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Friday, 18 October 2013

The Legend of Zelda: Ocarina of Time Master Quest (3DS) – Challenging Assumptions

masterquest1I almost never played this. After beating the standard questline of The Legend of Zelda: Ocarina of Time 3D (subsequently referred to as OoT), I told myself that a mirrored game world, with a few room changes and double-damage dealing enemies, did not justify another playthrough. In making this judgment, based on a vague notion of what Master Quest is, I nearly denied myself a fresh, intense Zelda experience.


As described, Master Quest is OoT with some dungeon changes; it was my lack of imagination that lead to lack of interest. I could not see how dungeons with unaltered geometry could be modified enough to create a unique experience. It sounds obvious now, but the geometry does not make the dungeon. Nintendo altered many rooms beyond recognition, spawning different enemies and switches, and have completely changed the path of progression through dungeons.

It is difficult to say whether these changes make the quest harder, as Master Quest can only be unlocked after beating the standard quest (so player skill is quite refined). The dungeons do rely on the use of less conventional mechanics, such as breaking wooden crates by rolling, and triggering bomb flowers by setting them alight with a flaming Deku stick. Puzzles are also less... conventional. For example, switches take form of cow heads, embedded in the walls of Jabu-Jabu (as if being inside a giant whale was not weird enough). There is also a strange incident in the Spirit Temple where you must trigger the spawn of a chest in the future, then collect it... by going back in time. Logic is completely disregarded. Master Quest requires a more experimental, open-minded approach, which could make it more difficult for some.
Note the head of a cow in Master Quest.
Note the head of a cow in Master Quest.
I would describe the game as being more streamlined, rather than more difficult. Many rooms only need to be visited by completionists, trying to collect all of the Gold Skulltula tokens. The game pace is much improved, with the more dull aspects, such as carrying Princess Ruto, being toned down. This quickened pace is balanced by less forgiving gameplay. This is due in part to the stricter time limits of switches, and greater need for arrow-precision, but it is more so due to a greater combat focus. It is in combat that the game becomes harder, although not in a bad way.

Master Quest features more numerous, fearsome foes. For example, you collect the Megaton Hammer far sooner in the Fire Temple, but must fight through 3 mini-bosses to get it: a pair of Stalfos, an Iron Knuckle, and a Flare Dancer. This is made far more exciting by the increased vulnerability of double damage. At this stage in the game an Iron Knuckle can kill the player with a single connected swing of their axe. You must know your enemy – and block, jump, strike - or die. This provides a level of engagement on par with Wind Waker, the Zelda title with the most engaging swordplay (thanks to the gravity-defying parry that could only ever feature in a game that takes its art style less seriously). Those who have only played Master Quest on the Gamecube, where enemies dealt normal damage, missed out on what I feel makes the experience.

Gamecube players also missed out on the Boss Challenge mode, which allows players to re-challenge the bosses. Master Quest has taken this to the extreme by demanding that players play through all the bosses in a row, with only three hearts. Taking damage is not an option. This provides a great challenge for capable masochists such as myself.

Master Quest challenged my assumptions. I was expecting something barely modified, not barely recognizable. I encourage those who have neglected the add-on, due to similar assumption, to give it a chance.

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