By using this site, you agree to our Privacy Policy and our Terms of Use. Close

Structure of any Zelda game:

1. Princess/Hyrule is in peril.
2. Brave warrior uses bravery to remedy said peril.
3. Moves from dungeon to dungeon gaining new abilities which unlock next dungeon, fights boss in each one. Dungeons are puzzle based with intermittent fighting.
4. Gather trophy/triforce at end of each dungeon, in order to join at end of game to help with ending peril/evil/ect.
5. Overworld is used to travel between dungeons, interact with NPCs and stores, and to explore using said abilities to unlock special items, including maps, bottles to carry things, spells, heart containers, heart pieces, and magical increases. Overworld is occasionally transversable in more than one way, including vehicles, animals, and on foot.

Majora's Mask broke up the formula to a degree, by adding time as a variable, and giving you a central hub style overworld, rather than an open one.

Majora's Mask is about as small of a change in the formula as one would expect, and even that small of a change made the game vastly different. Let's hope Nintendo does something at least as gamechanging as they did in MM.



I don't need your console war.
It feeds the rich while it buries the poor.
You're power hungry, spinnin' stories, and bein' graphics whores.
I don't need your console war.

NO NO, NO NO NO.