Showing posts with label The Legend of Zelda. Show all posts
Showing posts with label The Legend of Zelda. Show all posts

Tuesday, August 4, 2009

Bomber's Notebook, Part 2 - The Ticking Clock

In my previous post, I detailed the first chapter of Link's adventures through time in The Legend of Zelda: Majora's Mask. Here's chapter 2! For more discussion about this game (from a lot of interesting people), check out The Vintage Game Club.

Since the game's core mechanic revolves around the three-day time limit, it goes without saying that time is an ever-present factor in Majora's Mask. Its predecessor, Ocarina of Time, focused on the protagonist's journey seven years into the future, and the stark contrast between the whimsical world of his childhood and the dark realities of his adulthood. The game required Link to travel through time to save the world. A few puzzles required him to travel back in time and "change the past" (an illusion of some cleverly scripted events). In this case, "time" empowered and enabled Link.

In Majora's Mask, time is an inhibitor. Link can manipulate time in this game just as he could in Ocarina, but he does so only to put off the inevitable. Instead of leaping forward in time to cheat his way into a life he shouldn't be experiencing yet, Link loops time to avoid a near-future he knows is coming and desperately wants to avoid. He has to make as much progress as he can within the three-day time limit in order to reach a preservable milestone, i.e. defeating a boss or learning a song. A countdown clock resides at the bottom of the screen, always reminding the player of the world's impending doom. Time is not on Link's side, and the limitations it imposes can sometimes feel crippling.

This point is evident in how many complaints the game receives for its time limit. Plenty of games make use of timers: Super Mario Bros. limits how many seconds you have per level, for instance, and Oregon Trail counted the days down before winter came, drastically reducing the player's chance of survival. Pikmin's brilliantly inspired design suffered as a result of a 30-"day" time limit to complete the story, a complaint rectified in the sequel. Majora's Mask, similarly, has frustrated many experienced gamers with the limits imposed by its three-day cycle. Each cycle requires some planning on the player's part to ensure that they make efficient use of their time and get all of their goals accomplished.

At the VGC we've talked about how progress in the game is not measured by changes made to the world, but by information Link has learned and the tools he has collected. Link regains his human form, and a slew of new opportunities open up in Clock Town: most importantly, he is allowed to go out beyond the city walls. In the Southern Swamp, it's easy for Link to get lost - that is, until he purchases a map from Tingle. It might take Link a long time to make it to Woodfall Temple, as well, but once he knows the Song of Awakening and the Song of Soaring, getting there is quick and painless. Lastly, the puzzles in Woodfall Temple are on the easier side, but no one's perfect, and it's possible that while the ground is shaking and the clock tower is chiming on The Third Day, the player is still only halfway through the dungeon. That's okay! They can just re-set time, armed with the knowledge they need to breeze through the dungeon at twice the speed they did the first time (I learned this first hand, as my Wii froze after four hours of play - I covered the same ground in less than half the time afterward).

Contrast this with Ocarina's formula for progress, which saves incremental changes to the environment - a door has been unlocked, a mini-boss has been defeated, a treasure chest has been opened. In that game, Link can save whenever he likes; in Majora's Mask, he can only save his personal progress by undoing all the progressive changes he's made to the game world. I can't help but wonder if this unique design suffers from having dungeons that too closely match the formula laid out in Ocarina; after all, a dungeon is only worth the challenge of mastering its puzzles. If any one dungeon had more replay value, the game could capitalize on its own penchant for forcing the player to repeat familiar tasks. Luckily, this philosophy is carried out in the side-quests of the Bomber's Notebook - an aspect of the game I hope to talk about soon.

As Link, I defeated Odolwa, the evil spirit trapping the swamp's guardian giant, and saved the Monkeys and the Deku Scrubs from their various minor perils. They thanked me, but a wise Deku Scrub noted that they can't shake the feeling things are still about to go quite wrong. They're correct, of course - that moon isn't stopping itself. A few in-game hours and a dozen unsuccessful races later, the Deku butler finally yielded and told me I remind him of his son - a boy whose soul I now possess in mask form. These are problems future and past, but only I seem to be fully aware of them, as the rest of Termina is stuck in its three-day bubble. I, as Link, have the burden of being able to see past this bubble in either direction, and the power to act on what I see. In that way, I am alone - my only company is Tatl the fairy, and the ever-present ticking clock.

Three-Day Cycles: 3 (5 total)
Accomplishments:
Learned two songs; earned three masks; defeated Odolwa at Woodfall Temple; completed first Spider House; got some pieces of heart and notebook entries; restored second Great Fairy and learned the magic Spin Attack; and got the Hero's Bow, Pictograph Box, and Magic Beans.

Tuesday, July 28, 2009

Bomber's Notebook, Part 1 - New Kid in Town

For the past few weeks, The Vintage Game Club has been playing through and discussing The Legend of Zelda: Majora's Mask. If you're not familiar with the Vintage Game Club yet, take a moment to click the link and catch up on some of the most interesting discussion surrounding games going on right now. (A more competent introduction to the club can be found at co-founder Michael Abbott's blog, The Brainy Gamer). I find it amazing how this group can get me looking at a game I've already played five or six times before in a completely new light.

In order to set this play-through apart from my other save files and foster some critical thinking, I began the game considering the chain of events from Link's point of view. Early in the game, the player is given The Bomber's Notebook, an important item that embodies one of the key mechanisms for navigating Majora's Mask's unique plot structure. Whenever Link encounters an NPC that needs assistance, the who, what, where, and when is recorded in the Bomber's Notebook, and as the player progresses in the game they begin to fill the notebook with a detailed itinerary for the inhabitants of Clock Town and the surrounding world. Instead of the player needing to take notes manually, they can consult the Bomber's Notebook if they need to track down a particular character to complete a side-quest.

The game takes place over the course of three days, at which point a scary-looking moon crashes into Clock Town, destroying the world. Link escapes by traveling back in time to the start of the three days, repeating this cycle ad nauseum until he has collected the tools and information necessary to stop the apocalypse. The notebook takes on a role here, too - since all of Link's good deeds are reset when he travels back in time, he is left with only the stickers in his notebook as a lasting sign of his generosity. Link can't help everyone on every day (unless the player is feeling particularly ambitious), but he can console himself - and remind himself he isn't crazy - by consulting the permanent record in the notebook.

For the next week or so I'll be playing Majora's Mask, updating here and at the VGC's forum for the play-through, putting together a sort of Bomber's Notebook of my own. I believe that organizing the information presented by the game in this way will give me a new angle to observe the game from, and I hope to have some more interesting things to say in the future.

Three-Day Cycles: 2
Accomplishments:
Started quest; restored first Great Fairy and got Magic meter; recovered Ocarina of Time; learned two songs; turned human again; got 3 masks including Deku Scrub Mask; got Adult Wallet, Bomber's Notebook, Bomb Bag, and 4 Pieces of Heart; and met 8 people in Bomber's Notebook.

Friday, July 10, 2009

Looking on the Bright Side


I have a confession to make: I love my commute.

I may be cheating: I'm only traveling into the city Monday through Thursday. Perhaps it's Friday that crushes one's soul. Or, perhaps there's still a bit of novelty attached to what is certainly a very new daily routine for me. Whatever the case may be, however, the status quo is such: Every morning at 8 AM I pay three dollars for parking, and another two for a bagel, never having woken up in time to make myself breakfast. I wait about fifteen minutes for a New Jersey Transit train to arrive. I'm not alone, of course; a woman stands far back from the platform so that she doesn't blow smoke in anyone's face. A young guy who doesn't sound like he speaks English tries to decipher the train schedule. I'm enjoying my bagel, with butter.

Everyone piles on board and a somber game ensues: thirty seconds later, scores of dejected early-risers walk the aisles of the train, looking for a stranger that doesn't look too fat or too dirty to sit next to. I take a seat next to someone kind enough not to look like they want to kill me.

And as the train starts gaining momentum on its route to New York City, with a full work day ahead of me and with my two hour (combined round-trip) commute in mind, I smile, and I turn on my DS.

God bless the public transportation system.

So, now that I have an extremely busy schedule and loads of responsibilities, I actually have more time to dedicate to gaming! I've been thinking about giving The Legend of Zelda: Phantom Hourglass another chance once of these days; my first try at it didn't get very far and was frustrating. I'm looking forward to trying out some portable games I've never had a chance to try, as well - and I'm open to suggestions!

Can anyone out there relate to the joy I am feeling at the thought of spending two hours a day on the train? Or is this, perhaps, a result of some sheltered naïveté that I am soon to grow out of? Share your thoughts in the comments!

One last thing: if anyone is interested, Bethesda recently released The Elder Scrolls II: Daggerfall as a free download on the Elder Scrolls web site (source: Kotaku). The Elder Scrolls: Arena has also been available there for free for some time now. If you're interested in something a little more modern, however, you may be delighted to hear that hot on the heels of the announcement of a new MechWarrior game, MechWarrior 4 and all of its expansions will be released for free, at the BattleTech and MekTek.net web sites, sometime soon (source: Kotaku).

Enjoy some free gaming courtesy of the wonders of infinite supply and sporadic demand! And help me out in my search for some good commute games.

Image courtesy of JanneM (Flickr).