Friday, January 22, 2010

SMT: Devil Survivor, part 3

God fucking dammit.

You know, for someone who claims to be able to notice subtlety in videogames, I certainly miss it at crucial times.

Here's the deal. It's Day 5. This guy Kaido wants to kill my former teammate Keisuke, but he can't find him. Around the same time, Keisuke and this woman Mari (Kaido's love interest!) are in danger. If Mari has this item in this bag you find, she is able to kill the demon threatening her. You find her bag, and are given a choice: give it to Mari, or keep it and give it to someone else.

The game had been telling me to create some sort of distraction for Kaido so he won't go off and kill Keisuke at 13:00. Stupid me didn't realize that the bag is the distraction! If you give it to Kaido, he'll run off and save Mari, and you'll be able to save Keisuke.

Guess what I did. I gave the bag to Mari because when I originally went to go find it, she told me she needed it to kill the demon. Seemed simple and harmless enough at the time. So I get the bag, get in the battle, save Mari as she kills the demon she wanted to kill, and I'm all "Okay, now to go save Keisuke," and I get there and then watch Kaido kill him.

Since I pretty much save before every battle and since this game has only one save file, I'm screwed if I want to save them both now unless I start over. Which is a stupid idea, I obviously won't. I'm going to ride my stupid decision out and see where it takes me. Maybe I'll go kill God after all, just to spite the freaking bag. Or something. I don't know.

Thursday, January 21, 2010

SMT: Devil Survivor, part 2

I am in Day 5 of Devil Survivor so far, and from what I gather on the GameSpite boards, I'm slightly overleveled. I'm okay with that though! I'm not doing it to break the game, I'm doing it because I'm having fun. I'm sure the game is slightly easier because of this, but oh well - so far, I feel like the difficulty is just right.

I can tell the game is getting tougher quickly, though. The enemies are starting to get some nasty powers such as Holy Dance (Almighty damage dealt randomly to different party members) and Makajamaon (high chance of Mute on all party members). That last one in particular has been giving me some headaches, that's for sure. It can actually turn the tide of a battle fairly quickly!

One of the things I'm guilty of in this game is not having a very large backup demon roster. I usually fuse the guys I want to use, then go into battle. So if one of them dies, and I summon another guy, he is usually level bullshit and gets demolished by a light breeze. I really need to remember to keep a stable of backup demons just in case. I've gotten screwed over a couple times because I forget, too.

One of the things I love about the SMT series is that now that I have played through a few games, when I see a new demon, I have an idea of what it is capable of. For example: I know when I see Thor to expect a badass thunder-wielding physical powerhouse (and I have gone out of my way to make sure I get him in each game)! This has given me a leg-up on some of the battles in Devil Survivor. Since I typically know what strengths and weaknesses certain demons have, battles are somewhat easier because I can exploit them better. The same goes for spell names, too - I knew what Makajamaon was going to do before it hit me that first time.

I just wish I was getting more powerful spells, though. I don't have access to any -dyne spells (the most powerful elemental spells end in -dyne, such as Agidyne, which is fire) yet and my Mazio, Mabufu, Maragi, and Mazan are getting a little weak (all multi-target spells start with Ma-). From what demons I know I'll be unlocking next, one of them has Agidyne - but it's Magic stat is way to low to be useful, really! Oh well. I'll fuse him with some other guys and spread that -dyne around as much as I can.

Storywise, I'm intrigued to see where this goes - supposedly, I have some big decision to make soon. From what I gather, it is basically do I want to: A. Become the King of the World and rule with my badass demons, B. Kill God and eliminate angels and demons from the world, or C. neutralize both angels and demons and banish the real bad guys from the world. Usually I would choose C in games like these because they are The Good Way, but that B looks mighty fine... I've never killed God in a videogame before. I don't mean, like, a God, either. I mean, GOD. Like Yahweh God.

And even if that means I turn into a heartless murderer, it would make for an awesome ending. And there's always New Game +, which will allow me to play through the game again with all the demons I already had unlocked (amongst other things)! So I can easily go get those other endings.

Tuesday, January 19, 2010

SMT: Devil Survivor, part 1

Until I purchased Persona 3 last year on a whim after hearing about the series on a December 2008 podcast, I had never heard of the Shin Megami Tensei series. I wasn't even sure if I'd like it, as it had been a while since I had enjoyed a really tough RPG, and I had not played anything like Persona 3.

Fast forward to today. I now am on Atlus' e-mail list, something I typically despise, to follow as closely as I can when they release any games in this series. Every one I've played so far has been unique, interesting, and completely unlike any other games out there.

So after I had beat Persona 3 and had just gotten Persona 4, Atlus released a game called "Shin Megami Tensei: Devil Survivor" for the DS. I picked it up, because I know how long Atlus games typically stay on shelves: not very long. The game is a strategy RPG, mostly in the vein of games like Final Fantasy Tactics or Shining Force. There is a few (okay, a lot) of twists, though. When a unit walks up to an enemy and engages it, you enter a separate screen and actually fight like in a Dragon Quest game. But you only get one (two if you fight well) rounds of attacks before the control goes back to the field as a whole.

Yeah, it's pretty weird. The game is split up into (as far as I can tell) 7 days. Your characters are trapped in a lockdown in Tokyo, and you have no idea why at first. You soon discover that your cousin has given you devices called COMPs, which can summon demons. You then set out to figure out what the hell is going on, and to survive the dangers you encounter.

When I first started playing the game, I got stuck in a late Day 2 battle where I had to protect a bunch of defenseless civilians from demons but also not let any demons leave the playing field through the northeast exit. This is a bitch and a half, and so far has been the most difficult battle for me. It doesn't help that the demons always target the civilians and the civilians always run around stupidly.

But anyway, I hated that battle and put the game down, only returning to it a few days ago because I was craving some difficult RPG action. I had started raising a new character in Etrian Odyssey to explore the last stratum that you find after the main story boss, but that was stupid and boring. So on a whim I decided to work hard on Devil Survivor.

And it has paid off. Rather than try to blow through the game without grinding (I read somewhere, likely on the GameSpite message boards, that you should never have to grind in a Shin Megami Tensei game. As it turns out, I am not an idiot savant like that guy), I have been slowing down and grinding when I need to. And, more importantly, I've shaken off a habit that I think I got from the Pokemon games: that is, I quickly get rid of old demons to upgrade to new ones that are more powerful, rather than try to raise my old ones. It took playing through both Persona games to learn that, and it still sometimes bothers me, but what are you going to do - the game is designed this way.

I'm now at somewhere around 14:00 in Day 3 and I'm loving it so far. I think I have a very tough battle coming at the end of the day, so who knows how frustrating that will be. I hope the game keeps these "protect so-and-so" battles to a minimum - they are annoying as hell and not fun at all.

Friday, January 15, 2010

I Feel Like Ranting

There are several games that go for upwards of $100 on eBay, and have since the site's inception. I just have one question.

Why don't publishers port the games to current systems?!

It makes no sense to me, when games like Suikoden II are selling for almost $200 used and Konami isn't releasing it anywhere. Not even a downloadable port! This is a Playstation 1 game. How hard can it be to make the thing run on current systems?! Hell, I bought the first Suikoden when it was released on PSN for just $6 just because it didn't cost one million dollars. I would do the same for Suikoden II, Konami! Come on!

I can understand why games like Panzer Dragoon Saga aren't being ported, though - Saturn emulation is incredibly hard to do. That game will probably eternally cost upwards of $200 and only get more expensive as more and more people buy it and then let it sit on their shelves for eternity. Hopefully somebody can figure out how to emulate the freaking Saturn so I can play it!

Earthbound, though. Earthbound! How is it possible that Nintendo has this game just sitting around and they aren't even releasing it on Virtual Console?! I would buy a $35 remake for DS! Hell, I'd pay $50 for a Wii remake! Nintendo says it's just because the game didn't sell well when it was first released here for SNES. NEWSFLASH, Nintendo! RPGs hadn't really taken off in America at the time! And do you remember your ad campaign? You put scratch and sniff fart cards in magazines! I remember thinking as a kid, "Well this game looks stupid. It's about smelling farts and looks like an original Nintendo game!" I was like eight at the time! How can you not sell a game to an eight year old that has farts in it?! You bungled your marketing hardcore, that's how. So how about rereleasing it and giving it another chance? You have a Game Boy Advance sequel that you could release, too, say, as a WiiWare or DSiWare title, also! Can you do that for me?

Can you do that so I don't have to pay eighty stupid dollars for your SNES game on eBay? That could be your money, Nintendo!

Saturday, January 9, 2010

"The After Years" and DLC. Also, Castlevania Post-mortem

I've had the first part of Final Fantasy IV: The After Years downloaded to my Wii for quite a few months now. I think I might have even downloaded it on its day of release. I played it for a few hours, then promptly ignored it until a few days ago.

I'm not sure what it was that made me boot it up again. I think I wanted to listen to a podcast or something while playing a videogame, and was sick of Mario at the time (it took me forever to find a coin in a level in World 6 and I was pissed off about it) and so I just booted it up.

Well, that was costly.

I beat the game (well, the first part of it anyway) and have now downloaded the next four parts at three bucks a pop. Luckily, I had some points left over on the Shop Channel. Regardless, I now have beaten two of the four DLC things - Rydia's Tale and Yang's Tale. I'm now playing through Palom's Tale and am probably close to beating it, honestly. They are pretty quick jaunts, about an hour or so each.

And for the most part, I'm enjoying myself. The most glaring problem? The encounter rate is ridiculously high! So high that I sometimes cannot stand playing the game because there have been numerous times where I've moved two spaces and then have to fight another battle!

The other problem is that each chapter is wildly different from the last in terms of party makeup. I hated playing through Rydia's Tale because there's her and her goofy dwarf friend and neither one of them have any healing spells. So I have to grind for cash and then buy a bunch of potions to heal. Then there is the chapter I'm on now: I have two mages in my party, one who can use White Magic, while both can use Black - and that's great! Only problem is, battles take longer because I have to watch the stupid magic animation play out every time, because neither one of them can hit for any damage above like 10, when they're able to hit at all with their physical attacks. It's pretty annoying!

But I really like seeing what happened to all these characters after Final Fantasy IV. Meeting the sons and daughters of characters like Cecil and Rosa is pretty neat (even when they name their kid Ceodore - that has got to be a translation error or something. What a stupid name!). There are a few nice touches, too - when there is a flashback to Final Fantasy IV, the sprites of all the characters revert to the old SNES style - the exact sprites that game used. It's subtle, but appreciated. And the graphics that remain are decent! They remind me a lot of Final Fantasy V, actually - somewhere in between FFIV and FFVI in polish - with slightly larger character sprites. And the music is basically FFIV's soundtrack, which was good. Some remixes would have been nice, though.

At any rate, I'll finish it one of these days.

I also played through and beat Castlevania: The Adventure ReBirth today too! Finally figured out how to beat that final form of Dracula. It wasn't that hard and I'm somewhat embarrassed that I died on him as many times as I did that first time. The game took me about an hour to beat, and I discovered that I now have a stage select! Which is great because I'm already sick of the first two stages. Not a whole lot to say about the game that hasn't already been said - it's a solid Castlevania game, one that I'm sure I'll revisit periodically.

Tuesday, January 5, 2010

What I've Been Playing

So I got to the last boss in Castlevania: The Adventure ReBirth the other day. I didn't beat him, because I died plenty of times on his final form (the third one) and I had stopped hurting him for some reason so I quit after like 20 tries.

This would have been fine if the game had a quicksave feature, so I could go right to Dracula and try again. It does not, though, so I haven't really played the game since. Someday, I will go back and actually beat it. Overall, it was definitely worth the ten bucks - a brand new Castlevania game in the old style with good level design? Yes please! Not much to say other than what already has been said, unfortunately.

I also beat New Super Mario Bros Wii tonight! That last level is epic. Probably my favorite moment in the game, and probably one of the best experiences I've had in a Mario game ever. I don't want to spoil too much, but it is intense and you have to put all your platforming skills to work. I had heard that the Bowser encounter was great, and it delivered. I would really like to try it with four people, though - would it even be possible?!

It would if you were badass.

Anyway, so now I'm going back through the levels and collecting all the Star Coins so I can play the secret levels. I already unlocked the first and second one, and played through the first, and it was pretty neat. Hopefully the secret levels get more awesome as I unlock more.

I'd also like to point out that certain elements of this game really resemble Yoshi's Island. I don't just mean Kamek messing around with the bosses, either. I mean many of the levels in World 8 seem like they would fit right in Yoshi's Island - from the rolling lava waves to the very tricky, precise, slow platforming found in many of the more difficult levels throughout the game really make the New Super Mario Bros. Wii seem like it builds a lot off of Yoshi's Island. And considering I had already said it builds off Super Mario World, it really has an amazing pedigree.

I have a feeling I'll be playing through this game much more often than New Super Mario Bros. DS. On to collect the Star Coins!

Wednesday, December 30, 2009

New Super Mario Bros. Wii is Amazing

New Super Mario Bros. Wii is why I play videogames.

Well, I mean, you know. Not like, the only reason or anything. But I mean, this game is fantastic. This game capitalizes on everything New Super Mario Bros. DS did not and expands on it as well.

First of all, this game is no cakewalk. There is difficulty! And not cheap difficulty where stuff comes from offscreen and kills you - this game uses clever level design to trap you. The levels are usually built in such a way to utilize whatever the particular gimmick might be. The first two worlds basically introduce all the new power-ups - the Penguin Suit (a refined, more fun version of the blue turtle shell from NSMBDS), the Ice Flower (let's you freeze enemies, then either use them as platforms or pick them up and throw them), and the Propeller Suit(lets you have a huge boost to your jump once per jump). These power-ups are actually fun, too! Not boring and stupid like the Mega Mushroom from NSMBDS.

So I'm in World 5 right now, and the two levels before the mid-castle were tough. I died like ten times - which I'm fairly certain is more than I ever died in the DS game. And I was happy to do so! I'm glad Nintendo has finally relocated their collective testicles and made a game intended for a wide audience not be such a freaking cakewalk.

What's that? Wide audience, you say? Yeah, they intend for this game to be sold to a lot of people. There is a multiplayer component, you see, and it is not insubstantial. Anyone can play at any time in the main game - meaning your girlfriend or whoever can join in and be Luigi (or one of the Toads if you have more than one girlfriend, you dog, you) as you play!

Guys, guys - it works.

I've done it. Skill level is irrelevant here, too - my girlfriend is pretty good at videogames (and sure showed up my cousin at NSMBWii, as I tried multiplayer with him first), and didn't have too much trouble up until the second world, where there are these sand spout things you have to stand on to get by. She was slightly intimidated by them - so I said screw it, picked her up and carried her to the end of the level. Done! We resumed the next level and went on. You can do that at any time - if one player is better at a particular obstacle than another, they can just pick up the other guy and go for it. And if someone dies? They reappear in a bubble and can just pick up where they left off as long as everyone on the screen doesn't die. To be honest, I never thought multiplayer Mario would work. But it does, and it is so much fun.

And the fanservice! This game perfects the art. It isn't incredibly self-referential - there are plenty of new ideas here - but there are throwbacks to all sorts of awesome things. Yoshi is back - and he works just like he did in Super Mario World (although without being able to sport different powers if he eats different Koopa shells, unfortunately). The Koopa Kids have returned, as well. In fact, the game really feels like the true sequel to Super Mario World. There's no cape or anything, but I just get this general feeling like that is what they were going for. I'll probably elucidate further on that later, though.

Monday, December 28, 2009

Castlevania: The Adventure ReBirth Initial Impressions

So for Christmas, my mom got me a set of Scrubs DVDs that I had already seen, so I opted to take them back. I then decided to download Castlevania: The Adventure ReBirth since I noticed it came out today and I had been looking forward to it.

And I'm impressed! The music sounds like it was programmed for the Genesis - and I mean programmed well. It isn't as tinny as you might expect, either. The song selection seems mostly new - I didn't recognize too many tunes, which is also unexpected - I guess I thought that they would just remix a bunch of old songs like they usually do.

The level design is really impressive as well. The difficulty curve is almost perfect. The first few levels aren't tough, and they teach you the mechanics very well. The enemies all have a very recognizable pattern - bosses included.

The game isn't perfect, of course. It is apparently pretty short - not a surprise, though, since this is a traditional level-based Castlevania game. It is meant to be replayed, as evidenced by the multiple paths through each level. Also, when you pick up a new subweapon, you are forced to get rid of your old one, regardless of whether you want to or not. Though they had the ability to pick up your old one in Rondo of Blood and Symphony of the Night (and several others), they don't have that here. It is very annoying when, say, you'd like to keep your boomerang but accidentally pick up a knife because you're jumping and happen to whip a candle and pick the item up unintentionally.

But boy - I've heard these other Konami ReBirth games have been received pretty well, and I must say, I'm very impressed with this one. Mega Man 9 really set the tone for all these companies, and I'm thankful for it - keep giving us new games in the old school style that don't suck, please!

Thursday, December 24, 2009

Majora's Mask: Unapologetically Unsettling

(As I've been pondering why Spirit Tracks isn't as good as previous Zeldas, I found this old blog post I wrote for my blog over on 1up earlier this year - March, to be precise. Why I posted it there and not on this blog I'm not sure. But I'm putting it here because I'm very proud of it. It's a long read though, and kind of pretentious. But who cares. Enjoy.)

This article contains HUGE SPOILERS about Majora's Mask – you have been warned!

It is evident immediately upon starting Majora’s Mask that this game is nothing like any other Zelda game. The previous Nintendo 64 Zelda, Ocarina of Time, opened with a calm horseback ride with pleasant music. Yet here, after the eponymous mask itself spins onscreen, the player is shown a curious character known as the Happy Mask Salesman holding the mask aloft much like Link would when he finds a treasure – but rather than play the familiar Find Item tune, you hear the man oddly chuckle. The introductory video to the game’s locale then begins with cheery music, showing a typical day in Clock Town, its residents going about their business. Once the time of day in the video changes to night, however, the player is shown the Skull Kid, the main enemy, wearing Majora’s Mask, and the music plays a snippet of the disturbing Skull Kid’s Theme while the camera pans out further to reveal a deranged looking moon. It is at this point that the game’s title appears, to drive the point home that this game is going to be a rather unsettling affair.

Once a file is created and the game proper is started, the opening video lays out the back story. Link has become a legend in Hyrule, and is in search of a “beloved and invaluable friend” – Navi, apparently, judging by the fairy sound that is heard immediately after that text appears on screen. Link is then shown for the first time, riding Epona through a foggy forest (the Lost Woods, perhaps? It is never made entirely clear). He appears to have been riding for a long time, as he is slumped in his saddle and generally looks tired. Epona stops and Link looks around, presumably to try and get his bearings, when two fairies startle Epona, who knocks Link off her back. The Skull Kid wearing Majora’s Mask then appears out of thin air and tells the fairies they did great, and wonders if Link “has anything good on him.” The Skull Kid then goes up to an unconscious Link and robs him of the Ocarina of Time, and attempts to play it. While he does that, the personality of the two fairies are first revealed. The purple fairy, Tael, has a personality very similar to Navi from Ocarina of Time – positive, curious, and nice, whereas Tatl seems to be the opposite – negative, impatient, and kind of a bitch. At this point, if the player tries to guess which of these fairies will be journeying with them, it is safe to think that most of them probably assume the upbeat Tael will be coming, because they are used to the personality of that fairy given the fairy they had during the last game. But as the player will soon discover, the nature of the game necessitates that it will of course be Tatl.

At this point, Link wakes up and attempts to catch the Skull Kid, but fails – the Skull Kid steals Epona and rides off, but Link is able to grab one of Epona’s legs. Link falls off as the Skull Kid rides into a door in a tree stump, and the player is given control of Link for the first time. Link follows the Skull Kid into the doorway, and falls down a deep dark hole. He lands on a pink flower, and the Skull Kid, along with the two fairies, is floating before him. It laughs, and tells Link that he got rid of his “stupid horse” – forcing the player to ask, “What happened to Epona?!” Then, he makes fun of Link (and by extension, the player) for being sad at this notion – “Aw, boo hoo – why the sad face? I just thought I’d have a little fun with you.” Then, the Skull Kid starts to do something to Link, and as he does so, it appears Link is in great pain. Then a very blurry sort of dream sequence is shown where Link is surrounded and chased by Deku scrubs. When Link comes to, he has been transformed into a morose-looking Deku scrub. This scene mirrors the scene in Ocarina of Time in which Link awakens after pulling the Master Sword out of its pedestal for the first time to find himself to be seven years older. But the difference this time (besides the end result of the transformation, of course) is the tone. In Ocarina of Time, when the player first discovers they have aged and are now an adult, the player is meant to feel empowered and excited to try out the older Link’s abilities – here, the player feels confusion and is likely put off by this transformation. This is a great example of the way Majora’s Mask subverts expectations. The Skull Kid leaves, and Tatl hits Link, preventing him from giving chase. The door slams shut, and Link and Tatl are left in the room. Tatl begins yelling at Link, blaming him for being separated from Tael and the Skull Kid, and tells Link to open the door for her.

Tatl is an important character to analyze. Remember, the beginning of Link’s journey was to find his upbeat fairy partner from Ocarina of Time, Navi. Link finds a fairy, but again, rather than the happy, energetic, nice one, he gets the opposite – a mean, impatient bitch of a partner, who berates everyone she talks through throughout the game (even her brother, the fairy Tael). One of the most famous lines of dialogue from the game is when she tells a NPC “Oh my. I pity you,” and offers no further comment on their plight. It’s interesting to note that Tatl and Midna from Twilight Princess share many personality quirks, although admittedly, Midna is much more fleshed out in her game (out of necessity, really – Midna is much more important to the story of her game than Tatl is to hers). Thus the dynamic Link shares with Tatl is completely opposite from the last fairy he partnered with.

So, after learning to fly using the pink Deku Flowers, Link goes through a twisty hallway similar to the one in the Forest Temple in Ocarina of Time, and finds himself in Termina. Note the name; throw an L at the end and you’ve got Terminal – doesn’t imply a very cheery place, does it? Link starts out in Clock Town, named for the giant clock in its center. Once Link exits the clock tower, the ever-ticking clock is first shown at the bottom of the screen. This is the central conceit of the game: Link has three in-game days to complete his adventure, which translate to about a half hour of real time to a day of game time. If he doesn’t save Termina within the three day period, the giant moon shown in the game’s title screen crashes into Termina and, well, terminates it. Of course, since Link quickly gets his Ocarina of Time back, this means that every time he plays his the Song of Time, he goes back to the beginning of the first day – while only keeping key items he collected throughout that particular three-day period. All events revert to their original state when he goes back in time. This means that any sidequests he undertakes will reset, along with any dungeon progress he has made that doesn’t include getting the dungeon item or beating the dungeon boss (dungeon maps, compasses, small keys, and boss keys all disappear when the three day period starts over, and all unlocked doors become locked again, etc.).

Since Majora’s Mask was released for the Nintendo 64 two years after Ocarina of Time, Nintendo opted to reuse assets from Ocarina. At first glance, this would seem to be a lazy, cost-cutting measure on Nintendo’s part – and while it may be true that Nintendo was trying to save money, they certainly justify it in game. The NPCs from Hyrule are all in Termina, but they all play new roles here – none of the characters (except for, possibly, the Skull Kid) recognize Link from his last adventure. So the Cucco Lady from Kakariko is now the proprietor of the Stock Pot Inn, Talon is now the bartender at the Milk Bar in Clock Town, Koume and Kotake (who were actually bosses from Ocarina) now run businesses in the Southern Swamp, and there are plenty more. Of course, none of these characters are actually FROM Hyrule; they just look like the characters Link saw in his last adventure. So why bring this up? Because whenever the player sees a familiar character, they are usually doing something that they would not have been doing in Ocarina – like Koume selling potions to Link, for example – which is yet another way Majora's Mask unsettles it's players.

So what does Link have to do in this land called Termina? Well, to stop the moon from crashing, he has to go to the dungeons in the four cardinal directions and awaken the gods that are imprisoned in them. That’s right – there are only four dungeons in Majora’s Mask, and while they are fantastic dungeons, it should be noted that Majora's Mask isn’t a particularly long Zelda game. To get to all these dungeons, though, Link has to obtain different masks to transform into different races – he starts with the Deku Mask, and then gets the Goron Mask and the Zora Mask. Each of these races give Link different powers, and none of them use Link’s sword to attack. The Deku can shoot bubbles which can cause a little damage, and it can also spin attack to hit enemies, in addition to being able to fly when using a Deku Flower. Goron Link can roll into a ball and, using magic power, make spikes jut out from his body and start rolling at high speeds to crash into enemies and fly off jumps. Zora Link can swim at high speeds and generate an energy shield, while also being able to use two of his fins like boomerangs.

Obtaining these masks, however, is sad and unsettling every time. The Deku Mask is obtained when Link is transformed into a Deku at the beginning of the game, and it initially seems as though that’s it – but before he reaches Termina, Link goes past a very sad looking tree. During the ending credits, a character known as the Deku Butler is seen in front of this tree, crying – implying that this tree is his son, and that his son died so Link could transform into the Deku. When Link obtains the Goron mask, it is after hearing the sad tale of the dead Goron hero, Darmani, who died trying to save his people. Darmani was not able to stop Goron Village from freezing over, and his regrets carry over to his death – he ceases to be a ghost so Link can turn into him and hopefully put an end to his pain. Link finds a dying Zora floating in the Great Bay and pushes him to shore, where he tells Link his story, how he was trying to save his girlfriend’s Zora eggs, but couldn’t due to being unable to traverse the now extremely cloudy sea. Link watches him die after hearing his story. He receives the Zora mask, and then proceeds to (in what I’m sure is a series first and last) bury the dead body, and erect a rudimentary gravestone. It is surprising how morbid a Zelda game from the year 2000 on the Nintendo 64 can be, isn’t it?

Speaking of morbidity, the most involved sidequest in the game is particularly heart-wrenching. It takes Link the entirety of the three day cycle to complete it. This sidequest involves reuniting the lovers Kafei and Anju. It appears that the Skull Kid transformed Kafei into a child and later, a thief stole his wedding mask, and Kafei goes into hiding because he promised Anju he would meet her on the day of the carnival with the wedding mask in hand. Link first has to spend a day to locate Kafei for Anju, exchange letters and items between the two for a day, then follow Kafei to the thief’s hideout on the last day to complete a quick set of puzzles to obtain the lost mask for Kafei. Once this is done, there is literally six in-game hours (which translates to roughly six minutes in real time) before the moon crashes into Termina, and Link must go meet the two characters who finally reunite a mere hour before the moon comes crashing down. What is interesting about this sidequest is that while Link can play the Song of Time and escape certain death, Kafei and Anju cannot. They meet up just to be together when they both die. This is certainly touching, in a way, but again, fairly morbid for a Nintendo game.

As the game draws to a close and Link summons the four gods to stop the Skull Kid, the gods prevent the moon from crashing. But Majora’s Mask drops the Skull Kid’s body like a rag doll and enters the moon’s mouth. Link follows the mask into the moon and unexpectedly finds himself in a meadow. It is a huge, sunny, bright green field, populated by butterflies and bright green grass, with a giant tree in the middle on top of a slight hill. Around the tree are running four kids, each wearing one of the four masks Link obtained in the dungeons. When Link talks to them, they tell them they want to play hide and seek and teleport Link to a small dungeon with puzzles based on each of Link’s forms. When they have all been found, the last kid teleports Link to the last boss.

Majora’s Mask itself is fought in a flamboyant rainbow colored room. It has three forms – Majora’s Mask, Majora’s Incarnation, and Majora’s Wrath. Majora’s Mask floats around the room and tries to spin into Link. Majora’s Incarnation flamboyantly dances around the room while making strange, childlike noises. Majora’s Wrath tries to whip Link to death. Each form is fairly easy, both with the ultimate Fierce Deity Mask (obtained by finding all the other masks in the game) and without. When Link finishes off Majora’s Wrath, the game ends, and the fate of the Termina inhabitants is shown (depending, of course, on how many people the player helps and how many masks they got). For the most part, the fate of the characters of this game end up fairly positive, with the possible exception of two: the Deku Butler mentioned earlier, and Link himself.

Link wakes up outside Clock Town, in Termina Field. He sees the Skull Kid, without Majora’s Mask, looking up at the giant gods. The Skull Kid realizes the gods hadn’t forgotten about him and begins crying out of shame for the acts he committed. He then asks Link to be his friend. The Happy Mask Salesman has gotten Majora’s Mask back, and apparently, the evil left it. He asks Link, “Shouldn’t you be heading home, too?” As he walks away, Tatl talks to Link. “Well, both of us have gotten what we were after… So this is where you and I part ways, isn’t it? You know… it was kind of fun. Well, it’s almost time for the carnival to begin… So, why don’t you just leave and go about your business? The rest of us have a carnival to go to.” Pretty cold, for what Link and Tatl have been through together. Link gets on Epona, takes one look at yet another fairy friend he must part with, and rides off. To herself, Tatl quietly thanks Link as he rides away. The carnival starts, and the fate of the rest of the Termina characters is shown. It should be noted that even Tatl notices how Link doesn't really belong in Termina - rather than want him to attend the carnival with everyone, she tells him to leave.

To end the game, the scene showing the Deku Butler crying in front of what is presumably his dead son’s body is shown. Then, the scene shifts back to Link. He is back on Epona, back in the forest he started the game in, and he looks tired again. He rides off, and a tree stump is shown with a drawing of Link, the Skull Kid, Tatl and Tael, and the four giants. “The End” appears on screen, along with a brief ocarina solo of Saria’s Song from Ocarina of Time – probably to imply that Link is lost again, as Saria’s Song is the song of the Lost Woods.

There are more examples to prove my point, but a pattern throughout this article should be apparent by now – that the Legend of Zelda: Majora’s Mask is a game about subverting expectations. Not just about subverting the expectations of Zelda as a series, either, but of video games as a whole. Majora’s Mask is proof that video game sequels do not have to be more of the same. That what is familiar can easily become creepy and unsettling. That saving the world can be personal, too. Although they are enjoyable games in their own right, it’s too bad the Zelda games that have come out since Majora’s Mask haven’t dared to be as unsettling and interesting as Majora’s Mask.

Sunday, December 20, 2009

Spirit Tracks, pt. 3 - General Bitchery

I knew I would get sick of this stupid train eventually.

I've had this Zelda game for 11 days! There is absolutely no reason I why I should not have plowed through it at least a few days ago. Yet, there that train sits, the single reason why I can't bring myself to play the game for more than an hour or so at a time.

I ran into the same problem with Wind Waker and (especially!) Phantom Hourglass. The boats and trains and whatever Nintendo comes up with next to replace a traditional Zelda overworld simply do not work. They don't fit! Every time I think to myself "Oh man that dungeon was awesome, I can't wait to get to the next one" I have to ride the stupid train for twenty minutes. And it is boring as hell! I do not understand why Nintendo puts this crap in the games - just sick of creating a typical overworld? You do not have to pack the overworld with a bunch of crap you guys! Just let me run my ass across Hyrule field or whatever. Or let me run most of the time, and occasionally ride a train or occasionally ride a boat! That would be awesome.

But no, everyone. God forbid Nintendo give a full budget to their handheld teams. And I must say - the graphics of this Zelda are underwhelming, now that I've stared at them long enough. The textures are repetitive and boring - the grass pattern is basically just green with a few sprites of individual grass blades tossed here and there. I already bitched about the dungeon design, and when you view any of the 3-D models up close they look horrible. Final Fantasy III and IV for DS looked much better - the 3-D models were still a little janky, but at least the world design was much more interesting!

And other than a very few standouts (like two tracks), the music is underwhelming as well. I don't need a full orchestra by any means, but for god sakes just compose something interesting!

I want to like these games so much and I'm trying but dammit it is so hard to when they are so lazy with their design.

Click here for my second post about Spirit Tracks. Click here for the first one.