Thursday, January 27, 2011

The Legend of Zelda: Majora's Mask

       Legend of Zelda: Majora's Mask (MM) once again finds our protagonist Link in an unfamiliar world, Termina, burdened with the task of saving it from a collision with the moon. MM is the only Zelda title which is centered on a Link from a previous title, namely the Link from Legend of Zelda: Ocarina of Time (OOT). MM is unique in that it deals with two unusual game mechanics: the various powers granted through masks and the ability to manipulate time inside of the game's three day time span.  That is wearing different masks allows Link to take on different forms, interact with different characters or gain entry to a variety of areas. Temporally the game takes place over three in-game days, wherein the moon gradually grows closer with each day until finally colliding with Termina at midnight on the third day, thus resetting a player's entire progression with all third parties.



MM is rife with incredibly intricate personality based situations, as well as time sensitive problems as created through the game's three day game mechanic. Originally Link ventured into Termina (an alternate reality of Hyrule found in OOT) as his horse Epona and the Ocarina of Time was stolen by Skull Kid.  Before entering Termina, however, Link is transformed into a Deku (plant being) by Skull Kid. Now in Termina Link meets The Happy Mask Salesman, who offers to assist Link if he retrieves the Ocarina of Time and Majora's Mask from Skull Kid. Skull Kid it seems is possessed by Majora's Mask and is responsible for the moon's current trajectory.
Throughout the unraveling of this plot Link must travel this world venturing to Woodfall, Snowhead, the Great Bay and Ikana Canyon all of which contain dungeons which in turn must be unlocked through various progressions through time and challenges. Amongst the main plot and four dungeons exist hundreds of in game characters and side-quests which are time sensitive and often require a player to replay all three days in a perfectly timed dance while taking on the personalities of their current mask collection.  If this all sounds overwhelming, it often is and MM has gone so far to include an in game day-planner in order to keep track of all the events the player has so far experienced.
In terms of maintaining a playful attitude MM offers a rich environment filled with a variety of terrain, time elements, climates and races that greatly encourage exploration and curiosity. MM is also rife with comedic relief as well as playful distractions such as fishing, racing, target shooting and a variety of side-games unlocked by Link's current species or affiliation.
Winning and losing in MM are evident in that a player can easily die, sometimes being forced to repeat their entire progression in a dungeon or side quest. Yet through time travel as granted by songs played on the Ocarina of Time, Link is able to avoid impending doom by returning the game's  first day. Losing does provide the ability to rethink one steps as the game doesn't come to a smashing end like many like many games of that time period did. Instead a player it sent back to a previous point in time (such as the beginning of a dungeon) to retrace their steps and make a further attempt.
MM definitely constitutes a closed formal system. One is limited to the world of Termina which itself contains a variety of rules, cultures and limitations. In fact as MM contains time sensitive elements it is arguably a more formal system than many video games (especially at its time of release in 2000). However, the presence of masks allow the player to bend or even break those rules from time to time (i.e. the ability to move much faster through time or become invisible to all NPCs).
MM's essential experience is acting on empathy.  As soon as the game begins Link is forced to empathize with the citizens of the now doomed Termina. He must learn the intricacies of their lives and cultures in order to defeat Skull Kid and save this alternate reality. Furthermore Link gains the ability to transform into three other species native to Termina (Deku, Goron and Zora). Each of these particular masks is earned by learning the culture of the native species and the challenges it faces as told by a fallen hero of each respective community. In the end Link must even empathize Skull Kid's condition (possession from Majora's mask and his isolation) in order to defeat Majora itself.


MM's mask allows for surprise in numerous ways, however a surprise unique to MM are the abilities unlocked through masks. Whether per chance or through a detailed execution of sporadic time travel, a player may earn a mask. Some masks initially seem to serve little to no purpose, a mask that is a bomb or a mask that causes Link to not fall asleep, while others are incredibly powerful such as the stone mask which allows Link to move amongst enemies undetected.
The game remains fun because it constantly remains fresh. Link is always being granted permission or the ability to travel to new and very unique locals. Throughout your journeys your powers become more complex and your mask collection more diverse. The ability to shape-shift between species to handle specific elements is also incredibly rewarding. Even as a player uncovers all the sections of the map only then can they begin to piece together the most complicated of MM's side stories.
Curiosity plays a large role in MM's outside of simple exploration. One must be absurdly curious to unlock all of MM's secrets. What might happen if I play the Song of Storms in this circle of rocks? What is this isolated pedestal in the middle of the ocean? What happens if I drink superior cow milk on the third day then visit the graveyard while wearing the Keaton mask? Can I tame these dogs? Can I tame these frogs? Can I steal this chicken and use it as a makeshift parachute? All these scenarios and more are only discovered if the player not only exercises their curiosity, but really exerts it onto the game itself.
MM's primary currency is that of time. Time is constantly diminishing, yet is some ways an ever present resource. A player must understand how to best manipulate time within a given repetition of the three days. Are your tasks complex and require you to slow down time altogether? Should one skip to the moments just before the moon collides in order to complete a quest dealing with the chaos before the collision? Once time is spent it will not return unless the player decides to restart the entire three day passage. Depending on a player's strategy the current time may be tight and botched actions may prove to be very costly. However, if a player is set on lighter tasks three days may prove to be too much and time's value becomes grossly inflated.


MM's mask like very few other games asks the player not only to think mechanically but also temporally. By understanding the events all over Termina and when they occur a player is able to unravel the intricate web of storylines. At times there may be many ways around a problem, while at others the answer is exceedingly and even frustratingly difficult. All can be for nothing due to a few miscalculations or lost steps. 

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