[N64] [3DS] Zelda no Densetsu: Majora no Kamen
Posted: Mon Feb 09, 2015 9:16 pm
Its answer -- reset the game. Which presupposes death and looks a lot like this:Oli Welsh wrote: It asked: what's it like to be a child in an adult world that's falling apart? Never mind facing evil, how do you face sadness and regret? And how do you deal with the inevitability of failure?
I hear this all the time. About how anxious and stressed out this time-limit makes players. As if time should stand still in the dungeons and all the world outside should lie dormant, waiting for your return. But this isn't about challenge. This about creating worlds. Worlds that don't disappear or arbitrarily freeze up. The puzzles aren't what's important here. They certainly aren't the reason anybody fondly remembers this game. For the world to give way to the dungeon puzzles would be a return to the antiquated Famicom framework, and a step backward toward irrelevance.Oli Wesh wrote: The flow of time adds nothing but unearned worry to these typically devious and abstract puzzle palaces (the Stone Tower toward the end of the game is a head-spinning stand-out). They certainly don't need a ticking time bomb to make them more challenging.
Miyamoto: Yeah, but the way I see it, 2D is more about a game per se, while 3D is more of a tactile, sensory experience. In a 3D game, that feeling of “I was there!” is so strong. That’s why I wanted to make a 3D Zelda, actually, to see that world in 3D.