GenGAME writes: As a direct sequel to The Legend of Zelda: Ocarina of Time, to this day the most popular Zelda game ever made, Majora’s Mask had a lot riding on its shoulders. But as a side story put together in a single year, the emphasis wasn’t so much on creating a new Grand and Epic Adventure, but a more personal quest.
What was Majora’s Mask known for? Not for its take on Hyrule or for its additions to the core of Zelda lore, but for its bold strokes in otherwise unexplored areas.
To me closest a game came to feeling like zelda was Okami, It has that subtle, very minimalist, and quite japanese approach to world building, as opposed to the very blunt exposition you find in many western games, Darksiders included.
One thing I loved about MM was its atmosphere. How it gave that creepy vibe, a celebratory time, and the all hope is lost! That was great experiencing all pf that playing the game.
Really though I hope the Zelda U can create a unique identity for itself without relying too much on the things of past games.
Like KarmicDemon said, a bit more mature in nature and theme. Not just saving a reincarnated princess from a pigman!
I'd actually love to see the next game utilise the dame style as Ocarina of time and Majora Mask. Some would say that, Twilight princess did that but to me they are worlds apart. The N64 games have an almost surrealist approach, keep the body proportional and features archaic and abstract, just render them in more detail.
On N4G For sometime now.
-I like #1 A New Kind of Villain too.
SS touched on #3 and #1- Ghirahim an his master were fun concepts.
The author talked about everyday villains BUT I think most Anime' and Sci-Fi get how normal people become villains OR end-up on the Wrong Side.
Anyway,
If they flesh this out more WiiU Zelda will be Epic.
I have always thought it weird that characters remained in the same place without deviation.
I think it would be better to have character go through a weekly routine. And a realistic daily schedule.
But also...the character development and interaction. I loved walking through Termina and feeling like I was in a real place with real people. They had lives, they had relationships, they did different things each day. And depending on what day/time you interacted with them, you could get completely different conversations and reactions. It was really well done, and I'd love to see something like that in Zelda Wii-U, but on a much grander scale.
Most of the other Zelda games follow the same beaten path of A Link to the Past! Nothing wrong with that, but it's just refreshing for them to leave the path every now and then.
Easily one of the drawbacks of Twilight Princess, whole world is dark and depressing, which made the cute, crazy creatures and scenes not fit and made the whole game feel weird.
Happy atmospheres with dark disturbing undertones blend perfectly, sad atmospheres that throw in random silly things do not.