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The Legend of Zelda: Wind Waker

GDJustin

stuck my tongue deep inside Atlus' cookies
zeld_screen001.jpg


The Legend of Zelda: The Wind Waker is my favorite game in the Zelda franchise.

What I miss from many modern videogames is that sense of wonder, excitement, and adventure that they generated in my young self. Every new cart was a new world, just waiting to be explored. I was sitting in my parents tiny basement playing on a small 12 or-so inch TV, but I was also slaying dragons, conferring with kings, or discovering my latent magical abilities. The Wind Waker recaptured that sense of imagination and possiblity greater than, in my opinion, any other game on the GameCube, and any other Zelda game. It's that sense of possibility that sets Wind Waker apart from its precessors, but I'll get to that in a bit.

Even back in those days I played and enjoyed games like Tecmo Bowl, so videogames for me weren't all about escapism. This thread isn't arguing about the relative merits of Madden or GTA compared to a Zelda or Shadow of the Collossus. The memories that stuck with me were the adventures, however. Not the game-winning touchdowns. It was the bat-filled caves, bottemless pits, and sprawling overworlds.

I used to map them out on graph paper.

Right from the start Wind Waker awakened that long-dormant part of my personality (soul?). In fact, Wind Waker was the first game I mapped out myself on paper in probably about 10 years, and I haven't come close being compelled enough to do it sense.

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The game's charm is apparent (to those that "get it") right from the start. Zelda title screens are always memorable. Ocarina of Time's is an especially classy and emotion-laden. But Wind Waker's had a special charm, in part thanks to its celtic-sounding music. This charm and genuine soul is something that was maintained throughout the entire game. Wind Waker is the saddest and the funniest game in the franchise.

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I tried to a long time to find a picture of the bored NPC who runs the battleship minigame. I dare anyone to tell me they didn't grin as he held up the different cardboard cutouts, introducing his game's story. Or the "sploooshghgg" noise he'd make when you'd miss, and the "ka-BOOOM" when you hit. It's not laugh-out-loud funny, but taken in aggregate with all the game's other charm (much of which was generated by Link himself - remember his reaction to the plan to shoot him out of a cannon), it creates a game world I could never get enough of.

~~~

Where Wind Waker truly shines, however, is in its deslightfully wide-open ocean, and its emphasis on sailing.


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Yes, what most people like least about Wind Waker is what has for me solidified the game as an unforgettable experience, nearly without peer. Don't tell me that you weren't disappointed in Ocarina of Time to finally gain access to Hyrule field on a moody night, only to see the torches of hyrule castle just over that first hill. Wind Waker takes that disappointment and flips it on its head, creating an ocean full of possibility, begging to be discovered.

Every new island was an adventure. Or at least a potential one.

Most people seem to hate the game's Triforce quest, but I wished it would have never ended. When the quest began I understood that the game was winding down, so I took my time with it. Almost the entire outer ring of islands were unexplored, by me. Along with a handful in the middle of the map. I would explore just one or two islands a night. What would each new island hold for me? A heart piece? A minigame? Slimes for me to harvest? Rupees? Along the way I'd happily stop and investigate the enemy's totem outposts (shown in the distance in the shot above), or shining spots on the ocean's floor, or anything else that crossed my path.

It's true that the world was largely empty thanks to the "one island per square" rule, but this seemed to heighten the sense of adventure and endless possibility. There was nothing quite like rolling your boat up and exploring a mysterious beach that had slowly materialized out of the haze as you made your way towards it.

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The ghost ship. The rare and deadly giant squid (octopus?). The enemy's barrel-shaped submarines. The Island of Lava and The Island of Ice. I absolutely loved that much of the world could remain unexplored, if you were only interested in the quest itself. Many will argue that Oblivion does it bigger, but that doesn't mean it does it better. As you're sailing to your destination you come across a mysterious island with a lone hut at its center. Can you REALLY resist stopping to check it out? Possibilities abound!

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Despite the fact that I absolutely hated the change in art style, this is a wonderful gem of a videogame that shouldn't be missed.

Personally I think this game will endure longer in most people's minds than Ocarina or A Link to the Past will.
 
The weather effects in this game were gorgeous. They'll never be topped. But A Link to the Past will forever be my favorite unless Twilight Princess tops it.
 

Emotions

Member
It's a very beautiful game, i'm glad they are following the same style on the DS game.
One of my favourite games this gen.
 

Deg

Banned
Excellent gameplay mostly. I prefered it to OOT because it had none of the other dimension rubbish. Loved the way you could sail to whole new islands.

I would love a larger scale game with bigger islands. Doesnt have to be Zelda. Hated the artstyle.
 
Amazing, but ultimately crippled game.
I didn't even mind the triforce hunt or the sailing. It just felt ever so slightly underdeveloped.

2 more dungeons and a bit of exploration in the underwater Hyrule would have done it for me.

Also, way too fucking easy. I died once. From the giant pig on outset island.
 

Tchu-Espresso

likes mayo on everthing and can't dance
Never bothered to finish it due to the tediousness of the last part of the game, but other than that the game just didnt seem like there was much else outside of the dungeons to actually do, unlike majora's mask which had the whole day/night events going on plus the whole aspect of the mask collecting.
 

gimz

Member
well i just hope they have the fishing system like Animal Crossing in this game...
the sailing would be so much more fun if you can catch different kind of fishes in different weather, time, day/night, and location
 
A game I would classify as Excellent-Brilliant, which if it weren't for a couple of middling aspects, would have easily reached the status of Masterpiece for me.
 

pitt_norton

Member
GDJustin, You looked deep into the game and came away with an understanding of what it was all about. I was there too!
 
Such an awesome game!


Nintendo offered a promotional scroll of this when the game actually launched!
zeld_screen001.jpg


I looked around for a pic but couldnt find one. :(
 

empanada

Member
Awesome game indeed. The Art style, music, Link-expressions and story telling really made the game special. The ending more than made up for the lame Triforce hunt.
 
Sailing with the music playing was one of the best experiences of this (last?) gen, hands down. Inarguable. And the final battle is one of the greatest of all time.
 

littlewig

Banned
The only fault of the game is the design of the islands.

I enjoyed the sailing in the game, but I was hoping for bigger islands and some nice looking beaches. One of the best parts of the game is seeing land far away, imagining what could be on the island. But the whole experience is ruined when you finally reach the place and find a lego block land mass. :\

The game was great, I love the final fight in the game, and it felt more like the old Zeldas than the 64 games did, but the design of the overworld really ticked me off.
 

Error

Jealous of the Glory that is Johnny Depp
I approve bitches

Triforce quest, sailing and difficulty aside... game rocked

too bad it was rushed to hell.
 
I don't even remember most of the observations originally I made as to why this was one of the weaker Zelda games (and there were quite a few), but it was a very good game none-the-less.

The fact is that most people that hated it only did so because it wasn't what they wanted/expected, and that recoil brought on strong feelings of betrayal that belie the inherent quality of the game. If this were the exact same game but with a new franchise and different characters made by say.. Capcom, it would get no-where near the amount of hate that it does.
 

Flynn

Member
This game will age very well. In 2057 our grandkids will be playing it on the side of their Happy Meal box with no need for graphical improvements.
 
littlewig said:
The only fault of the game were the island designs.

I enjoyed the sailing in the game, but I was hoping for bigger islands and some nice looking beaches. One of the best parts of the game is seeing land far away, imagining what could be on the island. But the whole experience is ruined when you finally reach the place and find a lego block land mass. :\

The game was great, I love the final fight in the game, and it felt more like the old Zeldas than the 64 games did, but the design of the overworld really ticked me off.

Pretty much another issue of mine. But the positives outweigh the negatives. This thread is beginning to inspire me to replay.
 

Oblivion

Fetishing muscular manly men in skintight hosery
Halcyon said:
If this were the exact same game but with a new franchise and different characters made by say.. Capcom, it would get no-where near the amount of hate that it does.

No-where near the love either.
 

GDJustin

stuck my tongue deep inside Atlus' cookies
I guess what I'm trying to say, (and maybe I should edit this into my original post) is what Wind Waker's world actually creates a sense of romanticism in me from its sense of adventure. Other Zelda games have excellent senses of exploration and truly fantastical worlds to peel back like an onion, but none evoked that sense of "the romantic adventure" like Wind Waker did.

Other games have done it, but its a rare thing. Same for the medium of film. It's intangible qualities. Well not entirely intangible I suppose sense I was able to express them moderately well.
 

BorkBork

The Legend of BorkBork: BorkBorkity Borking
The following points keep WW from being my favorite Zelda game:

-Link character artstyle. Don't get me wrong, I LOVE the art work (I think the stained glasses in Hyrule castle are the most gorgeous pieces of art ever to come from EAD) and the animation, but link's character model fell flat in that regard.

-Lack of dungeons. I know they rushed the game out, and I will never forgive them for that. That's why I totally didn't mind them delaying Twilight Princess.

- Difficulty. Come on, the fucking pig on outset island is the strongest enemy in the game. None of this quarter heart damage stuff.

-Triforce hunt. That's been covered to death. I don't like it NOT because it was tedious (pretty easy), rather that I know it was put in place because of a rushed game.

-Ocean travelling. I loved the scale of the sailing, but the thing I didn't like was that there was very little in terms of actual exploration other than the main isles. I would have killed for an extra large isle or two with a hidden item or something. (so disappointed with the haunted ship).

-No fishing. THE HELL.

Edit: oops, forgot about the music. Recycled inside house music, bad Nintendo!
 
this topic reminds me of how much better the game looks in motion compared to screenshots.

to this day it is the most beautiful game i've seen. gameplay is more refined than OoT, though the lack of difficulty, lack of focus towards the latter quarter of the game, and redundant sailing hurt it.
 

Polari

Member
Still the most beautiful game ever made, IMHO.

Shame that for ever interesting hour of the game, there were ten that were mind-numbingly dull. Having the best boss fight ever did mean it sort of redeemed itself though. I hope the end of Twilight Princess is similar, but with the Wii controllers as a means of manipulating your sword and shield of course.
 
Deg said:
Excellent gameplay mostly. I prefered it to OOT because it had none of the other dimension rubbish. Loved the way you could sail to whole new islands.

I would love a larger scale game with bigger islands. Doesnt have to be Zelda. Hated the artstyle.

I'm completely the opposite. I thought the lack of other dimensions/ground-hog day set-up/etc. made it the most bland Zelda gameplaywise since, well, the NES games. A step back into by-the-book lack of invention, compounded by the ultimately futile teasing of an underwater Hyrule. That was probably my biggest dissapointment with the game, that it promised a lot, but was never able to completely fulfill those promise.

A big open oean with new islands to discover - most of the islands weren't worth the visit.
A daring and unexpected art style on paper - a less exciting in-game translation, falling uncomfortably between the stark angularity of Samurai Jack and the sketchy dynanism of Okami. They needed to go either one way or the other on the whole thing.

The only area that I think absolutely delivered with no compromise was the story, which started off interesting then just built and built to an utterly fantastic conclusion.

My excitement for Twilight Princess remains reserved for now.
 
I LOVED Wind Waker too, but the fetch quest was annoying and the sailing got repetitive really quickly. But everything else was great--art direction, music, writing, gameplay (it's a Zelda game, come on), they were all top-notch.
 
Ok, I just read the topic, GDJustin and I have to say I agree completely.

We seem to have identical opinions regarding this game. I loved the sailing. The sense of adventure was incredible. Each island had its own adventure to be had... sort of.

There were some islands that were absolutely useless. The dice islands? WTF?
Also, I would have preferred if the rewards weren't rendered pointless by the ease of the game.
 
even though Ocarina was a classic, it didn't really feel like a follow-up to A Link to the Past that i've always anticipated. i felt that Wind Waker was a true return to form. The Hyrule Castle scene was simply jaw dropping and worth the price alone

another interesting thing is the use of A Link to the Past music throughout the game. it's rearranged to where you can barely recognize it. but when you do its like "!" ... the game is like a love letter to the fans.
 
I loved the sense of discovering islands, submarines, and octopuses, but there just weren't enough of them. A bunch of the islands are barren and pointless.

The game could've been so much more.


I wasn't bothered by the graphics, the fetchquest, and was only minorly bothered by the difficulty. Lack of dungeons kind of sucked, but I would have forgave that fully if there was more to DO. Most islands were miniscule, and contained only one simple puzzle, or were only used once (the dice islands, the pearl islands, each of the dungeons and towns, add up to like 25% of the map!).
 

colinp

Banned
Your poetic waxing is very inspiring GDJustin.

Think I might boot up the game again tonight for a little play. Good times!

Well written and well done!
 

Kai Dracon

Writing a dinosaur space opera symphony
Count me in for the me-too's. A classic only prevented from reaching the status of absolute legend by the fact that they rushed it at the end and cut the last bit of content needed to hit it out of the park.

Yet everything leading up to that, astounding. What still sticks in my mind is the sense of atmosphere. Sailing the sea created genuine feeings of the awe of deep space yet the sadness and lonely sensation of being so isolated. It /actually/ made me afraid of what might be lurking under the water with stuff like the squid.

Aside from the triforce piece quest, I merely remember being almost hearbroken when I got to Death Mountain at the end and found recycled boss fights rather than the ultimate mega dungeon of doom that by that point, you knew just /had/ to be there.

(But of course, the true final battle was awesome. Though for pure epic drama, the finale in TooT with Ganon playing an organ and everything that came after it was probably better.)
 

Frog

Member
+ Art
+ Story
+ Battleship guy (Sploosh! KA-BOOM!)
+ Exploration (Large map)
- Exploration (Not enough content)
- Length
- Difficulty
- Snot kid

B-
 

sammy

Member
Wind Waker is the game that welcomed me into the world of "Zelda" ----- never before had I been so captivated by an art-style.

WW inspired me to reach back into all the past Zeldas --- LttP and Minish Cap were treats, since they had such similar art ---- Majora's Mask was amazingly respectable in how it switched up the formula ---- and OoT stands as the default template all Zelda's should aspire too.

outstanding franchise, I felt like I stumbled uppon a forgotten memory of my childhood when i first poped in WW.
 

Polari

Member
While I liked the idea of sailing the execution sort of sucked. It would have been better if like it seems it will be in Phantom Hourglass, you could just set a course. Also, the ocean felt a little limited with you being able to see its total size on the map from the very start. It would have been better if it slowly expanded as you open new routes etc., so it felt like you were continually discovering it. Also, having to feed the fish to mark islands on the map and to continually fuck around with the wind sucked.
 
I just rebought this game on Friday. I love the game, but the N64 outtings were supierior in my opinion because of the sailing...more specifically, having to change the wind direction.
 
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