[QUOTE=The Pink Scotti;51410907]how can this have under 5000 views??[/QUOTE]
Give it a day or so and every gaming website will have caught onto it and spread it around.
It only went up today, word of mouth isn't magical and instantaneous.
[QUOTE=gufu;51410489]So why are fairies actual solid glowing balls? I thought that they were only represented such for simplicity's sake, to represent how small they are.[/QUOTE]
My only complaint is that they're solid, rather than some glowing ethereal form. I'd think they were small pixies/sprites as well, but I haven't seen any official art or description that conveys this. They've always just been lights with wings.
I really want to know what program this was made in. It almost looks TOO good to be SFM.
The animation itself is quite amazing though. There may be some "off" bits here and there due to interpretations differing, but the whole package itself is just mesmerizing. Like it's something I could imagine Nintendo pulling off once we get console graphics catching up to this level.
Not to mention the music in question is just incredible.
[QUOTE=Rahu X;51411387]I really want to know what program this was made in. It almost looks TOO good to be SFM.
The animation itself is quite amazing though. There may be some "off" bits here and there due to interpretations differing, but the whole package itself is just mesmerizing. Like it's something I could imagine Nintendo pulling off once we get console graphics catching up to this level.
Not to mention the music in question is just incredible.[/QUOTE]
it's not sfm by a long shot. that's laughable. it's probably maya or blender or something along those lines.
[QUOTE=Gamerman12;51411391]it's not sfm by a long shot. that's laughable. it's probably maya or blender or something along those lines.[/QUOTE]
Yeah, I was thinking more Blender or maybe even UE4, as UE4's visuals and animation tools are just amazing.
[QUOTE=Rahu X;51411387]I really want to know what program this was made in. It almost looks TOO good to be SFM.
[/QUOTE]
It's made by a professional animation/SFX studio who have done commercials, whatever they ran it through is certainly something more professional than something like that.
I have a lot of doubt in case they were to make a full Zelda movie, you can tell a good story in 4-5 minutes but stretching it to 1 or 2 hours takes a toll on quality
[QUOTE=Rahu X;51411404]Yeah, I was thinking more Blender or maybe even UE4, as UE4's visuals and animation tools are just amazing.[/QUOTE]
You can drop any thought of it being a freeware-based software or game engine. It's a studio, proper one with paid employees and dedicated graphical artists to each segment - and a render farm. :v:
[QUOTE=mchapra;51410480]In twilight princess a skull kid doesn't have the beak, so possibly I guess.
Zelda lore (lol) is a dumb clusterfuck anyway.
[t]http://zeldawiki.org/images/b/be/SkullKid.png[/t][/QUOTE]
Here's the one from Ocarina of Time, which wore a mask that was much more fitting to its name:
[t]http://zeldawiki.org/images/1/19/Skull_Kid_With_Mask_Artwork.png[/t]
Skull Kid unmasked in Majora (the one with the beak as you mentioned):
[IMG]http://vignette4.wikia.nocookie.net/zelda/images/6/64/Skull_Kid_(without_mask).png/revision/latest?cb=20090811184933[/IMG]
I like the sort of "redesign" here and divergence from the kappa-like appearance though because it re-establishes them basically being forest nymphs.
[QUOTE=mchapra;51410648]The MM3D remake is very good if you don't mind a better sidequest tracker and a slightly more lenient timer[/QUOTE]
they butchered Zora-Swimming though
Knowing that a Skull Kid is essentially a deformed version of a kid that the Lost Woods have transformed, I think it fits better to have this weird mouth. I like this interpretation.
None of them wore mask btw. There was one of them that wanted a face and gave you a Heart Piece for giving him the Skull Mask in Ocarina.
They actually gave it wooden skin in Majora because they looked like this in Ocarina:
[t]http://vignette1.wikia.nocookie.net/zelda/images/3/3f/Skull_Kid_Artwork_(Ocarina_of_Time).png/revision/latest?cb=20110514155723[/t]
Since it was a side NPC, it wasn't major but iirc, they changed it for the same reason they changed the Pokemon Jinx from black to purple.
The artwork depicts the beak better but the game model wasn't so kind...
[t]http://vignette2.wikia.nocookie.net/zelda/images/5/53/Skull_Kid_(Ocarina_of_Time).png/revision/latest?cb=20110514153942[/t]
That was some amazing work from their part. Fantastic rendition. A nice mix of cartoon and photo-realism.
Damn this came out of nowhere (for me at least) and it's so sick
So is Skullkid being "the victim" in the game itself? Skull Kid just seemed like a really dumb person, or, well, a kid, who made a huge mistake by stealing the mask somehow.
Absolutely amazing animation and sound design nevertheless.
[QUOTE=halfer;51419008]So is Skullkid being "the victim" in the game itself? Skull Kid just seemed like a really dumb person, or, well, a kid, who made a huge mistake by stealing the mask somehow.
Absolutely amazing animation and sound design nevertheless.[/QUOTE]
it's not really mentioned iirc, but it's definitely implied. he's definately not seen as a bad guy. Majora is the real bad dude in the game, Skull Kid is more or less a dumb kid who got in a bad situation and got used by Majora to fuck up the world. [sp]at the end, i think he says he wants to be friends with link or something like that because he met him first in ocarina of time[/sp]
I am Groot.
I was saying the whole time "This soundtrack sounds like Theophany, I wonder if they cut up and used parts of the music?" and then it turns out that's because it IS their music. God I'm so happy they made a second album(?). I love Majora's Mask and it deserves all the awesome shit people create from it.
Also I just noticed the songs are mostly the Swamp level music and I wondered why, but apparently eventually it'll cover the entire game. I missed that completely the first time around:
[quote=The website]I would like to thank everyone for the incredible reaction this project has received. For years I have wanted to create an album that attempted to capture the beautiful and nightmarish world of Majora's Mask. While I am only releasing the first disc today, Time's End will eventually cover the entire soundtrack. This album is a free gift to fans and a tribute to one of the greatest games ever made.[/quote]
[url]http://www.terriblefate.com/disc1/[/url]
The first one, for those who missed it.
[editline]ok 1 more edit lol[/editline]
Oh! And about the video and the game together: I never thought of the horrifying idea that [sp]Majora's Mask uses those tentacle tendrils to literally go into your body and control you like a puppet, as he says in the game.[/sp]That's fucking terrifying to imagine. :nope:
They finally ported Majoras Mask over to the U.S. Wii Us :)
[QUOTE=Waffle cones.;51420609]Majora's Mask has, and always will be, my favorite Zelda game, and I know its probably largely from nostalgia but playing the 3DS remake, even though I admire and enjoy it, for some reason is a lot less impactful and immersive than playing the original even today.[/QUOTE]
I'm willing to bet it's the nostalgia talking
Nostalgia's a powerful thing cause even if you get a better experience from a remake you'll still feel like it doesn't match up to the original
Majora's Mask is good but what stands out is the world.
Not many games are able to create the same feeling of dread and urgency MM does. Many games set up a villain to the main quest but once you get sidetracked, it's like its not there.
In Majora, the Moon is present EVERYWHERE you go and everyone is aware of it. It reminds you that, whatever you are doing now, you better do it quick otherwise, prepare to reset and redo it from the start. Doom is looming in every corner. It also has some of the best NPC interactions and some of the darkest themes in the series. Twilight Princess tried it but didn't come close to it. It wasn't as organic.
It's not for the gameplay but for the atmosphere that people like Majora. Or at least, I do. It improves on it's prequel in many aspects. It has personality everywhere you look. And again, a constant reminder of your goal through an unavoidable visual of death.
[QUOTE=Waffle cones.;51420609]Majora's Mask has, and always will be, my favorite Zelda game, and I know its probably largely from nostalgia but playing the 3DS remake, even though I admire and enjoy it, for some reason is a lot less impactful and immersive than playing the original even today.[/QUOTE]
I only played the first couple hours of Majora's as a kid, so I don't have any nostalgia to the game. I never got remotely close to beating it, and I didn't really like it much as a kid.
I finally played it proper last year (emulated the N64 version) and while it has some really sore spots (mostly problems I have with the gameplay and how esoteric the knowledge you need to find stuff can be), the world and atmosphere [I]more[/I] than make up for it. It is [I]so good[/I], and has a sense of dread that I've never seen replicated. The world itself has so much depth to it as well, that was possible because the developers could script every single thing that everybody does over a 3 day period, that it's hard not to get really attached to these people and want to save all of them.
On my final run before going to fight Majora's Mask for the final time, I scheduled out my 3 days so that I could save as many people as possible because I wanted everybody to be happy in the "canon" timeline.
God, it's such a good game, and moments from that game still stick with me a year later. I decided to finally play the game after watching Matthewmatosis' excellent video on it, and even after knowing most things that happen in the game, it's a whole different thing when you're experiencing it for yourself.
[QUOTE=alpha00zero;51429015]Majora's Mask is good but what stands out is the world.
Not many games are able to create the same feeling of dread and urgency MM does. Many games set up a villain to the main quest but once you get sidetracked, it's like its not there.
In Majora, the Moon is present EVERYWHERE you go and everyone is aware of it. It reminds you that, whatever you are doing now, you better do it quick otherwise, prepare to reset and redo it from the start. Doom is looming in every corner. It also has some of the best NPC interactions and some of the darkest themes in the series. Twilight Princess tried it but didn't come close to it. It wasn't as organic.
It's not for the gameplay but for the atmosphere that people like Majora. Or at least, I do. It improves on it's prequel in many aspects. It has personality everywhere you look. And again, a constant reminder of your goal through an unavoidable visual of death.[/QUOTE]
a good system that chronotrigger did was the dark omen ship. once it spawns, its in every single time period (bar prehistoric due to it not being spawned yet) and people in every timeline gets lines about it.
[I]the weirdest part is when people are accustomed to a giant battleship that looks sinister just floating in the sky for 100s of years.[/I]
[QUOTE=Waffle cones.;51420609]Majora's Mask has, and always will be, my favorite Zelda game, and I know its probably largely from nostalgia but playing the 3DS remake, even though I admire and enjoy it, for some reason is a lot less impactful and immersive than playing the original even today.[/QUOTE]
To be fair, the lighting in the 3DS Zelda remakes were changed quite a bit. Like when you compare the ganon battle in OoT.
[t]http://i.imgur.com/ZDgSnnb.png[/t]
It really did lose a lot of it's atmosphere when they changed the lighting
I don't care how I sound saying this, I didn't like any of the changes made in the remake of Majora's Mask. Many of them were minor, but the ones that stuck out were the changes to the environment, and the Goron and Zora movesets. They were a lot less satisfying and fun to use, and they absolutely butchered what I consider to be the best swimming in a video game by making it so that you can only use the good swimming when you have magic. This changes the Zora form from being tons of fun to use to all of the swimming in the game being a chore.
Plus they changed the art style of the beach entirely, it went from being very uninviting and bleak-looking to bright and tropical. Then there's other stuff like the changes to the Astral Observatory, with it going from one of my favourite places in the game to something that feels a lot less special. Completely unnecessary changes to the art style.
[editline]26th November 2016[/editline]
Oh, and let's not forget what they did to the Moon.
[t]https://makeaccountlater.files.wordpress.com/2015/04/majora-3d-3.jpg[/t][IMG]http://image-cdn.gamnesia.com/8715/2393009-skullkidandmoon.jpg[/IMG]
Somehow they managed to fuck up the Moon.
I wonder if Majora's Mask would be a better or worse game if it had a proper development cycle
[QUOTE=tman450;51429699]I wonder if Majora's Mask would be a better or worse game if it had a proper development cycle[/QUOTE]
Probably worse. Art from adversity and all that. I feel like many of the decisions made about that game came from the tight deadline.
It's a mix for me. Both versions have their share of satisfying and frustrating moments alongside visual differences due to limitations.
While I do feel it was change that could have been handled differently, keep in mind that the new Zora change made navigating the temple much more manageable as in the original, I would end up ramming into walls a lot. Outside of the open areas of the sea, there wasn't any reason to speed up. Tho I do agree that using magic to boost was unnecessary. Not sure what they changed on the Goron tho. I don't remember.
The remake's Moon was not welcomed by many because of how vastly different and exaggerated it looks. But if we go lore wise (slippery slope here but I'll take it), let's not forget that it was created by Majora who is shown in the game to be a sick, twisted and childish evil. Emphasis on childish because of how it presents itself as wanting to play "Bad Guy vs Good Guy" with Link in the form of a child and how he got fed up of playing with his puppet the Skull Kid. So think of the Moon has the face of an angry, scary man that scares children with cartoonish proportions. It's not supposed to look beautiful but menacing and ugly. I just like it better then the original. But both also depend on the angle you're viewing it.
I mean, look at this unflattering shot on the original:
[t]http://i1.kym-cdn.com/photos/images/newsfeed/000/282/188/cbd.jpg[/t]
Not really menacing. As a kid however, imagination played a big part and I remember it looking more evil in my head then the in-game model. But today, it looks more annoyed than anything else.
I can't go against what you mentioned about the atmosphere of some places because, yes, they did brighten up some places when the game is supposed to look more eerie and gloomy at all times unless you save the region. And that shot of Ganon was the most disappointing thing in OoT3D. I dunno why they brighten up some places.
Other changes that were just weird included:
-Ice Arrows only freezing specific spots in the Great Bay's Temple, limiting the player to use platforming. On ice physics.
-A 7th bottle? Yes they added a new sidequest that took me quite a while to figure out the timing but... wasn't 6 enough?
-Twinmold's second phase was frustrating because the boss took longer to take down and made the Giant Form not feel that powerful. In the OG, you had the choice to fight it in both forms with your weapons (giant only allowing your sword and shield but still). If you give the player the ability to control a titan-esque form that uses its hands, at least allow it to suplex the damn thing or make it spectacular.
Changes that SHOULD have been made:
-Master Quest or Mirrored Hero Mode.
-Make the Razor Sword a permanent upgrade. One of the best looking sword in the series breaks after a couple of swings.
I do agree with what you say and it's why I think of the remakes as their own games when making a list. The remakes fix a lot of things from the originals (especially mechanically and performance wise) but mess up the important parts that are the visuals, especially for the adults that played the N64 versions and had an image of what the worlds of Hyrule and Termina looked like in their heads which the 3DS remakes kinda force you to look at something specific.
It's very difficult for me to go back and play the originals just because of their horrendous performance and their sluggish controls (aiming especially). Gyro controls and on the go menus and maps made the experience much more enjoyable.
I just roll with the changes, despite not liking some of them, because I know that in the end, I'll enjoy my experience and have loads of fun.
[sp]Except Twilight Princess 2hrs tutorials[/sp][sp]and most of Skyward Sword. Like 75% of it. Such a chore to play.[/sp]
btw, sorry about the huge text. I get carried away when it comes to Zelda.
Sorry.
[QUOTE=Duck M.;51410650]That was absolutely stunning, we're getting to the point where animated visuals such as the forest scene are indistinguishable from real life. Incredible.[/QUOTE]
actually the forest was filmed, not animated, so the reason they look like real life is because they are
also the behind the scenes are out
[video=youtube;eQC7ZQcyPoY]http://www.youtube.com/watch?v=eQC7ZQcyPoY[/video]
^ It blows my mind that the forest was actually filmed footage. It was so seamlessly composited together I was just sold on the fact that it was 100% CGI.
Also, they credit everything except the render engine, which I'm MOST interested in. >:v
[editline]30th November 2016[/editline]
Just noticed they have Tractor in their toolbar within Maya, so it could be commercial Renderman?
[editline]30th November 2016[/editline]
Ah, nope, turns out it was all rendered using VRay
[url]https://www.reddit.com/r/IAmA/comments/5fdfmv/we_are_ember_lab_and_theophany_creators_of_the/dajcpz6/[/url]
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