I've been pondering the next round of Zelda games recently and one aspect which struck me as lacking in the DS games and Skyward Sword was the region variety. There was your traditional grassy plains/forest area, a volcanic mound, some underwater cove. In a nutshell, the usual. Videogame critics aren't the only ones who like change, gamers to do. Nintendo has traditionally been a company adept at enforcing change, however minor, and executing it properly.
When I ponder the best of Action-Adventure landscape, one of the prime examples of the aspect at its come comes from none other than a Zelda game-Majora's Mask. It was a title which defied logic, defied Nintendo's business logic even, as a niche installment was created with dark undertones which failed to appeal to a large portion of the fan base. But at day's end, Termina was a realm to admire.
Nintendo took Ocarina of Time and twisted everything about the commonly acclaimed "best game of all time" on its forehead. Gone were the Lost Woods, Goron Mountain, Zora's Domain, the normal world present at OoT's tranquil start. Instead attention was shifted to the more dismal Adult Link half and how to turn that up a notch in a direct. The products were the poison infested Southern Swamp, the ice cold Snowhead Mountain, and the pirate ridden Great Bay. Top that off with a moon looming overhead and you've got one hell of an adventure.
I've already argued in the first half of a prior thread that Majora's Mask is a template for future success. But if Nintendo learns one thing from said game it's how to make a fantastic, eccentric world which defies reality and even the cantankerousness of videogame logic itself.
What are your thoughts on the areas present in Majora's Mask? Were they well developed and a break from the norm? Should Nintendo use those ideas in subsequent Zelda journeys? What other Zelda games had nontraditional albeit well developed environments? What other Action-Adventure franchises should Zelda look to? What are some aesthetic ideas you possess?
When I ponder the best of Action-Adventure landscape, one of the prime examples of the aspect at its come comes from none other than a Zelda game-Majora's Mask. It was a title which defied logic, defied Nintendo's business logic even, as a niche installment was created with dark undertones which failed to appeal to a large portion of the fan base. But at day's end, Termina was a realm to admire.
Nintendo took Ocarina of Time and twisted everything about the commonly acclaimed "best game of all time" on its forehead. Gone were the Lost Woods, Goron Mountain, Zora's Domain, the normal world present at OoT's tranquil start. Instead attention was shifted to the more dismal Adult Link half and how to turn that up a notch in a direct. The products were the poison infested Southern Swamp, the ice cold Snowhead Mountain, and the pirate ridden Great Bay. Top that off with a moon looming overhead and you've got one hell of an adventure.
I've already argued in the first half of a prior thread that Majora's Mask is a template for future success. But if Nintendo learns one thing from said game it's how to make a fantastic, eccentric world which defies reality and even the cantankerousness of videogame logic itself.
What are your thoughts on the areas present in Majora's Mask? Were they well developed and a break from the norm? Should Nintendo use those ideas in subsequent Zelda journeys? What other Zelda games had nontraditional albeit well developed environments? What other Action-Adventure franchises should Zelda look to? What are some aesthetic ideas you possess?