I’ll confess: I’ve never beaten a single Zelda game in my life. Sure, I grew up a Nintendo kid playing almost nothing but Mario and Pokemon, but for some reason I never really felt enticed to give Nintendo’s most critically acclaimed series a serious shot. I’ve tried out the opening hours of Wind Waker (something that I desperately need to finish one of these days) and have played plenty of scattered hours of Ocarina of Time at a friend’s house, and yet it wasn’t enough considering the series has eluded me until now. So, it felt like a solid challenge to cap off 2023, given my recent run with time loop adventure games… and that poyfuh recommended the game to me over a year ago. It took a while to muster up the commitment, but I finally got there! Feel free to take my readings here with a grain of salt given my lack of nostalgia for Zelda, but hopefully I can bring something different to the table by focusing on what impact it had upon a relative newcomer.

For lack of better words, The Legend of Zelda is an adventure game series. Maybe the adventure game series. Quite a few good friends and users I closely follow have commented about how Zelda is really a mish-mosh of different genres, which in essence forms the adventure game. Innuendo Studios has defined this as “games that tell stories using puzzles,” though this is a very loose definition as both narratives and puzzles take many different forms. Essentially, the genre has become a blanket term that has come to incorporate many different types of games. Zelda, as the platonic encapsulation of adventure games, has as a result, come to include many different types of genre-specific gameplay in one cohesive product. To sum this up, here’s a bit that I’ve jokingly brought up with friends: every game is basically Zelda, because Zelda is basically every game.

What I’m trying to say here, is that Majora’s Mask, much like the rest of Zelda, is not so much about any one single game mechanic so much as the coalescence of them all. No one particular element is going to stand out as exceptional because many games before and after have surpassed them, but the whole is certainly greater than the sum of its parts. Much like how a classic adventure game is a fusion of different game mechanics, Majora’s Mask focuses on the intersection of different narratives and activities to evoke “the adventurer’s spirit.” It’s very easy to be critical of specific mechanics and ideas presented within the game in isolation (and I absolutely will be due to my point of reference), but they nevertheless come together to create a game unlike any other.

I suppose the easiest way to explain the premise of Majora’s Mask is to describe it as a cross between a metroidvania (item/ability gating) and a mystroidvania (knowledge gating). The time loop facilitates both of these aspects: as Link repeats the three-day cycle to gather information regarding Termina’s workings, he also gains new key items (both classic Zelda tools like the Hookshot and masks to wear/transform), learns new songs for his ocarina, and gains access to new areas and allies that can further aid his progress. The pressing issue then, is that Majora’s Mask doesn’t fully lean into the strengths of either genre.

Majora’s Mask feels underwhelming when compared to traditional metroidvanias, because key items feel underutilized. Much of this is due to the lock-and-key nature of the puzzles. Classic Zelda games focused on items with multiple facets via both dealing damage in fights and traversal/exploration: one classic example is the hookshot, which can let Link grapple up towards wooden surfaces/chests while also acting as a ranged weapon capable of pulling items and enemies towards him. However, Majora’s Mask focuses on the collection of masks as the vast majority of key items, and most are used for one exact situation (i.e. Don Gero’s mask lets you talk to frogs) and nothing else. Additionally, the masks aren’t very balanced in terms of utility, as some masks are useless once obtained (i.e. the Troupe Leader’s mask) while some are so conventionally strong that you’ll be constantly relying upon them (i.e. the Bunny Hood increases Link’s running speed and agility, so it’s a godsend for general traversal and boss fights).

On the other hand, Majora’s Mask also feels a little lacking as a mystroidvania, because there’s relatively little observation involved when compared to similar titles. The Bomber’s Notebook is your main tool is your main tool to keep track of everyone’s schedules across the three-day time loop, but it’s a bit limited in scope. There’s only twenty inhabitants recorded with schedules, and of those twenty, at least a fourth of them can be stamped as resolved by simply speaking to them once at the right time with the right item/mask. In fact, there’s only two side-questlines that force Link to commit to strict and specific time limits across the three-day cycle (Kafei and the main Romani Ranch quest). As a result, completing the Bomber’s Notebook is surprisingly straightforward, and usually doesn’t require more than one iteration of the time loop to follow and solve each case, given that Link has the appropriate items on hand when necessary.

That's not to say that the time loop is a net negative in the scope of Majora’s Mask, but rather that in comparison to other time loop games since then, it doesn’t capitalize as much in its execution. For example, there is very little usage of the time loop in regards to its four main dungeons. As Scamsley has pointed out, the presence of a time loop should lend naturally to speedrunning (via both knowledge gating to clear the dungeon faster with skips and ability-gating to use obtained items for shortcuts), but this is more or less made redundant by beating the dungeon’s boss, as the game is content giving you a direct teleport to refight dungeon bosses in subsequent resets instead. Additionally, almost all of the time-sensitive content is located within Clock Town; while it’s quite satisfying figuring out how schedules play out in the main hub, it feels like a squandered opportunity to not include enough specifically timed events elsewhere to fully utilize the three-day cycle. The presence of owl statues throughout the map sort of speaks to this; rather than have the player spend time traversing on foot and potentially stumble upon other time sensitive events, the developers would prefer for players to jump to whatever destinations they had in mind as to avoid wasting time in areas where these time-sensitive quests didn’t exist.

On top of all of this is a general clunkiness that exists between many of the game’s various systems. There’s just enough quality-of-life to where the game feels thoughtful for its time, but also plenty of wasted time here and there that made me wonder if the developers could have gone a little further. The sheer number of key items in the menu is a huge culprit; with only three key item slots accessible at any time (and the ocarina/three transformation masks constantly taking up slots), the player is constantly roaming through the four menu screens to select the appropriate item for each situation, and it’s made worse because most items are used once and then immediately replaced as a stream of inventory puzzles. There’s also a ton of downtime from having to watch the same cutscenes over and over even if you’ve seen them in previous loops, and from being subjected to the same non-skippable Song of Soaring animation every time you teleport to an owl statue. At the very least, you can skip the mask transformations once viewed for the first time. Parsing through the three-day cycle can also be a bit annoying; the Song of Double Time does at least let you skip a full twelve hours ahead to the start of each day/night cycle, but oftentimes the timed events in question begin at midnight or midday, meaning that you’ll have to wait around for a few in-game hours since the Song of Double Time plants you at 6 AM/PM. Finally, I think it’s an interesting idea resetting the player’s rupee and general ammo count (i.e. bombs, arrows, Deku Nuts, etc) with each new loop while allowing the player to farm pre-existing Rupee chests that have been opened in previous cycles. However, while there is a bank that allows the player to store Rupees between loops, there’s no item storage facility to stockpile ammo between loops, meaning that the player will likely spend a few minutes at the start of each loop whacking bushes and enemies for basic resources (or at least eat into the player’s account to buy supplies at shops, if they don’t spend time farming chests for the Rupees instead).

Honestly, this is just the tip of the iceberg when trying to judge Majora’s Mask against today’s standards of what we consider a “good” adventure game. I do have other scattered complaints, such as boss fights being generally underwhelming (I might have legitimately spent more time fighting dungeon mini-bosses than the four main masked bosses themselves), certain tedious side-games like the RNG-heavy Dampé grave digging or the Goron race with rubber-banding AI, a few overused mini-bosses such as having to fight Wizzrobe six different times, and how outside of the Stone Temple, mask abilities are never satisfyingly blended together in puzzles/quests. The cherry on top of all this is the presence of the Stone Mask, which I’d say is a bit too good since it lets you completely ignore most dungeon enemies. That in itself made me question the quality of that one forced stealth section in Great Bay; if the optimal solution is to wear a mask which lets you outright ignore the entire system, then should it even exist? Even from the perspective of someone who’s never cleared a Zelda game before, I find myself nodding in agreement when others claim that Majora’s Mask shows its age a bit more than Ocarina of Time.

But that’s not really why we play Zelda games, right? Despite the clunkiness of some mechanics and the many areas of potential improvement, many of us are willing to sit through and accept these flaws because the general experience is the selling point. The obvious argument to be made is that while plenty of MM’s mechanics feel undercooked, the actual mechanism of gameplay is constantly shifting about to suit the specific context. In a sense, Majora’s Mask can be viewed as an antecedent to the modern possession game: the basic control scheme remains the same regardless of the mask worn, but the functionality of the basic control scheme differs. This allows the game to stick to a grounded and consistent formula even though Link’s toolkit is constantly evolving on the fly, and while there are occasional moments of jank from certain side-games, most are over in a flash and still contribute positively towards the final goal of gaining enough knowledge and utility to prevent the impending crisis.

Essentially, many of the previously mentioned shortcomings end up inverting in on themselves. While Majora’s Mask has plenty of rough edges due to its rushed development and heavy re-use of assets, it’s these rough edges that lend so much towards its personality. I love how absolutely absurd and deranged the writing becomes, and the adventure game structure lets Majora’s Mask take complete advantage of the situation. One minute you’re tracking down a circus performer so he can spill his life story about joining an animal troupe since humans are also animals, then the next minute you’re fending off these zombie lantern alien ghosts with searchlight eyes so they don’t kidnap your new friend and her cows before the sun rises. The seeming lack of focus with the constant barrage of minigames and side-quests keeps the player constantly guessing what the next twist of events will bring, and the game is more than happy to ask rather than answer questions.

The backing time loop connecting all of these events together is really what drives the message home. Even though it’s absolutely tedious having to watch the same cutscenes over and over again, nothing illustrates the plight of Termina more starkly than forcing players to endlessly relive the day’s events and realizing that they are the only chance this world stands at reaching a new timeline. The ending credits bring such a gratifying emotional rush because the game deliberately withholds any semblance of permanent catharsis until you finally break through. You can’t help everyone in a single time loop, and they will never be free of their troubles until the moon stops falling. Until then, they’ll be hopelessly repeating the same tasks three days at a time, waiting for the dawn of a new day that will never come.

At the end of the day, I could keep finding things to nitpick about Majora’s Mask, but I also can’t imagine the game without these shortcomings since they form an integral part of the game’s identity. The masks might be glorified gimmicks, but they’re fantastic symbolism that are forever carried with you upon your journey even as time is constantly erased, and ultimately strengthen the adventure game aspect by assigning you new tasks to peruse. The time loop might not be fully utilized outside of Clock Town and contain extended gaps of waiting to get to important events, but it’s the forced repetition of the three-day cycle’s events that enforces the gravity of the situation upon the player. Individual characters aside from Skull Kid might not have the fleshed-out backgrounds that I had hoped for, but it’s a non-issue when Majora’s Mask is ultimately the story of Termina itself, formed from the intersecting schedules of all the different characters and elements at play. Separately, I think all of these elements are easily picked apart, but meshed together, they contribute to this pervasive nightmare of abject misery where even in the face of imminent death, fleeting moments of joy and comfort are enough to humanize the fantastical elements of Termina and keep the player moving forward towards a better future.

The story of and surrounding Majora’s Mask fascinates me, especially when learning that director Eiji Aonuma has since expressed regrets regarding its development. I and many others, however, see nothing to be ashamed of with their final product. If anything, Majora’s Mask is classic Nintendo at its core: instead of making a product that was visibly better than its competition, the developers took a chance and sought out to make something that was visibly different. The Wii is often cited as the most prevalent example of this “blue ocean strategy," though I firmly believe that Majora’s Mask was Nintendo’s first notable crack at it. Having to follow-up a game considered by many as the greatest of all time with an even shorter development period was a daunting ask, but as far I’m concerned, they absolutely succeeded. It doesn’t matter that other time loop adventure games have since outclassed their grandfather; there’s simply nothing like Majora’s Mask, and I doubt there ever will be.

Reviewed on Dec 26, 2023


12 Comments


Hell of a Zelda game to be your first to beat especially considering it's the best one wink wink, either way glad you enjoyed it so much..Majoras Mask fans stay winning

4 months ago

Consider it a blessing that you have yet to play all the other Zelda games, because you are in for a treat!

4 months ago

Beautifully written. Majora's Mask is one of, if not the only game I will always watch an analysis of or read another review of when I see it pop up.

4 months ago

I love seeing how first-time players react to 3D Zelda without decades of nostalgia. Glad you had a great time!

4 months ago

I was actually in the same boat as you. I played Zelda here and there as a kid, but was never super into it, I always preferred Mario, Kirby, Metroid etc. It was only when I was 20 or so I beat my first Zelda game, which was Link to The Past, that I got super into it. This is a fantastic starting point, but I'll be completely honest with you, this one's gonna be hard to beat for Zelda. Though I personally find Twilight Princess rather extraordinary as well, even if a lot of people think otherwise nowadays. Fantastic review as always, really appreciated all the source citing as well, very thorough and well-done!

4 months ago

@NOWITSREYNTIME17: Same here, kinda strange that I ended up finishing this first over Ocarina of Time and Wind Waker considering my past experience, but it nevertheless feels good to have finally gotten through one of these games.

@DizzySkullKid19: The Zelda games have been a real knowledge gap for me for the longest time, so I'm looking forward to exploring further!

@CmdrZander: Thanks! I did my best not to buy too much into the hype around the game, since that's colored my perceptions of a lot of other classics, but I'm glad that I was able to bring forth my perspective despite how much has been written and discussed about Majora's Mask.

@thealexmott: There was a part of me that was half-expecting to be slightly disappointed given my lack of nostalgia, but ultimately despite my gripes I think it really came together with a fantastic ending and I really respect what it's trying to do. Might not be the most polished time loop adventure game, but it's not hard to see how it set the standards for its time and I'm looking forward to more occasional Zelda dives in the future.

4 months ago

Amazing review!! To have majora's mask as your first beaten zelda game is something else, I hope it'll not stop you from checking out other games in the series if you ever get to that! Not all of them are majora's mask but they all have their own special little thing.Its also nice to see a review from someone who does not have any sort of nostalgia towards the series as it lets you see things from a different point of view. Looking forward to more reviews from you as always!!

4 months ago

@QuentTheSlayer: Ah, glad I'm not the only Nintendo kid that got late into Zelda then. I don't mind if this ends up being a tough contender to beat, considering that I've at least had some interest in Wind Waker and have tried to get into that before Majora's (and after playing on and off hours of Ocarina of Time). Thanks for leaving a comment!

@tamensou: Definitely won't, I've had a few other friends shoot Zelda recs in the meanwhile so I'll just tackle them as I feel, they've been pretty intimidating commitments all this time but having one under my belt should make it a bit easier to swallow. Glad you enjoyed the review, hope I can do everyone proud with more!

2 months ago

I am so glad you talked about some of its (and Ocarina's) shortcomings when it comes to QOL improvements. I think viewing this game through a modern lens can make its flaws more apparent, but coming back and replaying this game about a month ago, it was easy for me to forgive it by simply thinking "yeah this was one of the first 3D adventure games". There's also the fact that this game kinda throws a lot into the mix gameplay-wise, even compared to the rest of the series, which you touched up on very thoughtfully. This game feels less like a refinement of Ocarina's systems and more like a complete 180.

2 months ago

@Dawlphinn Exactly yeah, it doesn't just feel like the developers were trying to improve upon the base model from Ocarina of Time but rather create something different entirely using the previous standards. There's definitely plenty of areas of improvement where I can poke holes, but at the same time it's easy to move past them given how much the core product and identity comes together. And of course, I have Majora's Mask to thank for when it comes to igniting interest in video game time loops in the first place.

1 month ago

Phenomenal review. I have this pet peeve about people cherry-picking characteristics of Zelda to try and force it to fit into a genre (calling it an RPG, in particular), and I think I'm going to steal that line "every game is basically Zelda, because Zelda is basically every game" since it encapsulates the series so elegantly.

It's a very hard game to get nowadays, but if it ever gets a port, do consider trying the 3DS remake, the one with the "corrections" by Aonuma. It changes a lot about the game. Your mention of boss battles was what brought it to mind because those were extensively reworked to become more elaborate and to tie to each other using motifs of the main antagonist. And yet, a lot of people despise the remake. Myself, I find the remake refreshing, like a different flavor of this classic game I adore. I wonder what your feelings on it would be.

1 month ago

@Lucca202 Thank you so much! I don't have the Zelda experience of other reviewers to try and compare the games to one another, so I fell back on my usual adventure game musings. I think it's only right to treat the series as such, considering that adventure games are really more focused on how different elements intersect rather than emphasizing any single one.

I've heard horror stories from a few friends about the 3DS remake, but now you've gotten me curious of trying it out in the (very) far future just to see how drastically different of an experience it would be, even while considering that I really didn't have many lasting issues with the original at the end of the day. Granted, I'm still in the phase where I'm lucky to finish even a single Zelda game per year given that I've had a lot of trouble getting into and sticking to the series, but given how I've just been following my gut feeling for a while, perhaps we'll see!