Holy shit! I failed to grab the sun mask in time and I left Kafei to die in the thief's hideout. Never felt so bad in a game ever. This game is cruel.
Finally at the stone tower temple. Hope it's as good as everyone says.
I think I'm done with most of the sidequests as well.
I heard that there's a bonus sequence in the credits if you complete the bomber's notebook, is that true? Aldo do you need to beat any sidequests in the cycle you beat the game to get the full ending?
I never knew that this was a thing, but I've never finished a playthrough without getting every mask. Wow.The ending isn't dependent on the notebook, just the masks themselves. You just end up seeing more of the game's characters and their "epilogues" during the credits for each mask you obtain. If you didn't finish a sidequest, that segment of the credits movie will just be a black screen with the mask you missed displayed.
You don't have to finish any of them on the same cycle as your completion of the game. Just having finished them once at any time is enough.
Perfect! Thanks.The ending isn't dependent on the notebook, just the masks themselves. You just end up seeing more of the game's characters and their "epilogues" during the credits for each mask you obtain. If you didn't finish a sidequest, that segment of the credits movie will just be a black screen with the mask you missed displayed.
You don't have to finish any of them on the same cycle as your completion of the game. Just having finished them once at any time is enough.
Just started playing this over the Christmas period, and I can see why it's loved, but man is it a strange and dark game, totally unlike any other Zelda I've ever played.
I'm trying to complete Kafei's quest line, where his mum told me he was missing, but it turns out he's beenis really an un-Nintendo kind of theme for a game, but it does seem like they got very creative with Majora's Mask.transformed into a child, so he asked me to give Anju the Pendant of Memories, and during the final few hours she just sits next to a weirdass wedding mannequin saying she won't flee Clock Town to save herself because she trusts him to come back. The idea she's waiting patiently for her death
I can see why people suggest you concentrate on just one thing per 'cycle', without the Bomber's Notebook I'd be completely lost - I have no idea how people played this originally without missing things.
I've got the Sonata of Awakening, Song of Inverted Time and Song of Double Time, and I've just beaten Odolwa (the Jungle Warrior) in Woodfall Temple - why on earth did they make it so that the Great Fairy mask doesn't 'tick off' the locations of the fairies? Apparently I've got two left to find in Woodfall Temple, but I've got no idea where they might be.
Looking forward to finding out what all the other side quests are like!
The new Bomber's Notebook is so good. Filling it out has this addictive pokedex-like quality to it.The Bomber's Notebook was in the N64 version, too. Just way way way way less feature-rich and only with a basic list of the NPC events.
The new Bomber's Notebook is so good. Filling it out has this addictive pokedex-like quality to it.
It does, but then I'm not sure how many unique NPCs there are and how many entries in the notebook there are, so it's like trying to catch all of the Pokemon without knowing how many of them exist.
Ok, thanks!Since I have my 3DS with my copy in it right next to me, I gave my cartridge a shake and it, indeed, has something moving around in there. It actually sounds kind of big, if that makes sense. I've had it since release and, playing it sporadically ever since, never had a problem with it if that reassures you.
What all will I be missing out on if I just power through the dungeons?
Most people seem to really like the game and don't mind these things, so I don't know if I'm unreasonable or what. It makes me wonder how many of the people who loved this remake also loved the original game. I just can't imagine someone who was a big fan of the N64 version disregarding so many downgrades. The nerfs to the forms are one thing, but the difficulty nerfing is also pretty lame. Things like the platforms no longer moving in the Deku palace infiltration or captian Keeta running at a snail's pace kind of kill the fun of the original segment.
snip
I mean, it's your opinion, I'm not going to say you're unreasonable. But I've long held the original N64 version in my heart as my favorite Zelda game, and I consider this remake the definitive version, to the point I loaned out my N64 cartridge to some neighborhood kids even though I may lose it in the process.Most people seem to really like the game and don't mind these things, so I don't know if I'm unreasonable or what. It makes me wonder how many of the people who loved this remake also loved the original game.
I have to disagree, most things were improved, and I don't see any downgrade in difficulty.
The swimming was improved, the Great Bay Temple is not longer an exercise in frustration, I do think they should have left a way for fast swimming and not use magic though, but it is still an improvement, and you can still infinitely fast swim with lon lon milk.
Speed while jumping as a Deku scrub is such a minor change I only knew about it because of this thread.
Gyorg's battle was weird, but the others are now epic, specially Twinmold, again they were improved.
This is pretty much a confirmation of what I was saying above- that the people who really like this remake thought the original was heavily flawed or needed fixing. I always regarded MM as being just as great as OoT. The things they "fixed" were often things I enjoyed, and the "solutions" often introduce new problems to the game.I feel some fans have some obsessive devotion to the original like if it was some flawless game when it wasn't, and the whole thing is just odd for me since back then I felt I was the only one who loved the game. Some gamers really think frustration equals difficulty.
I guess I'm glad to see it's not just me. I was holding out hope that the game would get a patch after there were complaints about these things, but now the only real hope is that the game might get a re-release somewhere down the road. I'd love an HD release of OoT3D+MM3D on NX, and maybe there they'd revisit some of the changes. Otherwise, I'm going to have to stick with the original. I just can't enjoy this version.
Off the top of my head...
*The save system is obviously easier to use. The original forced you to plan your play session and accomplish all your tasks in that time. The new system just sort of says "aw, fuck it" and just lets you save wherever. I'm personally not opposed to the new saving being added, but I wish they had allowed for the original song of time method so I could play the way I prefer. Why not?
*As I mentioned, the Deku palace was royally nerfed. The platforms don't move now until you land on them- there's no confusion about this, that is flat out lowered difficulty.
*Odolwa is also inarguably easier. He doesn't even attack, not unless you stand still for the 10 seconds it takes for him to stop dancing and finally charge at you. All you do is deku bomb him, stab his head, and repeat. You can do it 3 times in rapid succession and he'll never even try to land a blow. I hated this fight the first time I played MM3D, so this time I tried to see if there was an alternate way to attack without using the ridiculously easy, formulaic deku bomb method. If there was, I didn't find it; he blocks your arrows, jumps away from your bombs, and shields your sword/spin attacks, forbidding you to attack him in any other way. Some people will argue that there were tactics you could use to kill him quickly in the original too, but it's not the same. You couldn't predict which set of attacks he would use next, and he was obviously attacking much more frequently.
* I'm pretty sure Goht's attacks don't land as often. His lighting bolt attack in the original was very fast and accurate. I never get hit by it in MM3D, it seems to track you much more poorly.
*Captain Keeta moves at what seems like half of his original speed or less. This is another clear difficulty reduction. I always enjoyed this part in the original since you had to race to kill all his underlings as fast as you could to catch him and it was usually a fairly close call. That's what made it exciting. It wasn't unreasonable; you could shoot arrows at him to hold him if he were getting too far ahead. In the new fight, I caught him after the very first gauntlet of enemies, which is ridiculous. It ruins the whole premise of the fight.
*The ice arrows now have glowing spots that show you just where to fire. That does make things a little easier in that you no longer have to judge the spacing of your platforms yourself. I wouldn't have cared so much if they still let you fire arrows wherever... that was a bizarrely insulting decision.
*The bombers have also made secrets easier to discover. They run right up to you and fidget in your face until you talk to them, then they give you pretty generous hints about a lot of the heart piece or mask locations that were never in the original game. There were a few hints that made me groan just because they were practically giving it away.
I'm sure there's more that I'm forgetting. There are a lot of changes that I do think simply removed frustration- for instance, allowing you to shoot the eye outside of stone tower temple without having to move the blocks again. That's not a difficulty reduction, that's a removal of an excessively repetitive task. But there's a big difference between something like that and then making an enemy attack less frequently or move more slowly.
I never considered the temple to be frustrating, and I think the old swimming actually works much better in the areas with strong currents. Obviously, Zora swimming wasn't ideal for tight spaces, but it works far better than the new swimming in the bay and you're now prohibited from using it there, which means that traveling is much less fun than before. It also makes any segment that requires the zora swimming less fun, since that damned barrier and whirring are really distracting. Using romani milk doesn't fix that, nor is it practical to expect someone to waste an entire day every session just to get a bottle, nor would I really want to have infinite magic while doing the rest of the temple in human form. It's not a solution to this problem, and yes, it is a problem. They broke something about the original game that a lot of people loved.
If I had to choose just one swimming or the other, it would be the original without a doubt. I can bonk my head a few times, who gives a shit. It's much less annoying than what you have to put up with now.
The deku hop was fun because you could build up a lot of momentum and keep it unbroken as you went from pad to pad, which allowed you to travel over water very quickly. Now, your momentum is broken after each and every pad and it's generally tedious. If you used the spin technique in the original, it's a huge difference, but even if not, there are times when the slow speed creates problems. For instance, I've seriously gotten stuck on this platform on both of my playthroughs:
You just barely have enough speed to make it to the first pad, and you can't move backward to build up a run because you'll end up re-entering the tomb. It's really fucking frustrating to have to deal with things like this when this would have been a simple, thoughtless jump in the original.
When it comes to the bosses, there are some good ideas but there's also a general awkwardness to all of them. They just stretch on for too long and wear out their welcome. Having to stand around punching twinmold after you run out of rocks to throw is bizarrely tedious after what was otherwise a pretty big improvement in the boss fight. Gyorg's underwater phase is also really clunky and goes on too long. I prefer the original fights just because they're purer and don't have these, long, awkward pace killing segments.
This is pretty much a confirmation of what I was saying above- that the people who really like this remake thought the original was heavily flawed or needed fixing. I always regarded MM as being just as great as OoT. The things they "fixed" were often things I enjoyed, and the "solutions" often introduce new problems to the game.
It reminds me of the old Resident Evil games and how some people love them while others consider them clunky and dated. REmake could have added more ammo and given you an over the shoulder view and a lot of people would have loved it, but it would have ruined the original gameplay. MM3D isn't that bad, but it's a step in that direction; sacrificing the original mechanics to appease a wider audience.
It's not as if I'm blind to any problems the game may have. There are a few things that I think even the biggest fans would agree were problems, just as everyone agreed OoT's water temple/iron boots issues were a problem. In this game, the stone tower climb and elegy of emptiness were obviously tedious. This remake did nothing to fix that. You still have to play the elegy of emptiness over and over, you still have to watch the encore performance, and it's still generally a huge drag on what is otherwise a classic segment of the game.
TLDR version is that for me, the game doesn't fix what I and a lot of fans would have considered the real problems the game had and it creates new ones by wrecking things that were perfectly fine before. It's just like a special edition; this is what happens when the people working on something don't understand it in the way the fans do. You can't revisit something and do it justice unless you understand what makes it great. A lot of the changes in MM3D make it clear that Aonuma didn't really know what he was changing half the time- no fan would have done what he did to the zora swimming if they had been in charge of this.
The one thing I hope everyone can agree on is that the changes could have been implemented better, even if you like the changes. They didn't have to remove the original mechanics so often, and they could have created an alternate mode that would have preserved the original difficulty. Things like the slow swimming and free saving could have been really great additions to the game without any drawbacks if you could still use the fast swimming or song of time save to your heart's content.
Just got an New 3DS and Majora's Mask. Looks pretty good but I don't know for God's sake why they changed things like replacing the bank accountant to the back of the clock tower? Now, the alley in the west feels a bit more empty without him. He fit there with all the other shops. But at the clock tower... it just seems out of place to have a bank THERE. WHY, for Christ's sake?!
Swimming was simple because I knew when to go fast and when to just do the dog paddle or whatever he's doing when he waves his arms around. Maybe I'm just a god at Zora swimming, but I somehow doubt it. They made it easier to swim if you struggled with the controls, but it's undoubtedly worse if you were already proficient. That's not a good exchange imo.
The issues you mentioned are pretty big, but one other thing that REALLY bothered me were the changes to certain models (like the Moon's face or the Clocktown map) and changes to some colors (Like the color of the sky on certain days) which really change the atmosphere/mood.
Even the bombers weren't anything to fuck with.
Just got an New 3DS and Majora's Mask. Looks pretty good but I don't know for God's sake why they changed things like replacing the bank accountant to the back of the clock tower? Now, the alley in the west feels a bit more empty without him. He fit there with all the other shops. But at the clock tower... it just seems out of place to have a bank THERE. WHY, for Christ's sake?!
It's incredibly obvious why. Because the save statue is right there. This is your "base." Manage saving and money deposits right in the same spot. It's much much more convenient this way. And not out of place at all. In my town, the bank is right next to the clock tower (which houses the municipal office).
Yeah, it's like a small hub within the "Clock Town hub". But it doesn't feel organic. In your real life city nothing is build around and for you. You choose your place and sometimes just have to walk or take a bike or car. Nobody would say "oh, I better open my shop around this TheMoon guy". It's just because you're the protagonist. Like in Metal Gear Solid V you don't die because of ridiculous reasons in the first ten minutes of the opening cinematics. Ridiculous reasons just because it's the protagonist.I don't think it was necessary since all of clock town was your hub, but whatever.
*The save system is obviously easier to use. The original forced you to plan your play session and accomplish all your tasks in that time. The new system just sort of says "aw, fuck it" and just lets you save wherever. I'm personally not opposed to the new saving being added, but I wish they had allowed for the original song of time method so I could play the way I prefer. Why not?
*The bombers have also made secrets easier to discover. They run right up to you and fidget in your face until you talk to them, then they give you pretty generous hints about a lot of the heart piece or mask locations that were never in the original game. There were a few hints that made me groan just because they were practically giving it away.
This is pretty much a confirmation of what I was saying above- that the people who really like this remake thought the original was heavily flawed or needed fixing.
It's not as if I'm blind to any problems the game may have. There are a few things that I think even the biggest fans would agree were problems, just as everyone agreed OoT's water temple/iron boots issues were a problem. In this game, the stone tower climb and elegy of emptiness were obviously tedious. This remake did nothing to fix that. You still have to play the elegy of emptiness over and over, you still have to watch the encore performance, and it's still generally a huge drag on what is otherwise a classic segment of the game.
My main complaint with the visuals is that they didn't push the darkness that was in the MM concept art. MM had distinctly different art than OoT did, yet both incarnations of MM have now just reused OoT's visuals wholesale. I would love to see how MM would look with this darker, shadow heavy vibe in-game:
Even the bombers weren't anything to fuck with.
It's another example of trying to make things as easy and convenient as possible.
You could save any time you wanted... at the cost of losing all of your current progress. It's not the same thing. You had to choose when to save, and you had to make sure everything you needed to have done was finished and that all of your rupees were deposited. The only thing "harder" about the new system is that you have to warp to a statue to save instead of playing the song of time, which is a minuscule extra step.The original lets you save wherever too. In fact the remake doesn't let you, it only uses statues.
...
The whole save system was obviously a hardware limitation, the original japanese version didn't even had owls. This is again confusing frustration and obtuse design out of hardware limitation as "difficulty".
I know that they specifically tell you about the colored statues around Termina and how they like to have music played, which is pretty much saying "go here and do this." There are other hints that give away just a little too much, and sure you can ignore them, but they make it damned hard to do. When doing quests in an area of town that they're in it's pretty obnoxious, since they'll be there fidgeting right in your face during the cutscenes. Kamaro's mask, for instance. I had a bomber just standing right in the way of the dancers the whole time... It's a little over the top.I didn't know they gave you hints for hearts as well, the hints to get you started on the sidequests are minimal in my opinion, and again, you can just ignore the bombers, it's not like they stop you from moving.
You can skip just a slight amount of the statue creation cutscene at the very end, but you still have to play the song each time and watch the encore performance. WWHD allowed you to skip encore performances altogether after the song was played once. That's the minimum that should have happened here, although they really should have given you a fast shortcut to create clones after playing the song once. Maybe a touchscreen button for that purpose. This would have been equivalent to solving the iron boots problem from OoT3D.I felt the elegy of emptiness was actually faster this time, but I have to check out to be sure about it.
Making things convenient? the nerve of these people.
You could save any time you wanted... at the cost of losing all of your current progress. It's not the same thing. You had to choose when to save, and you had to make sure everything you needed to have done was finished and that all of your rupees were deposited. The only thing "harder" about the new system is that you have to warp to a statue to save instead of playing the song of time, which is a minuscule extra step.
I don't understand how you can possibly come to the conclusion that the save system was a technical limitation. The US version let you save everything- all of the same progress this new version does- using an owl statue. So... what was limited? It's the exact same save system as now, the only difference being that the game was programmed to erase your save after it was loaded. There was nothing about the hardware restricting the save system, they deliberately programmed it to work that way when they added the owl saves because they didn't want to disrupt the original song of time save system.
If they had really wanted the new save system from the start, they simply would have just never programmed the game to delete your owl statue saves. Done. The new system was designed for handheld play, which is honestly a good idea. The game needed a system like this to be portable. But it does make things easier on the player, and eliminating the original song of time method was an unnecessary mistake.
Memory. It's why the japanese version has three player slots, while the US version has only two with owl saving. Owl saving alone ate up a whole save file.
We have to agree to disagree then, I did not see a downgrade in difficulty and if there was it was not noticeable for me.
Yeah, it's like a small hub within the "Clock Town hub". But it doesn't feel organic. In your real life city nothing is build around and for you.
It wasn't exactly technically limited then, was it? The same new save system was clearly possible. They just had to use two save files instead of one, which the US version already did. I know the tech was being pushed, but doesn't the US version prove they could have used this save system if they had really wanted? If this game had been on Wii U instead of a portable system, I'm not sure they would have taken this same route.
No Zelda ever has been released with just one game slot
And Majora's Mask wouldn't have had to either:
You can have two owl saves active at once. There's absolutely nothing keeping this game from using the new save system other than the code to delete your saves after loading... your argument that the save files were the reason Nintendo did not do this originally doesn't hold water since the US version had two save files anyway; obviously, they were willing to accept two files.
Again, they had the same basic save system that's in use now active in the US version- they went out of their way to add the code to delete your saves and return to the menu. Had they not done that, the new save system would have been in the original Majora's Mask. They went out of their way to limit it; obviously, this was a deliberate choice.
The thing about the save system is that the original suited the gameplay better. It was inflexible, maybe even unreasonable, to expect players to always do everything in one sitting, but it is the definitive way to play. You start with a clean session, see the "dawn of the first day" message, and plan the tasks you want to do for this cycle. Then, after everything is done, you lock in all your progress at once. It was stressful, but it was also extremely rewarding. One of my favorite parts of the game was always that feeling of gratification you got when playing the song of time after finishing a lot of quests in one cycle.
It kept things clear and orderly; you never had to drop into the middle of a cycle and wonder which quests you were in the middle of. When you loaded up the game, you always had a clean cycle to start with. When you finished, every loose end was tied up; your next session would be a total renewal of the cycle. It just makes a lot more sense to play that way. With the new system, you have a bunch of half-finished tasks greeting you when you load up, which is less exciting than starting with a new cycle where you can do whatever you feel like at that moment.
I tried to approximate the old system by saving after the song of time or just before it, but it's not quite the same without loading the game to see that splash screen and starting right into a brand new cycle. This is another one of those things that they easily could have avoided by just keeping the old save system as an option. I don't care if they add the new system. I have no problem with it at all, it obviously has made a lot of people happier with the game. Just don't wipe the old one out and leave fans without the choice of playing the game the way it was originally intended.
You are making assumptions based on nothing. Again, if the temporary save was always intended, why does MM3D has a different system?
And something tells me you don't now much about how memory works, if you think they really added purposefully "code" to "delete" the owl save I don't know what to tell you.
Here's a question for y'all about the original game since I think I might be misremembering. What are the Bomber's Notebook features in the original game? Did the schedule feature have notifications like in the current game?
Nope, it was very barebones, the game did a lot with the limits the N64 had, but it showed. Some complained the Notebook in MM3D now notifies your entries like if it was some sort of sacrilege when such thing in no way spoils the experience.
I'm a big OG MM fanboy but you just have to admit the notebook is vastly improved, it seems that die hard fans confuse a game being obtuse or archaic, most of the times due to technology, with "difficulty". The new notebook does now what it meant to do back then.