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Garo
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  • In addition to the PM I sent you, the time cycle means nothing. Did you see the credits? Everyone is happy (save the Deku Butler). Link fixed everything. There were no more scars left on the land. I don't see why you would use that as an argument for this reason.

    Also, the question, "Aren't you?" wasn't intended to be used as you made it out to be. It was one of those "blah blah blah, right?" questions, where you're just adding a question to the end of a statement. This is a passive question. It wasn't supposed to mean, "Wait, are you really a nice person?" (And Cremia gave Link Romani's Mask. He didn't sneak in. He was a legit member.)
    Because you do it all over again and everything is fixed after Majora is defeated.
    I saw them, but you didn't really disprove the focus on them. Basically, all you did was say "There are dark moments in characters' stories". You failed to acknowledge that they end in happiness. Darmani and Mikau are the only legit things you mentioned.
    If MM focused only on those things, then it would be dark. But it doesn't. It also focuses on friendship and happiness.
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    But, my, you seem to have made a lot of people happy.
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    The definitions you posted are what make TP dark.
    Just thought I'd pop in and say MM is less of a dark game and more of a melancholy one.
    Hello there Garo! I've seen you around the forums a bit, but I never said hello. So, er, hello! :D What's up?
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    4. Exactly 4.

    When there are 8 dungeons, you may get some creative central mechanics to deal with, but due to development restrictions, the dungeons are shorter and those creative mechanics aren't given time to breathe. The reason that Majora's Mask's dungeons are among the best in the series is that they are long enough to allow these central mechanics to work to their full extent rather than ending right when they get interesting. The pillar in Snowhead, the water flow in Great Bay, and the inversion of the Stone Tower - great mechanics that govern the entire dungeon, and their length and polish makes them unmatched in the series' long history.
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    You are really fixed on the idea of less content but more creativity, huh?
    Interesting idea with that Journey article. The only problem I see is that Journey is such a short game and those ideas might not transfer well to longer Zelda titles.
    I'm going to be looking your article over this week and helping edit it. Just letting you know--keep an eye on the thread! :)
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