
|
|
|
 |
| |
 |
|
 |
| |
|
The Wind Waker is the true sequel to Ocarina of
Time, telling the story of Hyrule's fate centuries later. The
game starts on Outset Island, a small and isolated island in the
south of the Great Sea. On the same day as Link's coming of age
ceremony, a pirate named Tetra is kidnapped by a mysterious
bird. Following her older brother on a rescue mission, Aryll,
the bird's true target, is snatched and taken far away. This
sets off a chain of events which will reveal the true destinies
of Link and Tetra.
While The Wind Waker adds a lot to the basic
game design of Ocarina of Time, it screws up in big ways, and in
some places, regresses on advances made with Majora's Mask. I'm
going to split the two diametric opinions on the game to
highlight just why this game is so hard to like, yet so hard to
hate.
The Good
-
The
combat has been
improved in this
game. Swordplay is
far faster, with a
devastating and
visually spectacular
array of new parry
moves. Each blow
adds a sound to the
battle music,
bringing combat
alive. L-Targeting
has been improved in
that switching
between enemies is
instantaneous, while
it used to be slower
paced.
-
Rolling is a valid
way of moving
faster, while it
used to be a
stuttering process.
-
The
storyline has more
charm and character
than any other Zelda
title. The
population of the
Great Sea is more
alive and more
individual than all
Zelda games bar
Majora's Mask.
-
It's
the first Zelda that
is even more
enjoyable to play
the second time
around.
The Bad
-
L-Targeting has also
been degraded. It's
less clear what
exactly you're
targeting thanks to
the lack of Navi,
and the snap-off
range is about the
same as Ocarina of
Time, regressing
from the improvement
made in Majora's
Mask. You have to be
closer to acquire a
target.
-
The
Great Sea is
massive. It wouldn't
be so bad if the
game was based on
land, but it ends up
being a boring,
lifeless mass which
is tedious to
traverse. To make
matters worse, there
is a point in the
game where you are
teasingly shown the
beauty of a real
overworld possible
with the gorgeous
Wind Waker graphics
engine.
-
The
titular Wind Waker is the
worst Zelda
instrument yet. You
have to play a song
every time you want
to change the wind's
direction (something
that you'll be doing
a lot), which would
be annoying enough
if we had an
Ocarina. Now,
though, you're
restricted as to how
fast you can bang
out a tune because
you're composing. A
better solution
would have been to
have players hold
down the Wind Waker
button and flick the
C-Stick in the
direction they want
to change the wind.
-
Giving items to
someone is performed
via the more
ambiguous Ocarina of
Time system, instead
of the Majora's Mask
improvement.
-
No
Navi or Tatl means
that unless you have
hooked up a GBA, you
can't find out the
names or details of
the enemies you
encounter. Using the
GBA Tingle Tuner is
a big pain in the
arse, constantly
swapping between
screens and
controllers. Also,
the loss of boss
introductions
reduces their level
of intimidation.
-
Only
five dungeons? It
wouldn't be so bad
if it wasn't so
glaringly obvious
where the other
three would have
been placed. For
instance, at the
start of the game
you've got to find
three Pearls. While
the first two are
associated with
completing dungeons,
the third is a case
of speaking to a
great fish named
Jabun. The exchange
goes something like
this; "Oh, so you're
the descendant of
the Hero of Time?
Oh, you're not? But
you are the next
Hero? Well, you're
wearing green
clothes, so that'll
do for me. Here you
go." At least Jabun
hands the Pearl over
to you - the final
mission would have
been a dungeon for
the Triforce, but
that was replaced by
a horrific
fetch-quest that
involved finding
Triforce Maps,
rupees to decipher
the Maps, and then
finding the Triforce
pieces themselves.
Terrible game
design.
After Nintendo
showed a GameCube tech
demo of Link and
Ganondorf fighting, fans
were hyped for a more
realistic-looking Zelda.
At E3 2001, Nintendo
showed off a drastically
different style, the cel-shaded
look that caused so much
"Celda" controversy. It
was unthinkable that
they would make a Mario
game look more
realistic, while making
a Zelda game more
cartoony. Gradually,
people began to accept,
and even like, the new
style, and while it
lends a certain feel to
the game, it does strip
it of some of its
atmosphere. Certain
things can be created in
this style that would
look out of place with
more realistic graphics,
and fights would need to
be less animated. My
main complaint is that
this gorgeous new engine
is wasted on a bland
sea, and sparse islands.
The sound was the one
aspect of the game I was
most looking forward to.
If anyone has heard
Ocarina of Time's
Windmill, Lon Lon Ranch,
or Gerudo Valley themes,
then they'll know the
ludicrously high
standards of the Zelda
series. The Wind Waker
is no Ocarina of Time.
You can describe the
game as "pretty good".
Unfortunately, this is
how you can describe the
soundtrack, too. Pretty
good. Just okay,
sometimes. Remixes and
classics aside, the new
tracks aren't catchy.
They're nice, but you
won't fall in love.
Sound is used most
effectively during
battles. As I've
mentioned, instrument
effects are used to
highlight attacks and
combos. After fighting
in The Wind Waker,
battles seem a little
flatter in other Zelda
games. The developers
use a clever trick late
in the game where you
fight one battle, and
all is silent. You just
hear the little thuds of
your sword, and it
emphasises the relative
powerlessness of young
Link.
This is one big area
where the game falls
down. While some
dungeons are technically
good, and the scale of
the game is pretty epic,
the game loses a lot of
atmosphere evident in
past Zelda games because
of the cheer of the
graphics, but also
because of the misuse of
them. The engine's
strength is colour, and
yet it is set largely on
a uniform, blue sea.
Midway in the game, you
see something from past
Zelda games (though
you're not allowed to go
to it) that shows how
vibrant a game set on
land could be with this
style. It could have
been a game of majesty,
but instead, it loses a
lot of that grand
atmosphere.
The Wind Waker's
main contribution to the
Zelda series is a
fantastic part of
Hyrulian lore, thanks to
a story realised like no
Zelda before it. There's
also
the sun-drenched graphic
style used in the game's
sequel, Phantom
Hourglass, but aside
from these advancements, TWW brings with it a lot
of regressions,
repetitions, and missed
opportunities.
While undoubtedly a
good game, The Wind
Waker fails to capture
what makes a Zelda game
great. To give it a 9
would be to put it on
the same level as
Majora's Mask, and that
is slightly insulting to
that masterpiece, so I feel
the game deserves a
solid 8.
|
Gameplay |
10 |
Overall
8 |
|
Graphics |
10 |
|
Sounds |
9 |
|
Atmosphere |
7 |
|
Contribution |
7 |
|
|
|
|
 |
|
 |
|
|
|
|
|

|