My name doesn't matter, what does however is the fact that I love bananas, bongos, bohemian apparel and other assorted things that begin with the letter B. I came to Destructoid to seek fortune writing literature that rivals classics such as the 1851 novel by Herman Melville, Moby Dick. I don't give a damn whether or not you think my work rattles along at classic standards or not, they are all works of art, as much an art as interactive video entertainment games.
With the exception of Chrono Trigger, I can't think of another JRPG I have played as well rounded, creative, and just plain as well designed as Mother 3. What is it about the world of Mother that just charms us as players? I'd like to think it's the variety and the overall unbridled imagination of the entire series. Back in 94, Earthbound was praised as being a departure from the usual premises and settings normally established by it's JRPG brethren. Now I love Earthbound, but when I played Mother 3, I felt as if the series had taken another departure from expectation, and moved the world of Mother into a much more hybrid premise, by infusing classic RPG fantasy with the previously established spirit of Earthbound.Mother 3, to me, took everything Earthbound did and refined it into a beautiful new experience.
What is good game design? Well I think the definition can change depending on each individual. Good game design to me can come in many forms with the variety of mechanics and styles of translation developers can use to speak with their audience. Overall, when it comes to RPG's, if the game can engage me, rip me into it's world, and really make me care about the experience for the entirety of the time I'm playing it, then I constitute that as a damn well designed game. With that said. what exactly did Mother 3 refine from what many believe was an already be perfect game to begin with?
First of all, in my experience, there was far less grinding. When I played Earthbound, I felt as if I needed to stop between every town and level up for a few hours because some of the enemies in the next town or path always seemed to beat the ever loving bejesus out of me. Like Chrono Trigger, Mother 3 felt like I was always at a good level when I encountered enemies. I most always felt confident that the battlefield was fair and level. There were only a few times I felt the need to grind, and one of those times was when I was fighting the first boss of the game. JRPG design, to me, should feel like a seamless experience inviting new and different change ups and rewards to give fresh content to the player, to further develop engagement. It should not expect a player to push a dead car up a hill only to reward when the battle is over, or when gravity inevitably takes the reigns on the other way down.
Mother 3, not only balanced out the grind and kept the game from stagnating due specifically to grinding, but it also kept the player and the game moving into fresh new areas with crisp ideas. It felt as if the developers inherently knew just when one portion of the game would start to become a chore for the player and decided to stay 10 steps away at all times from becoming dry and motionless. I Loved every section of Mother 3 because of this.
The developers used different game mechanics to preserve the game's initial charm. One being to play as a different character in a different scenario, to help tell an overall arching story while further defining each character on their own through their specific sections of the game. Another would be by giving the player something different to do such as giving them simply a different task not seen prior or even later in the game, like getting a job fixing claymen at a factory, facing the threat of a chimera running loose in a lab, and testing your skills as a thief. Lastly, seeing what impact certain events of the story had on the characters and the world I was currently immersed in kept me extremely interested. It was like the seeing how Hyrule completely changed when you traveled through time, but only this time you could see the smaller changes in each NPC and location that effectively lead up to the bigger changes. There were many more game mechanics and ideas used, but I just wanted to point out the ones that effected me most.
Earthbound still holds a special place in my heart, and it really is no surprise to me that a franchise would refine itself with a new release. The thing that really blew me away though overall was how well the series improved with this installment. Mother 3 has become my favorite JRPG of all time because of what the developers have done. They took perfection and improved upon it, marginally. It's rare to see a developer pull that off. Kudos!
This write up will evidently become lost in a sea of write ups praising Super Mario Bros. 2, hell, the conception already has. Nothing will most likely set this apart as a definitive read about the game. With all of that said, I really only just want to write about my love for the game. I'm not even going to go into the history. Most of you probably already know it. It has already been touched on multiple times and has become quite a tried old subject. I would very much like to skip it, and just jump straight into text fucking Super Mario Bros. 2
The first time I ever seen Super Mario Bros. 2 was on a commercial that aired way back in the late 80s(link). With a bit of luck and a brand new VCR, after taping some Saturday morning cartoons, that small little piece of Xanadu was mine to keep. I watched that commercial over and over again. It somehow triggered euphoria for me each and every time I watched it, even a bit to this day. Super Mario Bros. 2. simply looked INCREDIBLE!!!
The graphics were such a big step up from the original, so much that I was floored and amazed that the NES could output such power and wonder. The enemies looked extraordinarily rad, strange, and unique. There were 3 headed snakes, small masked birds, and MY GOD, A MOUSE WITH SUNGLASSES, A MOUSE WITH SUNGLASSES!!!! Could This game get any better looking? Not only were the graphics almost at par comparative at the time to Crysis, well for me personally; not only was there a MOUSE WITH GODDAMN SUNGLASSES, but Mario, yes the one and only Mario, could finally pick up items. MARIO COULD PICK UP ITEMS!!! GOOD LORD IT WAS AMAZING!
I had never fathomed that such a thing could ever happen, that Mario, Super Mario of the Super Mario Bros, could pick up items. It was such a genius, well maybe just creative, game mechanic at the time. I had never played, seen, or read about anything remotely like this at any point in my life. I was set at playing this game. I wasn't even concerned about owning it then, I just wanted to play this, this, immaculate, unspoiled, sinless, spotless, stainless gift from the video game gods. I told my mom, I wrote it on my Christmas list, I checked the rent shops, and I put the word out to my friends in school that I was looking to play this game. I was making it known.
The day finally came, I was at my cousin's house and our local rental shop finally had Super Mario Bros. 2 in. I stood by the shelf just staring at the box for a good 2 and a half minutes fantasizing about all of the fun I would experience. Ok, that's a lie, I did that for Super Mario Bros. 3. It just sounds better though. In reality my aunt picked the game up on her way back from getting some groceries and threw it at us like she would a steak at a pack of blood thirsty wolves. We ripped the game out of it's plastic imprisonment and rammed the cart into the machine as fast as we could.
The title screen hit us like a ton of bricks, this was it, Super Mario Bros. 2 in all of it's splendor. Just as the initial shock of playing this game hit us, we were then punched in the guts by a character selection screen. HOLY CRAP!!!!!!!! Not only could we play as MARIO, but we could play as LUIGI, TOAD, or even PRINCESS TOADSTOOL!!! Yes, the very same princess you rescued in the original game.
I forgot who went first or who we played as initially, but what did matter was that at that exact moment in time, we were both playing the greatest video game in the world, at least that's what it felt like. I was personally overwhelmed and boggled by the sheer unique beauty of it all. The environments were so different from the original. Green hills that once would only be seen or detailed as simple background art were now fully developed platforms, logs rolled down waterfalls in crisp, fluid, sprite based animation, and heads of plants waved as if wind were blowing by. The little things, that most would take for granite in today's world really made an enormous impression on me. Compared to Super Mario Bros. , Super Mario Bros. 2 was a massive, giant, enormous step up for the series.
The enemies were unbelievable creative. There were cloaked masked creatures named shy guys that very much resembled Jason Voorhees, other breeds of those very same with guns as mouths, tiny squinty eyed birds with magic carpets, and for God's sake, a transsexual gender confused dinosaur that not only spit eggs out of it's mouth, but guarded doors made out of the heads of a one time existing race of giant birds. What more could you want from a video game? Super Mario Bros 2. embodied and defined fantasy.
The game played a bit differently as well. It was all still based on completing each level, but the game added a bit more depth into it then the original had. There were now more stops along the way, such as castles, rooms, outdoor housing and caves, vertical platforming, varied boss battles, and well, overall more areas to be had. There were also a few different paths to take to finish some of the levels as well. Speaking of, the levels weren't even timed. Super Mario Bros 2. gave us a bit more to explore the the original.
Super Mario Bros 2. somehow was given the title of black sheep as time moved on. I'm pretty sure it was given that title because of it's history and just by how different it was. Imagine if there was no Doki Doki Panic, only Super Mario Bros 2. (U.S), Now try to look back at it without thinking of the history. Super Mario Bros. 2. was a great, unique, imaginative, and creative game. This is hard to say, but personally, I believe it had much more character and personality then the original. It was also a great stepping point for Super Mario Bros. 3 as well, both graphically and by design.
The original Japanese version of Super Mario Bros. 2. looked and played very much like the original. It was more so an extension of the first game then as a sequel. The U.S. Version of Super Mario Bros. 2. substituted as such. It evolved and moved the series into what it would evidently become. Without 2, we wouldn't of had the others. I may go so far as to say that the franchise could have died with the NES, much like the original Donkey Kong games, Balloon Fight, and Ice Climbers.
Conclusively, If you haven't played Super Mario Bros. 2., you're probably young and aren't reading this, but if you seriously have not, boot it up sometime and try it out. If not for the entertainment, then for an understanding of how far video games have come. Super Mario Bros. 2. was and still is a ravishingly beautiful, creative, and fun experience. Maybe my retro goggles are a bit foggy, but I still find it that way. Super Mario Bros. 2.: it has a mouse with sunglasses.
How's it been Destructoid? I feel as if it has been ages since I last wrote anything here. I even tried my best yesterday, but drastically failed. I'm placing most of my absence on Fallout 3. Say goodbye to everything you hold onto as a life when you start; Fallout 3 is a monster. When I ran out of missions and found myself scavenging every last bottle cap and nuka cola in the game, I knew its was time for me personally to back the fuck away.
At first I was quite reluctant of the game when it came to purchasing or even playing Fallout 3. 'Gray gun games' usually are not my taste. I'd consider myself more of a JRPG nut. I personally look for games that engross me into the worlds presented. RPG's have always been known to deliver on this more often personally then any other genre; simply beautiful escapism. With that in my mind I borrowed my friends copy of the game and gave it a go. Fallout 3 opened my eyes a bit wider and cultured my taste in RPG's to a degree. Unlike the JRPG's I have played in the past, Fallout 3 gave me something I have been looking for, for years; freedom. Freedom to take on my own role as a character.
So many times have I played as the quiet, sterile, protagonist with only very few choices to define my character in game. I grew tired of conversational choices that all led to the same outcome, the assistance of characters I never really liked or asked to be with to help me on my way, or having to fight in the same repetitive manner and style for the lapse of an entire game. All of this, in hopes of somehow 'saving the world'. Fallout 3 is no magical virgin born son, it still has many flaws and cliches.You end up still saving, well really helping, the world; the game only has 3 main branches of what moral figure your character can become (evil, neutral, or good), and the radio can get damn repetitive, more so three dog then the music. I can't speak for any other western RPG besides this, but as my first, I found it to be quite a refreshing experience.
Unenthusiastically I inserted Fallout 3 into my Ex bawks. The opening popped up and I watched the intro video, I rolled my eyes. I recall muttered and sighing to myself "Ehhhhh, I probably won't be playing this very long". I took a deep breath and tried to change my frame of mind so that I could give this game a fair shot. I created my character, fixed my opening stats, and started. The first thing I noticed were the dialog choices. Each of them reflected a different personality, they were all quite varied, and each changed the result I was given from each NPC. I couldn't believe how many of my childhood 'friends' were major assholes. I guess the vault will do that to folk. I Picked a fight with some kid and it all turned out to be quite fun.
After completing most of the understated and somewhat tasteful tutorial level, the first thing that gave me a nod to freedom was the option to kill, manipulate, steal from, or argue with the overseer to complete my mission of escape. Depending on what I did with the overseer, his daughter would treat me differently and overall give my game experience a personal and to some extent a dynamic individual feel contrast of other Fallout 3 players. Finding someone else who chose to make exactly the same choices as myself in the game would have been a difficult task.
Exiting the vault, I then noticed how gloriously massive the world beyond looked. The capitol wasteland was my world, my playground. A playground filled with radioactive materials, assholes, and despair. Though not made up of the best elements for a playground, it was mine, all mine! My first priority was to set up camp. I headed towards Megaton. Once there I was given option after option through dialog with local NPCs to cultivate my character and personality a bit more on what I eventually wanted to become not only overall, but one on one with each NPC.
In Megaton, I was given an option to either disarm or activate a bomb centered in the middle of town. Depending on what I chose I was given a place to stay and call home for the rest of the game as well as a reputation. This choice and many of the choices like this kept me coming back to the game. After setting up a place to live out in the wasteland, I felt a great urge to explore the rest of the world and find as many of these situations as I could. Combined with moments and choices as big as the choice to save or ruin Megaton and the smaller portions of freedom given in dialog, as well as the ability to carry out missions in almost anyway you felt inclined to engrossed and engaged me into the world of Fallout 3 and the role I played.
I found that the intended mission payoffs in Fallout 3, such as the games ending and the closure brought by some of the missions, stood inferior to the moments made in the missions themselves. My motivation was solely to enjoy each mission and savor every bit of interaction I had within it. I wouldn't call the missions in Fallout 3 deep or anything, but hell, they weren't shallow. Like I said a little earlier, I could carry out most missions in pretty much anyway I felt. I found myself talking through most of mine. My charisma and speech skills were maxed out and I used the option as liberally as I could. What I'm trying to get at essentially is that I was generally motivated by the experiences themselves rather then the rewards given for each mission.
Fallout 3 was refreshing for me simply because of the sheer amount of choice given. I've read and have heard about the backlash fans have had over the changes Bethesda made to the series. Fallout 3 has hit the mainstream. Take that as either good or bad, it's up to you. Personally I don't feel that it is such a bad thing. For the large amount of the new broadened audience Fallout 3 expanded and sold to, out of many of us new to the fallout universe a few, like myself, will look back at the franchise's roots and play the original games. If open choice is catered more in the original games, and I've heard they were, then count me and many others in as a newcomers both to the world of Western RPGs as well as the Fallout universe.
Summary Reluctantly I gave Fallout 3 a chance. I loved the freedom it gave me to make my own choices to become the type of character I wanted to play as. Intended payoffs in the game didn't feel rewarding to me, instead, moment in the missions did. I acknowledge that Fallout 3 was made for mass appeal. It's not necessarily a bad thing because a handful of folks, like myself, will go back and play the originals and support western RPGs in the future.
I want to apologize before I get started, writing this will be quite difficult for me emotionally. I hope you will all understand if I lose my composure or even my composition from time to time. I'm going to try my best. Dampe was very close to me and his death really cut me deep. In a span of 7 years, I lost a man that I looked up to. He wasn't just a grave keeper, or even just a friend to me, he was my mentor. Dampe, taught me about life, love, and happiness. I learned the most heartwarming alive lessons about life from a man who lived his in a cold and desolate graveyard. Dampe was truly a character. A monk in grave keepers clothes.
Dampe was a great man, a simple man, a man overlooked by many. Most seen Dampe as just a simple grave keeper, but most never took the time to see the man behind the shovel. Dampe may not have looked it, but he was a rich man. No, not in wealth, but in spirit. Dampe had a deep understanding of life, death, and of the human spirit. As a grave keeper, Dampe witnessed the harsh and grim truths of death on a daily basis. I can't even imagine what Dampe must have felt like. Very rarely do we give conscience thought upon our own death, or even the meaning of death. Ignorance is simply comforting. Dampe decided not to take that luxury. He could have changed occupations, but he stayed. He knew the benefits of facing death.
To look at life as if you could die at any moment, was to look at life with the grave keeper's view. He once asked me "Do you want me to dig here? 10 Rupees for one hole", on the surface it seemed like a simple question, but as I got to know Dampe over the months I spent in Kakariko village, I learned that it was much much more significant. Dampe was a philosopher. "Do you want me to dig here?", what I didn't get at the time was that he was trying to tell me that in life you have to put your shovel down sometime and dig for something of true worthand value to you. Something that you could give your life purpose, happiness; a reason to wake up and feel alive every morning. "10 Rupees for one hole", what was Dampe trying to say here? He was trying to say that not only did I have to put effort into finding purpose and happiness, but sacrifice was and will always be an essential part of the dig.
Dampe knew deep within his heart that material possessions, money, titles, or even success would ever make a person happy. He knew that finding purpose and happiness with an attitude set with perpetual gratitude for the gift of life was key. As he lived he was thankful for every breath he was allowed to take. Dampe treasured everything the Golden Goddesses gave him, especially relationships. Hell, that's why Dampe started the Heart-Pounding Gravedigging Tour. He knew the importance and happiness of connecting with others emotionally. Dampe would let anyone take the tour, he would never discriminate. With his shovel in hand and his ears at full attention, Dampe would let you be the grave keeper, if only for a few minutes. He let you call the shots, dig here, dig there, move this tomb. I'm sure he found much joy, much, much, mu.......sorry. it's just, just, it's just that I remember it so vividly. Dampe, I, I, I miss ya, I really do. Sorry about that everyone. I'm, I'm sure he found much joy in the excitement expressed by the many that took his Heart-Pounding Gravedigging Tour.
It only seemed like yesterday that I met him. I was running around Kakariko village and I stumbled into the town's graveyard; it was nightfall. I seen a strange looking man hobbling around the graves with a shovel. I'm not going to lie, I was scared. I thought he may have been a grave robber. Eventually I got the nerve to talk to him. The first thing Dampe ever said to me was "Hey Kid! Don't mess around with the graves! I'm Dampe the Gravekeeper! My face may be scary, but I'm not a bad guy..." Dampe had a tendency to use exclamation points in his speech. Like I said, the man lived vibrantly. After I met Dampe, I would stop and visit him every chance I could. We would spend time talking about heart pieces, women, death, and life. Dampe was a great friend and mentor. I still regret my 7 year absence, only because I could not have been there for him in his last days. Thinking about it just...just....it just really pains me.
I know I'm not the only one who was close to the man, most of you here reading this were probably close to Dampe as well. He touched many of our hearts. Moved us and motivated us in ways we alone never would. Dampe, was more then just a grave keeper, he was a beautiful human being, a life giver. What the reaper took, Dampe gave back. His compassionate, heartwarming actions and words will forever be buried deep within us all. *Sniff* Dampe may have departed physically, but he is still very much alive. His spirit still burns. We have a responsibility to uphold to our kindred grave keeper. Keep his flame burning. Give back, be fervent with gratitude just as Dampe would have been. Rest in Peace Dampe. We love you.
Ya know, fuck our usual protagonists. Metro sexual pretty boys and emotional brooding introverts have gone the way of cliche. Would you really depend on these types of characters to save the world from impending destruction? I think not. If I had to pick someone to stand behind in such a dire time, I would want to support a real man, a man's man, a man like, like, like.... CHARLES BARKLEY! I could definitely see myself supporting a man like Sir Charles. A bullshit free, tough son of a bitch, with some heavy feet and a heavier tongue. Come to think of it, it's a very rare thing to witness a main RPG protagonist these days with that type of personality. I think it's safe to say that Square won't be licensing Charles's name anytime soon.
Charles Barkley Shut Up and Jam: Gaiden, Chapter 1 of the Hoopz Barkley SaGa fucked me tenderly. It told me that I was beautiful, it whispered in my ear as it tenderly held itself close to my body, and it was sincere, as it excited me like no other game has before. Shut up and Jam: Gaiden in a word was spectacular! My past however, enhanced the experience to a biased and personally pleasurable level. For I was once a basketball junkie. Back in the mid 90's, I would play basketball at school, at the church I grew up at, at the park, and anywhere really that I could play. I would dream about playing basketball, I would read about all of the players, I'd watch the games, and collect the cards. At a time, basketball was my life.
After a few years of my parents deterring me from trying to join my school's basketball team, and the realization that I was one white son of a bitch, my love for the game eventually subsided. I put it on a shelf I labeled childhood. It sat comfortably next to a box full of NES games and year books. 12 years later I reopened that box, after hearing about the amazing concept of an RPG starring Charles Barkley. My present life seized to exist. I had to play it.
My heart pounding like a b-ball rhythmically hitting the hardwood, I searched and searched. I found trailers, articles, screen shots, and the game itself. I downloaded the game and booted it up. The game was so beautiful, I almost cried. I finally came into the realization that the two things I have loved most in my life merged, basketball and RPGs. I thought I'd never see the day, but here I was witnessing such glorious beauty. I swear I heard a choir of angels sing.
Charles Barkley Shut Up and Jam: Gaiden, Chapter 1 of the Hoopz Barkley SaGa was just more then a dishy concoction of my favorite things, but it was damn genius. The game keeps a self aware state throughout, poking fun at both itself and the player. It seems to take some of the most insignificant and silly ideas ever conceived from the game of basketball and weave them into an exquisite grand and thoroughly epic storyline. A story woven with a glorious tapestry of odd humor, self aware genre cliches, basketball, and overall, personality! I have never played a game like this in my entire life.
You are Charles Barkley and basketball has been made illegal thanks to a tragic accident you were responsible for called the chaos dunk. Millions of people died that day, including your wife. The Great B-Ball Purge of 2041 was made official and basketball no longer was. In a world without basketball, you live your life everyday in regret, raising a motherless son. With stained hands and a now meaningless life, you have to struggle each day to find hope and piece together your past. Accused of yet another chaos dunk, you won't have that time. As Charles, you will have to face your past and find redemption.
The gameplay, although not as genius as the concept, is surprisingly good too. The world is easy to navigate, the equipment and items you use are simple to remember, exchange, and equip, and the main and side pursuits are refreshing to the game. It's a well paced game. Very rarely did I find myself bored playing it. Since it was such an eccentrically written story, I always wanted to see what was next. Battling was quite fun as well. It seemed to take a Super Mario RPG approach by throwing in small button games into the attacks. Get them down right, and you'll do more damage. The menu selection was quite fluid and easy to use, and most importantly, all of the battles seemed well balanced and fair.
Shut Up and Jam: Gaiden was a joy to play both as an RPG enthusiast and as a basketball fan. If I were only a fan of one, I'd still enjoy the game. As a fan of both though, I felt as if I had jumped the shark of my life. There's nowhere to go now or nothing else to play that will excite me as much as Charles Barkley Shut Up and Jam: Gaiden, Chapter 1 of the Hoopz Barkley SaGa has. Charles Barkley Shut Up and Jam: Gaiden, Chapter 1 of the Hoopz Barkley SaGa is a true masterpiece in my eyes. If you haven't played Charles Barkley Shut Up and Jam: Gaiden, Chapter 1 of the Hoopz Barkley SaGa, I highly suggest it.
What can I say about the Legend of Zelda that hasn't been said before? The series has very rarely ever let me down. Every Zelda title I have ever purchased has at least lived up to it's price. The series has helped inspire and just hands down elevate the world of video games. From kids dressing up as Link for Halloween to those nerdy mutha fuckas babbling about it's genius design or it's "bah bah bad ovverratted gaynezz", the Legend of Zelda is quite the uhhhh....legend (laugh).
With all of that said, the Legend of Zelda rarely departs from it's formula. The series manages to keep itself somewhat fresh with each new installment with updated graphics and gameplay mechanics (Ex. "Wow mom, I can finally swing a sword pressing the A button on horseback. I mean, using a bow with a C button was neato, but this is totally well, gollyriffic."). I'm not saying this is horrible, at least Nintendo tries to change up a few things up. Essentially though, we are all just playing the same game over and over. Then again, that is why most of us have stuck to the series.
The two Zelda titles I believe that have brought a great deal of change are also the two that are often labeled as the black sheep (excluding the cd-i game) of the Zelda family. Link's Adventure and Majora's Mask. Now Link's Adventure, although it was different, to be frank, it lost most of it's original charm by transitioning itself into more of a platformer. Personally, I've never been one to get into it. I've tried and tried, but it's just not my game. Majora's Mask however is very much my game. It is different just as Link's Adventure was, but it still retains that charm. I've never understood why so many folks haven't played this game.
What exactly do I love about Majora's Mask? I love the depth, the spirit, and the moments it gave me. Majora's Mask differentiates itself from the other titles by blowing life into the characters around you. They all live out their life one day at a time, doing things on an hourly basis, taking life as it comes, living. Playing our role as pretty much Bill Murray here, we can look deeper within the characters surrounding us, see their stories, and really make a connection that makes us say "Hey, maybe this world is truly worth saving".
How many times have we saved the world in video games? Have we ever really felt joy saving it, or was our joy merely just for the excitement of completion? Well, if video games are supposed to be experiences, I cherish anything that will make me hold on a little closer and care a little bit more. Majora's Mask does that for me.
Although the characters and their own stories are what excites me most about Majora's Mask, the game itself still retains most of the Zelda formula. There are still dungeons, only 4 though; tools, enemies, special items, and bosses. You will need to acquire something in each dungeon to progress, there are secrets, shops, and events scattered all over the world, and it's up to you to explore and save Hyrul----oops, Termina, yes Termina.
The formula has a twist to it though. Time manipulation. This is the thing I've heard most people complain about. "There's not enough time", ya know, fuck that, FUCK THAT!!! There is enough time, there is always enough time. Once you learn how to prioritize your journey and play the song of time backwards, you'll have no problems with the time limit in this game whatsoever. Majora's Mask, much like every other Zelda game, was put together very well, with the player in mind. You really have to try to run out of time or get yourself stuck.
I guess this blog can sum itself up in one simple message. PLAY MAJORA'S MASK!!! You loved Ocarina of Time, you loved a Link to the Past, and you loved the original, now try this game out. Most fans whine and whine about every Zelda game being essentially the same, now here's one that once broke that mold, and most of you dicks never even gave it a fighting chance or played it. Hate it if you must, just play the goddamn game. Thank you, and goodnight.