just set my own restrictions if I wanted it to be more of a challenge.
 
So by your logic, Dark Souls should be made easier for those who find it hard, despite it affecting the core dynamic premise of the game? No. That would never happen, and I do not see why Majoras Mask should be any different.

I understand where you are coming from, but a line has to be drawn here. And with Majoras Mask 3D, they haven't even given people like me an option.

I agree that they should have added an option for the classic mode for people who liked that. And no, dark souls shouldn't be made easier because it has a very specific target audience of people who like punishments in a game being very real, unlike most games. I think the difference with Majora's Mask is that the majority people in that target audience (Zelda fans) don't really like losing all their progress as a punishment for not completing the dungeon in time. As a result, Nintendo recognized it and made this change (But also made the error of not keeping the original system as an option from the get go for those who were a fan of it)

this should literally never be the case. Each and every dungeon can be started from the midpoint if you have the bow item you got in it. You can light the fire in the middle of the first dungeon once you have the bow, for example and can flip stone tower instantly with the light arrow. I can understand someone not being good enough to do the dungeon in their first try in a single 3 day cycle but if you really can't do the dungeon in 6 days then the problem really isn't the game.

Ah, I forgot about this. Haven't played the game in a while. Guess my point is moot then :P
 
While I had no problems with the original, most of the changes don't really bother me. The only thing I don't like is it showing character locations on map in the notebook. I liked discovering where people would be by following their daily routines. I hadn't heard that before this thread, does it really show you where they are at any time once you've met them or am I misunderstanding it?

No, it really does.

Again, its a change I deeply disagree with. In the original you had to get involved in each NPC's lives. You had to observe them, work out connections and solve their dilemmas on your own. and holy shit was it rewarding.

But now, with the changes to the bombers notebook and the song of double time? Its basically no different to a checklist like the NPC quests in Xenoblade. I'm worried it will suck all the soul out of it.
 
- song of double time allows you to skip to any point in the future, rather than strict 12 hour increments

Is there a song for visiting the past as well? Would be cool if their were two Links when you visit the past and if they see each other the universe collides (explanation in Back to the Future 2). ;-)
 
I agree that they should have added an option for the classic mode for people who liked that. And no, dark souls shouldn't be made easier because it has a very specific target audience of people who like punishments in a game being very real, unlike most games. I think the difference with Majora's Mask is that the majority people in that target audience (Zelda fans) don't really like losing all their progress as a punishment for not completing the dungeon in time. As a result, Nintendo recognized it and made this change (But also made the error of not keeping the original system as an option from the get go for those who were a fan of it)

The options exist, just avoid the new help.
 
Is there a song for visiting the past as well? Would be cool if their were two Links when you visit the past and if they see each other the universe collides (explanation in Back to the Future 2). ;-)

No, thankfully. Although the multiple link thing sounds funny and a sure way to crash the game with a million links

A song of backwards time would absolutely cripple, murder and piss on the game's design.

Messed up an NPC quest? Lol no matter, rewind an hour. Eurghhh.
 
I'm going to be playing this and OoT for the first time on the 13th when I get my N3DS. Does it matter what order I play them in?
 
The options exist, just avoid the new help.

Have a read of my long post above. My point is that the new options are detrimental to the game's original design and vision, and as such new players will experience the game drastically different on an emotional level. That's the issue here.

I'm going to be playing this and OoT for the first time on the 13th when I get my N3DS. Does it matter what order I play them in?

Strongly, strongly advise OOT first. Don't touch MM until you've finished it.
 
I'm going to be playing this and OoT for the first time on the 13th when I get my N3DS. Does it matter what order I play them in?

Play OOT first, I have heard that references to that game in MM reinforce it's spooky atmosphere.
 
Play OOT first, I have heard that references to that game in MM reinforce it's spooky atmosphere.

This was true for me, MM's atmosphere definitely had a bigger impact on me because I had played OOT first.

No, it really does.

Again, its a change I deeply disagree with. In the original you had to get involved in each NPC's lives. You had to observe them, work out connections and solve their dilemmas on your own. and holy shit was it rewarding.

But now, with the changes to the bombers notebook and the song of double time? Its basically no different to a checklist like the NPC quests in Xenoblade. I'm worried it will suck all the soul out of it.

This is a bummer and the first change I've heard of that I personally feel will have a pretty negative impact on the experience.
 
I don't get it. You are mad at the devs helping the people that need those crutches because you don't? Why are people so worried about how others play the game? The mere existence of help for poorer players makes some people mad even when it is optional.

First off, I wouldn't call my self mad, just disappointed.

Secondly, I'm not mad that the game is easier, just that there isn't an original N64 mode from boot up. I've made this point well before MM3D was out, but I don't buy Nintendo 3DS or Wii U virtual console games. Why? Even the option of having save states ruins most games for me. When I play a game, my primary goal is to beat the game. Getting the ending screen is my main objective. Having a good time on the way to the end screen is only a secondary objective, as a lot of satisfaction is attained from simply beating the game.

Given this, admittedly, odd set of rules by which I play a game, can you see my problem? I will use all the tools available to me by which to beat it, that's game theory. When you have a strategy that is better than all others you're always going to use it: that's why certain fighting games because button mashers for example. The game itself will be less enjoyable to me as a result of these changes.

Imagine one of your favourite games which happens to have difficulty settings. Now imagine they re-relase it with much better graphics for a modern console for but you're forced to play on the easy setting, would you really be happy?

Most players won't avoid the new help and they'll (supposedly) have a worse experience for it. It's the game's job to set restrictions that are ultimately best for the player.

Basically this.
 
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