By the way... as long as someone mentioned Navi, and we're on the topic of Majora's Mask...
Navi is by no means the most annoying video game character ever. In fact, I consider her design to be one of the most genius things the Zelda team has ever done, and if I could hand out fancy golden awards for game design, whoever thought up Navi would make the top of the list.
First of all, OOT was the first 3D Zelda game. The transition from 2D to 3D is not an easy one, and to keep the player oriented--as well as introducing a party member--Navi had to happen. Sure, her constant requests to LOOK, LISTEN, and GET BACK ON THE MAIN QUEST were annoying after a while, but as a game mechanic, helping you target enemies with projectiles or just immediately flying toward hints in dungeon puzzles, Navi did the job well. Some of her hints were obvious, but in the later dungeons of OOT, she keeps mostly quiet anyway, so no big deal.
However, then comes Ganondorf, who is only injurable after pummeling with a light arrow. This is the first time in the game when Navi is unable to help you aim, as those waves of darkness prevent her from getting close. Up until this point, firing arrows in first person view was entirely optional for the player; third person aiming was done easily with Navi's help. A fast moving enemy would still dodge your arrow, but when standing still, they were sitting ducks.
You might count the arrow shooting gallery as the real first time we get practice shooting by the sights alone, but those targets don't fight back, and are memorized with practice. Ganondorf has no qualms taking your fairy boy butt to the cleaners. To make matters worse, the player is not only fighting on instinct against a moving target, but because you need light arrows to win, your ammo is limited. Out of MP? Too bad, butterfingers.
Now when Ganon's final form appears, Navi decides to endure those black waves of suffering and gets to gritty business, floating inches away from the spiked, thrashing tail of the freaking Lord of Darkness and Evil so you can send it home with the hammer.
At this point in the game, I was psyched. I immediately realized that all that childish pestering Navi spent the game doing was not childish annoyance or whining--it was loyalty. No matter how much we abused her while playing the game, silently wishing she'd stop reminding us of the next dungeon or whom to talk to next, Navi never left us, nor ever stopped being our friend. To the ends of Time she took us, risking fairy wing and glitter to ensure Ganon is sealed away, and the world is at peace.
...and... after all that, Navi leaves. Wordlessly.
Maybe that's part of the magic. Maybe, because Link's not a Kokiri, he isn't allowed a fairy. But in the last 15 minutes of my life, I went from despising a party member to never wanting her to leave my side ever again, completely understanding her character in one terrible battle. So of course we didn't want Navi to leave us, and how, pray tell, does Majora's Mask begin?
"A search, for an invaluable and beloved friend." *cue sound of Navi flittering out of your pocket*
Hell yes! You mean this whole game is about finding Navi? Oh yeah! Let's get a move on--oh wait, no. Instead you're seriously traumatized and turned into a freaking plant by some turd hiding behind a mask, and only the entire world is at risk of obliteration because he thought it'd be fun to crash the moon into it. And instead of Navi, we get Tatl, the former fairy of the enemy we want to defeat, who guides us with brilliant advice like "stop being scared and just attack it already!" or "what's wrong with you? Do I have to tell you how to defeat these, too?"
/end manifesto
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Sometimes I speak in walls of text. I will never be offended if you tear it down.
I believe I am cousin.