A Comprehensive Theory of Majora's Mask
“If you truly can see me, then follow behind me.” Part II of III examining the Song of Healing.
A first pass at what Darmani and Mikau can teach us about heroism in Termina.
The legend of Link’s journeys across time and space have stood at the center of video games since the days of the NES. Read With a Terrible Fate’s work on the seminal series here.
A first pass at what Darmani and Mikau can teach us about heroism in Termina.
In the first of three posts about the Song of Healing, I argue that Deku Link offers us unique insight into video games as an aesthetic object.
I model Termina and Link through Buddhist philosophy, and move towards explanations of masks and their Salesman.
With the background of Kaepora Gaebora, I take a first pass at sketching a Majoran thesis of free will / determinism.
"Majora's Mask" contains a thesis on how groups are marginalized by society. Here, I argue that the ease with which one can miss this game element is precisely what makes its content so impactful.
Many people view video games much more as toys than as serious works of art. In light of this, without dwelling on it too long, I would like to dedicate one post to an attempt to convince the cynic that video games deserve to be taken seriously as aesthetic works.
In this post, I explore what about "Majora's Mask" and the world of Termina makes death more imminent and haunting than any other "Zelda" title could.
In the game entitled "Legend of Zelda: Majora's Mask," Zelda does not exist. It is this anomaly and its effects that I chart in this post.
In this post, I argue that music is a prime example of how "Majora" is simultaneously familiar and terrifyingly different from the rest of the "Zelda" canon: it takes the significance of sound to a whole new level in game design.
"Majora's Mask" is exceptional because it offers the most meaningful and ontologically logical sidequests possible of a game.