For those interested in the team’s thought process during the remake of Majora’s Mask, here’s a snippet of information from Aonuma about their approach to the changes that we see in the game. In an interview with Game Informer, he explains that the main goal was to increase the immersion of the game.

“Looking at the original version now, you can really see the places where the player would have slowed down. When they approach a new area, if they can’t quite figure [it] out, they’re going to wander around outside and have a lot of downtime rather than getting to the content that you want them to play.

“The same thing happens anytime the difficulty of the game peaks. That’s something we decided to pay very close attention to. For example, even in boss fights, if you don’t make the weak point of the boss clear enough, people are going to go through the boss fight several times. They might just stop and look up how to beat the boss. Any time that happens, you’re losing tempo in the game.” — Aonuma

I agree with how they tackled the problems of
Majora’s Mask for the 3DS, and believe they’ve improved upon the game without changing its core elements. While some do not appreciate how the game’s bosses and other areas have been changed to create a more seamless flow, there’s definitely merit to what Aonuma says. Yes, some enjoy a game that has intense challenges, but I am among those who get fed up with repetition of a terrain or boss because of one small detail I might have overlooked. How do you feel about the changes to the well-loved original? Tell us in our comments!

If you want to learn more behind the scenes info on Majora’s Mask 3D, take a look at these other articles:

Eiji Aonuma Didn’t Want to Remake Majora’s Mask, but Miyamoto Insisted
Aonuma Explains Majora’s Mask 3D Boss Battle Changes, Says the Game Wasn’t Made to be Easier
Iwata Asks Returns With a Ton of Insight Behind Majora’s Mask 3D
The Next Zelda Remake Might be Based on Fan Demand

Source: Zelda Informer

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Mariah Beem
I am very fond of video games, which is why I chose my major of Video Game Design with focus on Narrative. The idea of being able to make people feel the way I do about games through my own game is my main goal. I want to be able to give gamers a way to connect and be brought together by an experience that could be powered by elation, sadness, or even fear. It is emotions such as those that hook people into games and make them want more. By connecting a well-thought story with mechanics, character design, level design, and even audio, a game can be unstoppable - and ridiculously fun to play. I believe that narrative design is not a static thing. For narrative to be done well, it must be fluid and dynamic - something that is able to be changed by the player. Whether that be by choices, the knowledge the player gains from exploring, or simply who the player talks to, the story must bend and change and grow. This is why I want to be a narrative designer: there is definitely more to it than meets the eye, and I love a challenge.

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