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The Legend of Zelda: Majora’s Mask

First 4 Figures shared a new production documentary today for its life-size Majora’s Mask statue. View the full video below.

Nintendo brought The Legend of Zelda: Majora’s Mask to the North American Wii U Virtual Console last week. But the normal discount for original Wii owners, which would have brought it down to $2, had not been applied.

We now have good news to report regarding the situation. Nintendo has fixed the issue, meaning those who previously purchased Majora’s Mask on Wii and transferred over to Wii U will now see the proper discount on the eShop. Thankfully it was taken care of in a shorter time than initially anticipated.

Thanks to TruExtent for the tip.

Last week, The Legend of Zelda: Majora’s Mask ended up on the Wii U Virtual Console. Check out a ton of footage from the download below.

Wii U Virtual Console games come with a special upgrade price for those who originally bought them on Wii. The Legend of Zelda: Majora’s Mask, which hit the North American eShop on Thursday, is supposed to be the latest example of this. However, we’re hearing reports that the discounted price simply isn’t showing up.

Readers TruExtent and 1056kirby both reached out to Nintendo’s customer support service to investigate the problem. In both instances, they were told that it’s being worked on. It could take up to a couple of weeks before the discounted price of $2 begins to appear, though.

Zelda: Majora’s Mask arrived on the European Wii U Virtual Console today. 15 minutes of footage can be found in the video below.

The Legend of Zelda: Majora’s Mask arrives on the European Wii U Virtual Console this Thursday. View the official trailer below.

Note: this is the European version of the game running at 50Hz.

Our new comic for the week can be found below, which is a one-shot featuring Eiji Aonuma and The Legend of Zelda: Majora’s Mask! We’ll be back next week with the choose your own adventure-styled comic.

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Want to catch up on our previous comics? Simply visit this page!

We have another three excerpts from Game Informer‘s interview with Zelda producer Eiji Aonuma. These latest summaries cover Aonuma’s path into game design, how he came to be in charge of Zelda, and the three-day cycle in Majora’s Mask.

You know what to do. Head past the break for the full breakdown.

Another couple of excerpts from Game Informer‘s interview with Eiji Aonuma have been transcribed. The latest Q&A covers the pain behind Link’s transformations in Majora’s Mask, and the soul inside the Fierce Deity Mask.

Check out the full responses below:

GI: “Why does it hurt so much for Link to wear the transformation masks?

Aonuma: We’re talking about masks that were created to contain the memories of people who have died. Often there are things they really wanted to do before they left this world, so becoming them is actually really painful because it’s like hosting a really powerful spirit that’s coming into you.”

GI: “Whose soul is inside the Fierce Deity Mask?

Aonuma: The best I can give you is just a suggestion. The best way to think about it is that the memories of all the people of Termina are inside of the Fierce Deity Mask.”

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This month’s issue of Game Informer has an interview with Zelda producer Eiji Aonuma. Aonuma tackled several topics pertaining to Majora’s Mask, including the 5 stages of grief fan theory.

Here’s the full exchange between the two:

Game Informer: Some fans speculate that Majora’s Mask is a metaphor for the stages of grief. The towns-folk are in denial of the moon falling; the Deku King is punishing the monkey out of anger; the ghost in the snow temple is bargaining for a return to the world of the living; Lulu in the Zora Temple is battling with depression; and the final temple could be considered acceptance as it wraps up Link’s journey. Was this considered during development, or is this just a fan interpretation?

Eiji Aonuma: It’s certainly true that each one of these different episodes you talked about has a different emotional cast to it. One feels like it’s tinged with sadness, and another with anger – that certainly was intentional. But, I also want to point out that it’s not that each one of these episodes only has the one emotion that they are conveying. There are certainly other notes that we’re trying to hit as well, and the reason we did this is always to allow the player to experience that emotion – to give them a chance to hook into the emotional tone of this scene and react to it and feel like they want to accomplish something in the game as a result.”

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