Backlog Battle Report (13th Nov 2017)

Was hoping to have my first Switch Indie Review article up by this point, as the draft is online and ready to go, just needs editor approval. As such, I can’t link it here, so I’ll be omitting the game in question (Sparkle 2 EVO for Switch) from the list. Most of my thoughts on the game were in last week’s post anyway. So here’s what I’ve been up to this week.

The Elder Scrolls Online (PC) — Notable only by its absence

After having been my go-to game for just winding down and exploring or questing, this week saw practically no playing of ESO at all. I did maybe a quest or two and logged in to do crafting daily quests as well as keep researching rolling, but that’s about it. Haven’t completely lost interest, but with no sign of friends coming to rejoin me anytime soon, I’m starting to feel the loneliness. That and I’ve been busy with other games (as this report will show), so it’s largely just on the backburner for the time being.

I do want to go through and finish off the Morrowind quests again soon though, so perhaps in the coming days.

Battle Chasers: Nightwar (PC)

In an effort to keep from falling too behind on the variety of games that I put down for something new and never return to, I resumed playing Battle Chasers for a little bit. Progressed through about half of the second dungeon before I had to stop, and didn’t get back to it just yet. Still, it’s on my mind and I’m going to resume in between the cavalcade of Switch and PS4 games on the horizon.

As well as being as gorgeous as it was the last time I commented on it, I do still quite enjoy the battle system and the amount of options it presents. The overdrive system is an excellent touch, providing temporary disposable mana so that you can keep using your abilities throughout a whole dungeon. Biggest issue with that is that things die far too quickly to get much use or strategy from it, even bosses… and if they don’t die fast enough, odds are that I will, since the damage count goes both ways.

Hopefully the story will start picking up soon, too. There’s a few interesting snippets but at the moment, that aspect isn’t particularly grabbing me.

Continue reading “Backlog Battle Report (13th Nov 2017)”

Backlog Battle Report (6th Nov 2017)

Couple of things before we go into this week’s update. Firstly, you might notice that there’s been a new Right Click to Zoom at long last in the post below this one, so if you didn’t know about that I’d strongly suggest checking it out. I spoke at length about Morrowind, one of my favourite games, not to mention one of the most influential on me when growing up.

Second, I’m giving a quick plug to a new website called Switch Indie Reviews which, well… is a website for Nintendo Switch indie reviews. Go figure, right? It’s brand new, it looks really shiny, and I just so happen to have applied for and been accepted to be a staff writer for it. So if you like my work and want to see more of it, there’ll be articles there in the coming days. I’ll be sure to link all those reviews back to this blog for conciseness, so please look forward to that.

On to the games, then!

DOOM 2016 (PC) — I’m a man of my word

Last week I was in the mood to play some DOOM and listening to the soundtrack, so this week I followed suit with that and played a bit more. I rarely invest a lot of time into it, but it’s fantastic for just picking up and playing another level or two of the campaign every so often. Shouldn’t take me much longer to finish it I’d imagine, but no big if it does; it’s just a very satisfying and visceral experience that’s great to just pick up, play, and put down without commitment.

The game does occasionally get a little bit of criticism that it just falls into the pattern of “find an obvious arena, trigger it filling with demons, kill the demons to proceed”. Personally, while this is obviously a big part of it, I haven’t found it nearly as obnoxious or as one-dimensional as some claim. There is a small chunk of downtime in between each of these encounters, where you’re given a chance to explore, find secrets, and wind the tempo down a little before building back up explosively.

Perhaps this changes as the levels get later, but regardless, I find that I’m often in a fairly good rhythm with it. All that said, I did immediately dump my upgrades into having secrets and collectables appear on my map so I can hunt them all down and get back to the shooting quickly. My completionist tendencies are likely to get the better of me if I keep wandering too long.

Damn, even thinking about this game makes me want to play some more. What a great shooter DOOM is.

Continue reading “Backlog Battle Report (6th Nov 2017)”

Backlog Battle Report (30th Oct 2017)

This week’s update brought to you by the DOOM 2016 soundtrack, which I am very much feeling the urge to play some more of after I’m done writing this. It doesn’t feature on the list this week, but don’t expect that to remain true for much longer. In addition to this post, I’ve done enough gaming to provide all the material I need for at least two or more reviews plus a Right Click to Zoom (at last), so I’m hoping to have some or all of that up soon. We’ll see!

Borderlands 2 (PC) — Co-op Siren song

Wasn’t planning on playing more of this due to scheduling, but one of the Discord chats I frequent has started having a game or two of this going fairly regularly. It doesn’t take long to put out feelers and then get a couple of people teaming up to go shoot some things, and that’s basically what happened to me this week. Unplanned, just decided to jump in with a couple of friends offering.

Since I’m still saving my Psycho save for the planned four man group, I picked up the next best thing I had, which turned out to be a level 14-ish Siren that I hadn’t played since 2013 or thereabouts. I had no idea what weapons I’d picked up or what skill points I’d invested, but it didn’t matter; just jumped in, figured it out on the fly, and shot some bad guys. We played that for a couple of hours and had a grand old time, during which I managed to be useful despite the level disparity just for the Siren’s ability to take a dangerous enemy out of the fight for a few seconds.

Of course, a stupid amount of poison and fire damage over time certainly helped matters, but the crowd control was the real selling point I’d wager.

Continue reading “Backlog Battle Report (30th Oct 2017)”

Backlog Battle Report (23rd Oct 2017)

As said in the scheduling update, these weekly reports won’t be going anywhere, but Right Click to Zoom is going to be unscheduled for a while and just be posted as I write them. I’ll have things to talk about soon, but in the meantime here’s my gaming for the week.

Elder Scrolls Online (PC) — Morrowind!

There was a lot of playtime in ESO this week. Most notably, I pushed ahead with my Templar all the way to the level cap of 50, unlocking the Champion Point system that allows me to keep gaining in power with experience past the maximum. It’s an interesting system; I continue earning experience for everything and it just goes into this pool instead, which upon reaching thresholds lets me apply points into different trees for incremental bonuses. The bonuses aren’t massive, but they also aren’t clearly better than each other, so they let me focus each character in more specific ways.

What’s really nice about the system is that the points are unlocked for every character in my account and can be spent for them as I wish also. As such, I’m not forced to stick with just the one character, meaning I’ll probably play around with the other classes and level those up now that the mad dash to the end is completed.

Nonetheless, my Templar will still probably get a lot of attention and playtime with all the content I still have to do. I’ve finished the Fighters and Mages Guild questlines, completed all the major plot threads for the Aldmeri Dominion, and am on the final step of the main quest (that being invading the realm of Coldharbor). I’ve also gone and picked up a lot of the additional content with the game, meaning I’ve started playing the Dark Brotherhood stuff in addition to the Thieves Guild dalliances I had previously.

Continue reading “Backlog Battle Report (23rd Oct 2017)”

Right Click to Zoom — Fans vs. Funds; A Comparison of Project AM2R and Metroid: Samus Returns

Welcome to this week’s iteration of Right Click to Zoom, the more in-depth article side of this blog. Today, I’ll be looking into both Project AM2R and the newly released Metroid: Samus Returns, and comparing their different game design choices.

As far as I can tell, this is quite possibly a unique situation to have occurred in video game history. The original Metroid 2 was released on the Game Boy in 1991, and now decades later it has received two full remakes within a year of each other. It’s a rare opportunity to study how different developers and game design decisions can impact the delivery of what is effectively the same game, not to mention what elements of the original source material they keep or discard. Let’s give a brief synopsis of the two first for those not familiar.

Project AM2R (short for Another Metroid 2 Remake) was first begun in 2007 and released in August 2016, coinciding with the 30th anniversary of the Metroid franchise. The game was largely the work of Milton “DoctorM64” Guasti, who maintained the AM2R site with a blog of his development updates and design choices. Over the years, he was very thorough in explaining his decisions, ambition, and scope of the game, showing a remarkable amount of professionalism. The process was understandably ongoing, but the end result was an incredibly high quality fan-game incorporating features and updates from the entire Metroid series to that point.

You can still read this development blog on the AM2R website. Sadly, a DMCA claim by Nintendo means the game is no longer officially supported or available for download on the site, but is nonetheless on the internet and easy to find. In fact, just this month an update was released by a dedicated team of fans using the game’s source code, implementing both a New Game+ and Randomizer modes that I will likely try out in the near future.

Metroid: Samus Returns, on the other hand, is the first official “true” Metroid game in the series since Other M in 2010 (the exception being Federation Force, which takes place in the same universe but is a Metroid game in name only). Back in 2015, developers MercurySteam pitched a remake of 2002’s Metroid Fusion to Nintendo for the Wii U/3DS. While the pitch failed, the prototype impressed series creator Yoshio Sakamoto enough to see the team hired to develop their own official Metroid 2 remake instead, and Samus Returns for the 3DS is the result.

Having just played through Samus Returns and completing it the weekend it came out, I believe that MercurySteam did a fantastic job in delivering their vision of the series. At the same time, so did AM2R, so now it’s time to look at what they both did.

Continue reading “Right Click to Zoom — Fans vs. Funds; A Comparison of Project AM2R and Metroid: Samus Returns”

Backlog Battle Report (11th Sept 2017)

I spent some time looking at options and possibilities for extending the activities on this blog to YouTube and recording versions of this for those who would rather listen than read. Unfortunately, the internet connections and speeds available in this part of Australia effectively limit my options to “move elsewhere” or “suck it up”. Since only one of those is viable, this’ll probably remain a text only venture for a while.

Still, I like writing, so hopefully people still like the reading. With all that said, let’s get into the games.

Heroes of the Storm (PC) — Obey the Call!

Let’s start with the new patch of Heroes, which I’ve played a good chunk of games on. Of the four hero reworks in the patch, I’ve only had the chance to play two of them so far, meaning Morales and Jaina I have no comment on. Chromie and Leoric I’ve played a couple of games of apiece, and then a number of Kel’thuzad games to cap it off.

The Leoric rework is, in a word, awesome. Don’t know how he is in terms of power overall, but the adjustments to his spells and auto attack pattern feel a lot more responsive and his talent choices feel much more interesting. While I haven’t picked up a set build yet, the talents that give Wraith Walk more utility that leads into more damage makes for a decent way to start a fight. Both his ults feel like viable choices now as opposed to just the one, though I still need to play around with the 20 talents. He’s great fun.

Chromie is a little less stellar in the long run, but comes with the caveat that I might just be completely awful at her. Either way, her ability to combo and delete somebody instantly is gone unless you manage to ramp up early by getting good hits and completing your baseline quest. That said, in two games I only managed to finish it in one, and then only just before the game ended. Does that mean I’m an awful shot, or is she undertuned? Probably more the former, but either way I can’t really give a full opinion on how she is numbers wise. This needs a bit more time. Continue reading “Backlog Battle Report (11th Sept 2017)”

Mid-February Activity Dump

I usually do my best to consolidate the number of games I’m focusing on playing at any given time, hence the Current Projects list on the sidebar. That said, my attention span is the exact opposite of my backlog, and tends to falter quite a bit. The last couple of weeks have seen me jumping between a number of games in relatively quick succession, so rather than write a number of articles focusing on them individually, this article is going to be a rapid fire synopsis of my feelings and experiences on them.

There will be more focused articles, of course, but that’s for another day. Let’s begin.

Gravity Rush 2 (PS4)

I really enjoyed the first game as my post on that indicates, and hearing good things about the sequel saw me anticipating playing it quite a bit. Sadly, I don’t like it nearly as much. The primary reason for this is that, well… there are large stretches of the game where I’m not playing Gravity Rush. Instead, the new features and attempts to expand the game feel like a mix of things like Assassin’s Creed or Beyond Good and Evil, just… not nearly as good.

Stealth missions where you can’t use your gravity powers, or missions where you have to comb through crowds and ask people about X or Y… it’s an attempt to expand on the core of the game, but it’s so far removed that it ends up pulling me out of it. When Gravity Rush lets me play Gravity Rush, it’s great! But that is actually rarer than it should be. Lots of points I could make on this one that deserves its own post or GameSkinny article; I’ll just move on for now.

Digimon World: Next Order (PS4)

I haven’t played a Digimon game in a while, but there were immediately enough elements that this felt very much like revisiting a childhood memory. Sadly, that feeling didn’t last long. This game isn’t bad at all, but it’s not really what I expected. I planned on it being more like a JRPG, but it’s true to its roots as a monster raising game through and through.

Now while that’s not a bad thing, it immediately sets itself up for one BIG problem. See, training your Digimon back at the base city gives considerable stats and improvements as you’d expect. But going out and actually fighting? The rewards and stat gains are so negligible as to actively discourage fighting to keep from wasting time. So you’re effectively choosing between power or progression, and it feels like a very strange dichotomy that could’ve been woven together better.

And when you’re not really interested in fighting in a monster raising game, well… I’m sure you can see why this sapped my interest. I owe this game more time and attention, I really do, but it’s on the backburner for now.

Nioh (PS4)

I’ve been looking forward to this one for a while now, letting myself get hyped by videos and trailers despite my normal caution. That said, it’s met my expectations nicely. The game is a lot of fun to play, and I’m greatly enjoying my time with it. I’m dying LOTS, mind you, but that’s to be expected when I don’t have much experience with the SoulsBorne games to prep me for it.

At one point, I spectated my friend and brother playing the game, and they were much better at it than I was due to their familiarity with Dark Souls – they died considerably less and made progress much faster than I did. I have much to learn in my quest to git gud. Despite this, I must reiterate that I’ve thoroughly enjoyed getting my ass kicked by this one and look forward to playing more in the coming days.

Fate/Extella: The Umbral Star (PS4)

Purchasing this on a whim after a friend’s recommendation, I’ve been playing this over the last day or two. It’s a Musou/Warriors game ala Koei Tecmo’s Dynasty Warriors style games, set in the Type Moon universe made famous by Fate/Stay Night.

Now those who know anything about Dynasty Warriors or any relevant spinoff will know what the gameplay of this boils down to, and little really changes here. But I’ve long been a fan of that style of play, and mowing down thousands of enemies while clashing with the tougher figures is quite therapeutic even if it gets repetitive quickly. There’s a lot of context and nuance to the plot that I don’t fully understand, since it’s a sequel to a PSP game I never played… but I’m filling in the blanks as I go and it’s reasonably enjoyable.

Will see how it lasts in the long run, but again, it’s therapeutic and a good game to wind down with since (at least in regular difficulties) I can mow things down without a thought.

Final Fantasy 14 (PC)

As my interest in WoW wavered, my interest in revisiting the world of Eorzea grew. It was kind of a whim at first, since I hadn’t played the game for around a year after unsubbing before any Heavensward patch content was released. That said, after dragging a good friend in for the ride, I got back into it. And, well, this has absolutely been where all my time has gone since.

I’m back in the game with a passion and vigor that I sincerely didn’t expect, even replaying old content that I’ve done while leveling up a fresh character instead of returning to my main. In between playing with my friend and leveling solo, I’ve almost reached Heavensward content a second time and I’ve been having a blast doing so. I really do love the world they’ve made here, and it’s remarkably refreshing to be pulled back into a fictional universe that I feel like I can relate and invest myself in without fear of harsh disappointment. There’s even been fanfiction! What can I say, I love developing on my characters even in video games.

I tend to play a little of this every day and am pushing on ahead to endgame where I can visit all the patch content I missed and hopefully be ready to tackle the Stormblood expansion when it’s fresh. I really did miss this, though.

Heroes of the Storm (PC)

Anyone who knows me knows that this game is a constant, and nothing has changed. I’m still picking this game up and playing a couple of games every so often, usually in QMs with friends but occasionally attempting to climb the ranks back up into Diamond. My frequent run ins with angry and abusive assholes as well as people intentionally ruining ranked games is stifling any attempt to get seriously back into that one, though.

Lucio is due out soon, though, and he looks fun to play. That should be interesting.

Dragon Quest VIII: Journey of the Cursed King (3DS)

Strangely, while enjoying this game a reasonable amount, I quickly put it down once I reached almost the same point as I put down the PS2 version and have yet to really pick it back up. It’s not bad – it’s quite good, honestly, and I’m having more fun than I remember from the first attempt at beating this years ago. I just… can’t seem to stick to it? I don’t know. I’ll give it another shot in the coming days.

Fire Emblem Heroes (Mobile)

The first of many impending Fire Emblem games, and the one I was looking at with the most skepticism, as mobile games are rarely anything but quick cash-ins. Nintendo’s offering has more quality and gameplay than the vast majority, and it was a pleasant surprise to find myself quite enjoying it.

That didn’t last long, though. Eventually, I reached the end of the current content save for repeated arenas or grinding ceaselessly to beat the highest difficulties, and then the veneer starts to wear off and… surprise! It’s your standard mobile Gacha game designed to draw in whales! For all the negativity in this statement, though, I did enjoy myself. But I’m already at the point where I don’t even bother to log in and play it now. Feel like I’m done with it already, especially when I could be playing

Dandy Dungeon (Mobile)

The last game on today’s list is also the biggest surprise, because up until I saw it reviewed on GameSkinny, I’d never heard a damn thing about it. That said, it’s easily the best game I recall playing on mobile since You Must Build A Boat, and I’ve sunk a considerable amount of time over the past few days into it.

The general plot and style of the game is completely wacky, zany Japanese humour that is amusing and delightful to behold. The gameplay sees you plot the path of the main character through a dungeon and then use items at the right time to make sure you get through it, as well as equipping and upgrading the right gear before tackling those dungeons. There’s a lot of farming and grinding involved to get the item drops you need to make progress, but honestly? The game’s so entertaining that I don’t even mind just playing a dungeon or two when I get a spare minute and my energy’s full.

Yes, it has the standard free to play mobile game energy system. In this case, however, a small purchase will completely negate that akin to just purchasing the game outright, and I’m starting to think it might be worth it to do so. Nonetheless, even with the free to play elements, the game is well executed and entirely too endearing. Highly recommended!

 

Barring a few minor dabblings, that largely covers my gaming over the past few days. With any luck I’ll settle in on knocking over set projects and making headway in the backlog… though with the impending release of Torment: Tides of Numenera, Horizon: Zero Dawn, and NieR: Automata in a matter of weeks, I can only foresee the list growing rather than shrinking. Oh well!

Dawn of Another Day – A Second Opinion

While I have many games to talk about in the coming days, I’ve been neglecting to post one important thing. Following up on my write-up regarding Majora’s Mask and how I felt about it, the friend that I played the game with chose to write his own thoughts on the matter as well. This turned into a rather lengthy but interesting discourse about the key differences between Ocarina of Time and Majora’s Mask, including what each does best.

Since it’s such an interesting read and in keeping with the general spirit of this blog, he’s requested that it be posted here and I am only too happy to do so. He’s chosen to remain anonymous, but nonetheless, the rest of the post beneath the cut is all his writing.

Continue reading “Dawn of Another Day – A Second Opinion”

Dawn of A New Day

It took three separate purchases, multiple years, and countless attempts before I finally stuck with it and completed it, but it’s done at last: I have beaten Majora’s Mask. Strike one off the backlog, and particularly off the Bucket List.

It’s hard to say much about this game that hasn’t been said in the decade and a half since the game first debuted. There are two particularly vocal stances on how the game was received: either that it was good, but Ocarina of Time was better; or that it’s the pinnacle of the Zelda series because it eschews much of the formula in order to tell a very different and darker kind of narrative. I can see where both schools of thought would rise from, but my opinion is much more moderate than them.

I’ll cover some logistics about my playthrough first, because it’s relevant to how I approached it. Rather than play this solo, the entirety of the game was played in tandem with a good friend of mine, and while he’d finished the game many years ago he didn’t remember all the details so it was still fresh enough for us to experience unhindered. We were both present for the whole game, watched the entire thing, and just swapped controllers every so often. It was helpful to get extra opinions and suggestions for some of the trickier puzzles, and it meant we had somebody attempting new things while the other was looking up answers so we didn’t get completely complacent and reliant on guides.

This was a pretty good setup for playing the game. My friend holds Ocarina of Time in extremely high regard, so he was interested in replaying Majora’s Mask to see how it held up by contrast, and I had never experienced the game, so we both had different viewpoints that we could discuss as we progressed. It also meant that if we got stuck or frustrated, or else were doing tedious filler tasks and grinding, we could pass the controller back and forth in order to keep focused. Quite frankly, had we not been doing so, I imagine it would have taken much, much longer to finish alone – hence why I haven’t finished it before despite multiple attempts.

Nonetheless, with this setup in play, we finished the game in about four extended play sessions. We didn’t 100% the game, but we did get to the point that we considered effectively “complete” – we got all the masks, including the Fierce Deity mask, we completed most of the major sidequests in the Bomber’s Notebook (especially the legendary Anju and Kafei quest), and we made sure to beat the final boss before getting that final mask so it was still actually a challenge. Clearing it afterwards with the mask was absolutely laughable – that thing is utterly disgusting in how overpowered it is but I guess that’s the point.

So, my experience with Zelda games is actually different from many, as I usually find a lot more enjoyment in the 2D games. If I had to pick three personal favourites, they’d be Link’s Awakening, Oracle of Ages, and Wind Waker, which is different from what many consider the best entries in the series. I did enjoy Ocarina of Time and I cannot deny that it earns much of the praise it gets, but it took me almost as many attempts to finish as Majora’s Mask did, so I can hardly say that it gripped me right to the end. In fact, that’s the case with most of the non-2D Zelda games – it takes me a tremendous amount of time to stick with them long enough to see them through to the end. I don’t know if that’s anything to do with the series or just my personal approach to playing.

Regardless, Majora’s Mask is an interesting experience, but not enough to actually break that habit of not being able to stick with it. I don’t really know what that means for how the game performs as a whole. It definitely stands out in contrast to the other major Zelda games though, in the sense that the overall game experience is much more focused. Rather than the biggest, most sprawling world it can manage at the time, Majora’s Mask covers a smaller (but still sizable) area and has you focus on it and its intricacies in a more… let’s say intimate fashion.

Clock Town felt more personable to me than any part in Ocarina of Time, for example, because I spent so much time interacting with it in different ways and learning its secrets. Most importantly though, I learnt about the secrets, habits, interests and lives of the occupants. With most of the models and features lifted completely from the sister game, any developments in graphics went instead to making these characters more interesting.

Each of them had a story to tell, and the Anju and Kafei sidequest showcases that best: gradually uncovering the relationship of these two characters with their own troubles and problems, helping them out with them, and then finally being there to witness their joyous reunion literally moments before the world is ending. Their insistence on being together and waiting for each other to uphold their promise was quite touching. While it’s the major sidequest of the game, there are a number of other small examples of it throughout the game, and it really made the world of Termina feel much more personal than the average Hyrule visit.

It’s this element of delivering the narrative that allows Majora’s to really keep my attention slightly more than other Zelda games, I feel. Generally, the standard Zelda game will have you know roughly how the game is going to play out, since you’re eventually going to get all the pieces of X in order to solve Y and fight Ganon, whether that’s assembling the Triforce or finding some other means to solve the plot. Even if there’s sometimes padding between this, or the actual item gathering is split in half (like Ocarina seeing the first third of the game opening the Temple of Time, and then the second half unifying the Sages), this is generally how it pans out.

This happens in Majora’s Mask as well – restore the four spirits of the land in order to stop the moon from falling. You know that’s the objective from the end of the first three days, where Skull Kid makes it perfectly clear that the confrontation with him will be the end and everything you do works towards that. But the extra stories of the various characters across the world and how they interact or interplay with one another made it feel just that little bit more personal and appreciable to me, and I think that aids Majora’s narrative as well.

It’s also quite a dark and mature game by Zelda standards. Sure, Ocarina of Time sees the world fall to darkness under seven years of Ganondorf’s tyrannical rule, but even then the people in Kakariko Village and elsewhere are living their lives and functioning to a point. By contrast, Clock Town can see their inevitable end and knows that it will arrive in just a matter of days, with each day seeing them more and more panicked and divided on whether to flee, or whether to embrace their end.

The areas themselves are also dark, dreary and somewhat uninviting compared to their counterparts. The frozen mountain of the Gorons is cold, desolate, and lacking their leader. The Zora are depressed because their singer has lost her voice. Ikana Canyon is a desolate wasteland inhabited only by the undead and living in the shadow of their fallen kingdom – coincidentally, this was probably my favourite area in the game, since it really portrayed that sense of darkness and despair best. It was also quite sad that each transformation mask came from the death of a hero or strong representative of the race, and they all acknowledge you as that fallen person despite them actually being gone – Link gets little direct credit for much of what he accomplishes, and at the end who they believe to be their hero will be dead and gone regardless of what you accomplish.

Despite all this dreariness, it still pushed me to want to learn and explore more, and helping the residents with their issues in order to access more of the world felt much more relatable than other Zelda games. It was that extra touch that made the narrative more enjoyable to me, and so I can definitely see why it’s Majora’s Mask that is praised for being the deepest and most interesting Zelda game, if not the best in terms of gameplay.

So in gameplay, did it hold up? I think so. The core elements and items that are basically on the Zelda checklist all make their appearance, what with the bow and various magical arrows, the hookshot, the mirror shield, an instrument… but I liked that the transformation masks were all both familiar yet added new layers of complexity to the game. Goron rolling quickly became our default mode of transportation, the Zora form was useful for its interesting boomerang mechanics and awesome swimming, and fast moving, area damaging and high flying Deku Scrub can’t be understated. Swapping between masks and utilising Ocarina songs in quick succession could be awkward and irritating in places, but nothing I wasn’t able to get over quickly.

In addition, the dungeons were well designed, interesting to explore, offered a number of little exploration challenges in finding the stray fairies, and so on. I also liked that most of the key items actually came from not the primary four Temples, and the treasure of each was either the bow or a new type of arrow that behaved differently. It made it feel that you could go and explore the world more without necessarily having to go clear each dungeon sequentially, even if that’s what you did. It also allowed for a lot of time in between dungeons to be spent finding the new areas or seeing what it allowed us to do in order to better aid an NPC’s requests.

I think I’ve waxed on about the game for a bit now, so I’ll take a moment to bring up a few quick cons. Again, there were times where rapidly swapping between masks and trying to play songs frequently could get somewhat tedious, notably in the Stone Tower and subsequent Temple where you had to play the Elegy of Emptiness multiple times to hit several switches at once. The Zora behaved very awkwardly in combat, even underwater.

There was one or two puzzles that were really obtuse and needed a guide, such as allowing yourself to get grappled by an enemy in order to be thrown up to a key, even though you’d instinctively defeat the enemy each time. And a few of the sidequests relating to people were on such tight schedules and performances that it required multiple resets back to the First Day in order to complete it… though that said, with the Song of Inverted Time, I rarely felt that the time limit was otherwise too imposing or worrisome and cleared the dungeons in time.

One big thing was that many of the boss fights were extremely hit or miss. The first boss in the Woodfall Temple (don’t remember his name) was complicated and interesting. The Goron rolling chase that was Goht was a lot of fun. Fighting the skeleton bosses in the throne room of Ikana Castle was awesome, and the final boss was quite enjoyable and suitably challenging until I properly learned the pattern – I got a suitable thrill and cheer out of beating him with only a heart to spare.

But otherwise, many of the bosses were extremely weak and plain. The worms in the Stone Tower were awe-inspiring to fight even after you became Giant to combat them, but they were otherwise super simple and dull, though I understand that this fight was made more complicated and fun in the 3DS version. The fish boss in the Termina Bay Temple was dull and uninteresting, and did way too much damage for what it was. Quite a few of them just felt like a letdown.

Still, many of these are ultimately little annoyances. At the end of the day, I quite enjoyed my time in Majora’s Mask. It was an interesting narrative experience, had some well designed puzzles and dungeons, had a few good fights, and overall was an enjoyable game to play.

That said… I’m fairly certain everyone has known that since 2000. Oh well!

It’s the end of January and we’re hitting the first influx of newly released high priority games this year, so I’ll be picking up and going through as many of these as I can. Look out for my thoughts on those in the coming days.