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A lot of the replies seem to say it's too much money...which it kinda is.


Majora Returns:

Majora Returns would be a spiritual remake of Majora's Mask, taking advantage of the Wii U's hardware to make smart changes to the source material. This is intended to be THE argument for the Wii U's gamepad, and a crack at the RPG of the generation.

Change 1: Kafei is now Link's permanent partner, and Romani is an optional recruitable character...if you attempt the Romani Ranch sidequest, which cannot be beaten the first time; you watch Cremia die horribly.

Change 2: You have to lend Kafei items from Link's inventory, making an on-the-fly class mechanic based on who has what items equipped.

Change 3: To switch items with Kafei in battle, you have to activate a "Switch!" command from the gamepad. You use the gamepad to catch the item he throws at you, or else it falls on the ground and you have to pick it up.

Change 4: Switch! makes a bullet-time moment to make catching and throwing items easier.

Change 5: Online co-op and dungeon-parties is how this game is intended to be played. Dungeons and combat are designed with some degree of online or offline co-op in mind.

Change 6: Each time you reset time, you see a montage of your own deaths and failures. Kafei starts to have a breakdown after ten rewinds.

Change 7: Each time you rewind time, the slowdown for Switch decreases slightly.

Change 8: The art-style of the world would have very subdued colors and soft lighting, until you enter a boss fight, when the lighting becomes punishingly harsh and colors vibrant.

Change 9: More overworld content (especially co-op-able sidequests) and a bigger overworld as a whole.

Change 10: More items and equipment to make classes more variable and encourage switching.

Change 11: There will be 2 or 3 versions of most scripted events, mostly going the same places, but words or small details changed. Very few 3-day cycles would play exactly alike.