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There was no Call to Adventure - he's just stuck as a little tree boy, and needs to figure out how to return to his regular boy form. At the start of Majora's Mask, Link is pulled, unwillingly, into the story by virtue of being cursed.
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Ocarina of Time, and the Zelda tradition, is the greatest monomyth in video games - and Majora's Mask throws that all away.īut I'm getting ahead of myself. It's in my mouth"īy completing the temples, and restoring the six Sages, Link - now the Hero of Time - is able to defeat Ganondorf and save the Triforce. The "Threshold Guardians" are the three dungeons that give Link the three gemstone keys to unlock the Master Sword's chamber, where it slumbers in wait for him, and his transformation into an adult as a result is the "Death and Rebirth" nadir of the story. The "Call to Adventure" is literal: Link receives a message from The Great Deku Tree, and is given "Supernatural Aid" from the fairy, Navi. Ocarina of Time is a classic largely because it follows the classic (and satisfying) Hero's Journey path. What is it about this strange, experimental mutation of Zelda that captures the imagination? Why do so many people adore a game that reused a bunch of assets, and was almost entirely made up of side quests? Why is one of the most popular Zelda games the one that doesn't actually have Zelda in it? To begin answering that question, we have to start long before Majora's Mask even came out. If only becoming a hot adult was simply a matter of putting on a magical mask Today, it tops many critics' lists of best Zelda games, and even makes its way into lists of the greatest games of all time on a regular basis. Its success was much more slow-burning than the instant classic of Ocarina of Time, and that's because it plays with convention and formula in unexpected, inventive ways, largely owing to its constraints - it takes a long time to see it as more than just "Ocarina, but weirder". It sold relatively well, but only managed about half the sales of its predecessor. In the end, it took 18 months to finish what would become known as The Legend of Zelda: Majora's Mask, using assets created during Ocarina of Time's development and twisting them to create a whole new story. Bonus points if they could make it good, of course - but with so little time invested, and a much smaller team to pay, at least it wouldn't take as long to break even if the game was a dud. It would be a race to the finish, using whatever they had on hand to save time, and then it would be done. The idea of working on another multi-year project was daunting, so they made a deal: they had just one year to make the next Zelda game. Today, Kate explores the philosophy and tragedy behind Majora's Mask.Īfter The Legend of Zelda: Ocarina of Time was released on the Nintendo 64 in 1998, the development team was exhausted.
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To celebrate the 35th anniversary of The Legend of Zelda, we're running a series of features looking at a specific aspect - a theme, character, mechanic, location, memory or something else entirely - from each of the mainline Zelda games.