And this is what Wind Waker is, a collection of amazing gameplay mechanics that aren't exploited to full potential. Nintendo was in such a rush to have the game ready that they even set up for a world covered by sea as a design method to speed up the devlopment process.Yeah, you pretty much know that each square has one island. And you know that there's a 90% chance the island isn't even slightly exciting. The first time you set sail, it truly felt great, but as soon as you realize these things the overworld becomes pretty much useless and not very fun to ,,explore''. (aka just check one box after another and feed the annoying fish everytime)
And there's literally nothing that could happen while sailing. The sea is always calm, there's apparently no kind of other ship traveling, etc... Simply nothing to find.
I thought this, too. XDIn my early years at NeoGAF, I always thought RTTP meant 'Rate to the party', as in, mocking asian accents. I found out later what it meant, and felt like a goddamn racist.
Also, Wind Waker is my #1 Zelda game. Just wish there weren't so much sailing.
Re-release in HD on WiiU + splice in the two cut dungeons (which also means two new bosses, and perhap two new items!) + one new island to visit per square on the map (49 new islands!) + WiiU GamePad support for on-the-fly inventory and map, and/or Tingle Tuner + orchestral music (with an option for original midi) + DIFFICULTY SELECT = greatest game ever.
So if one finds the main quest boringly easy that's excused by a hidden challenge dungeon, in which one may be spending, say, 1/50th of the playtime? Come on.
Rather than 49 new islands, I'd rather they let us explore the area beneath the sea. Maybe more dungeons there?
Adding 49 new small islands, one per square on the map, would make exploration of the seas much more interesting, because then there would be at least two interesting destinations per square. Perhaps a number of new sidequests could span these additional isles, I.E. a character on a new isle in square 7G needs you to bring something to a character on an island in square A1. Since the islands themselves would be compact enough, it wouldn't be too massive a design chore, and with the Great Sea being so expansive, it'd be a great way to break up the nothingness.Rather than 49 new islands, I'd rather they let us explore the area beneath the sea. Maybe more dungeons there?
Well I wouldn't call them broken but it's certainly a bit worrying when I consider the first proper dungeon (Dragon Roost Island) the most enjoyable one in the game.You made note of it, but the dungeons totally absolutely killed this game for me. I like most everything else about it, but the broken dungeons make replay impossible.
Well I wouldn't call them broken but it's certainly a bit worrying when I consider the first proper dungeon (Dragon Roost Island) the most enjoyable one in the game.
I always wanted to explore the mountains, forest, and rivers in Hyrule:
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Such a shame, too.
One of the main reasons I kind of dislike the final two dungeons, the command melody is burnt into my head by excessive use.Switching to the deku and the bird girl was annoying as fook, especially the deku. He was so damn slow, and it was annoying dying and restarting all over again.
FORMULA FOR THE PERFECT ZELDA:
+ Story, characters, sidequests and time-driven world of Majora's Mask
+ Art direction, whimsy and charm, and exploration of The Wind Waker
+ Combat, dungeons and puzzle-solving of Twilight Princess
+ Density of design per acre of Link's Awakening
You're welcome, Nintendo, send my check in the mail.
One of the main reasons I kind of dislike the final two dungeons, the command melody is burnt into my head by excessive use.
+ The Pacing of Ocarina of Time
+ Soundtrack on the level of A Link to the Past
+ Unique new items like the ones found in Minish Cap
I want a cut of this money
+ Difficulty of LoZ
+ Density of design per acre of Link's Awakening
FORMULA FOR THE PERFECT ZELDA:
+ Story, characters, sidequests and time-driven world of Majora's Mask
+ Art direction, whimsy and charm, and exploration of The Wind Waker
+ Combat, dungeons and puzzle-solving of Twilight Princess
+ Density of design per acre of Link's Awakening
You're welcome, Nintendo, send my check in the mail.
One of the main reasons I kind of dislike the final two dungeons, the command melody is burnt into my head by excessive use.
+ The Pacing of Ocarina of Time
+ Soundtrack on the level of A Link to the Past
+ Unique new items like the ones found in Minish Cap
I want a cut of this money
+ Difficulty of LoZ
+ Control scheme of Skyward Sword
I just want Nintendo to go back to using Young Link in general. That's another reason Wind Waker is my favourite. I think Young Link suits the series better.
It's been the best Zelda so far to me too. Fantastic art and great game overall... brilliant. I'd love an HD remake on Wii U.
playing in your pajamas is the best. I'm sailing to Great Fish Isle right now
One of the main reasons I kind of dislike the final two dungeons, the command melody is burnt into my head by excessive use.
+ The Pacing of Ocarina of Time
+ Soundtrack on the level of A Link to the Past
+ Unique new items like the ones found in Minish Cap
I want a cut of this money
Gust Jar, Cane of Pacci, and Mole Mitts were the only new items. Of these, cane of Pacci was the only one that wasn't just a replacement for an item already present in other Zelda Games.
This. The Triforce hunt really takes the wind out of The Wind Waker's sails. (ohohoho...) It was rather difficult to soldier on through the Triforce hunt for this thread last year.I really liked TWW, but by the end I had a bit of a sour taste in my mouth. I just remember it feeling incomplete and patched together. Getting maps and searching for triforce parts was really annoying, and the last dungeon didn't even really exist.
Okay you got me, but those three are still more than most Zelda games, plus Rocs cape was a nice improvement on Rocs feather and also those remote bombs were an improvement over the standard ones.
I'm just saying a Zelda game that focuses on adding more new items to the mix would be preferred even if some are simply minor deviations from previous items. To Skyward Sword's credit it did try this.
Looks like someone can't handle motion controls.http://www.youtube.com/watch?v=1ytCEuuW2_A+ Control scheme of Skyward Sword
If you're going to post the best song in the game, then at least post one without fucked up quality.
http://www.youtube.com/watch?v=s7fqllhtdHI
Okay you got me, but those three are still more than most Zelda games, plus Rocs cape was a nice improvement on Rocs feather and also those remote bombs were an improvement over the standard ones.
I'm just saying a Zelda game that focuses on adding more new items to the mix would be preferred even if some are simply minor deviations from previous items. To Skyward Sword's credit it did try this.
I still feel it had the best dungeons out of any of the 3d zeldas. They were definitely the strong point of the game, as well as the final battle with Gannon, which was the best in the entire series.
The thing that kills the replay value is the shitty overworld and the triforce quest. I'd love to see it get remade with the Triforce part removed and replaced with a 6th dungeon.
I found the whole thing too cartoony to be scary, though this isn't a bad thing at all, Link's exaggerated shivering, the redeads gawping mouths, I think it made me laugh the first time.I think out of all the Redeads in the series, TWW's were the creepiest. Link hides himself behind his shield and shivers, and they have creepier, more animated features than the other games' Redeads.
Ah the curse of me having missed the Oracle games, plus i've just remembered it was in four swords GBA as well.Roc's Cape is from the Oracle games.
But yeah I still agree with your assesment because of the order in which you gain items. First 2 dungeons have new items, bombs are gotten outside and there's a lot of stuff to do and get before the third dungeon.
Okay i'm truly defeated this time, Four Swords screwing me over again, hey even the gnat hat is like the precursor to the Minish Cap itself.Yeah, but Rocs cape was in OoS and remote bombs were in FS.
I agree with continuing to add new items, though I don't agree that SS was a step in the right direction. Both WW and TP had more new or reinvented items than SS.