The 3DS Shall Gladly Wear the Legendary Zelda like Majora’s Mask
https://basementmtl.blogspot.com/2014/11/the-3ds-shall-gladly-wear-legendary.html
I find myself occasionally enamored
by a video game so much that my traditionally rational way of understanding
social reality becomes skewed by nonsensical giddiness. Instead of
understanding the video game industry as being comprised of many different
moving parts—such as various console markets, consumer demographics, developers
and publishers—I begin to imagine what this complexity would
be like if everyone who considered themselves part of this social construction
was simply me and millions of my clones. In this idea, the traditional
processes which govern the economy surrounding video game production and
consumption would become simple: everyone currently producing games would re-allocate
their efforts toward one single game, and everyone waiting for games would
simply wait for that one product to arrive.
The Legend of Zelda: Majora’s Mask 3D has recently been announced for a
Spring 2015 release, and I couldn’t be more feverish in my aforementioned haze
of illogical thinking than I am right now. I’ve long wanted to play the
original Majora’s Mask; doubly when The Legend of Zelda: The Ocarina of Time 3D
was released back in 2011. Sadly, I never got around to playing it back on the
N64, which has since become a blessing because I can look forward to
appreciating the game for the first time next year.
My interest in
The Legend of Zelda series has never approached the levels of hype that I felt
it should. Conceptually, I enjoy the idea of exploring a relatively open world
environment and collecting items which increase the complexity of the world’s
challenges, as well as to provide incentive to revisit older environments using
said items to unlock secrets.
Despite being
the pioneering force behind this design, the Zelda series has never wowed me. I
attribute my general apathy to the careful attention taken by Nintendo’s
conservative approach to game design. Personally, each game in the series simply
looks far too mechanically similar to its predecessors for me to become excited
by the prospect of playing them.
In contrast,
Majora’s Mask strikes me as experimental and forward thinking, despite reusing assets and characters from Ocarina of Time, and only having four
traditional dungeons. For instance, the game abandons long-time antagonist
Ganon and relegates Princess Zelda to a single flashback, each of which serve
as narrative anchors in my opinion, locking the plot into an archetypical
battle between good and evil. Majora’s Mask embodies a successfulness in
establishing personality and place through what I assume was a constrained, or
at least a shorter than normal, development cycle. In this, I’m reminded of
poor Dragon Age II, which despite similar complaints for being scaled down and
compromised in its vision, felt powerful in its ability to similarly establish
a sense of place and purpose in a relatively small environment.
Forever, I will
remember, remember, the fifth of November, 2014. It was on this day that my
rational way of thinking was abandoned for a giddy anticipation of what I
assume will be the oddest Zelda game in the series. If you’re like me, well
then none of you even exist anymore. At this point, I might as well be writing
to myself.