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Wind Waker Before & After
Written
By:
AJ Middleton
So the game is
over.
In my review I gave it an 8.9, simply because I thought it
was good, but it wasn’t good enough to earn an A with me. In fact,
I wouldn’t even consider this game a masterpiece. It broke too many
Zelda rules without completely filling them in, was too short, and
was too easy. Be warned, spoilers follow.
I’ve been
waiting for an amazing GameCube adventure since the beginning. So
when Wind Waker’s release came closer, I remembered how much of
a great game Ocarina of Time was, and I thought that MAYBE WW
would be a comparison. Ack, I was wrong. Ocarina of Time was
true to the Zelda series. There was no evidence of any connection to
past Zelda games, Link and Zelda were “real”, and difficulty increased
as the game progressed. Wind Waker broke all of these rules.
For one, the plot is based on that of OoT’s, and it’s the first Zelda
to ever do this. And for that reason, Link and Zelda just didn’t seem
like THE Link and Zelda. In fact, Zelda didn’t feel like Zelda at all
because she was really Tetra! As for difficulty, it stayed the same
for the whole game. The bosses all had that 3-hit thing going on.
Come on Nintendo, we left that tactic back in the Super NES days.
This isn’t the series that I have come to know and love.
Now, I’m a plot-aholic,
and I loved how the story seemed to take off, despite how awkward it
felt. Tetra is really Zelda? Link is the next hero? Hyrule was
flooded after Ganon returned? THE GREAT SEA IS REALLY THE TOP OF
HYRULE KINGDOM?!? All of that stuff was great. And the climax scene
in Ganon’s chamber with Lord Valoo’s rescue was great too. You want
to keep playing, hoping that more will come out. But then it
doesn’t. Well, it does for a little while. You go to Hyrule, the
plot thickens a little more, but THAT’s when it starts to die. Two
temples? Give me a break! Although playing as two characters rocked,
it did not make up for the simplicity and scarcity of the temples, (or
for when Jabun gives you the pearl.) And all you do is power the
Master Sword, which means its handles start to stick out more. Give
me a break. At least make it a 3rd sword, as the Zelda’s
of the past have done.
As Link travels,
a player of OoT can assume that many of the islands are floating
sections of old parts of Hyrule. For example, the Forest Haven is
obviously the Kokiri Forest, and the Deku Tree is the grown-up Deku
Sprout. Dragon Roost Isle is Death Mountain, and its interior
strongly resembles the Gorons’ home. Although we can assume, I wish
that the game actually pointed this out. I believe that all good
sequels mention the old game whenever it can, and it would have been
great to hear a Rito say, “You know, they say that stone people who
couldn’t fly lived here years ago, but I think it’s just a myth!” Or
maybe the Deku tree could have referred to OoT Link. Even better,
Link could have discovered a map of old Hyrule, which would have
clearly showed what everything had become. Ah, I wish too much…
AND WHAT IS UP
WITH GREATFISH ISLE!?!? It has NO purpose in the game but to hold a
heart piece, rupees, and a Goron Salesman. What a total waste of
space. I kept returning for the whole game, hoping to find a secret
dungeon or something, but it never changed. Ugh.
Meanwhile, the
Triforce of Courage, as worn by the Hero of Time, sits in the
background. Now, I hoped some great plot element would come from
this, but it didn’t. Only a great waste of time comes from this. I
cannot believe the whole Triforce gathering quest. That has to be the
most boring, time consuming, and wasteful part of a game that I’ve
ever played. Really now Nintendo, this was an excellent chance to put
in more dungeons. But nope, you’d rather have us hunt around for maps
and fish around for pieces. Hours of fun. So the Triforce potential
plot dies, the main plot just collapses, and you go to beat Ganon.
Oh yeah, Ganon.
Wait; let’s start with his tower. I think it’s sad when you have to
beat every boss again, and they have retained their original
difficulty. This makes you think, “Wow, those guys weren’t very hard
at all!” Puppet Ganon was ridiculous. Not necessarily because it was
easy, but because it was literally ridiculous. The disk would have
been thrown out of my window if that were the final boss. Ganon
himself was only cool because of his swords. I hated how he kept
saying how he would uncover Hyrule again. Why? Because I WANTED him
to do that! A playable Hyrule would have put this game on the same
level as OoT! But sadly, it never happens. I also disliked how
Tetra/Zelda helps during the final battle. It makes you feel like
you’ve accomplished SO much (sarcasm folks) when human Ganon gets
jabbed in the head, which is pretty dark for a Zelda game. Overall,
the final battle was a disappointing. One phase of Ganon, the
computer helps you, and no Hyrule
L.
If I could do
electronic origami, I would quickly fold 50% of the Great Sea into
extra dungeons and better plot points. The Great Sea is TOO BIG. I
HAVE been waiting for a giant world since the ‘Cube came out, but I
meant a giant world that is useful! Only 16 of the 49 islands on the
Sea need to be touched! Ever! And mind you, most of the islands are
only a fraction of the 3x3 minute square that they’re each a part of.
In short, the Great Sea is a bunch of empty space. Empty space
consumes time and makes gamers grumpy. It’s a fact. And it’s not
like you ever see any interesting scenes while sailing either, sans
the islands. The platforms get annoying, the waves get mesmerizing,
and the giant, fat, balloon fish are just plain scary.
The sea! All
past Zelda’s have taken place on land. I like change, but again, this
change sort of ruined the Zelda feel. On the fields, it always seems
like something is there. May it be a town or a new landscape, every
part of a grassy (or icy, or rocky) plain is different. But here, in
Wind Waker, we just have water as far as the eye can see.
Hmm, so what DID
I like in Wind Waker? The graphics style was great, although
it took some getting used to. I liked how the plot strayed away from
that of past installments of the series, although I hated how it just
died out. Dungeon innovation was cool, but their amount and bosses
weren’t. The number of side quests was great, yet there were too many
of those and too little game. Oh! The Wind Waker itself was cool.
But even THAT could get tedious at times. Yikes, it seems like every
good point has a counterpoint…
But, overall, I
did not hate Wind Waker. Yes, I was very upset and
disappointed, but it was a good game. It had some enjoyable elements
and moments that made it worthwhile. It was short, it was easy, but
hey, it’s Zelda. I have yet to get far in the 2nd file,
mainly because I really don’t want to do the whole sailing thing all
over again. But when I’m bored, I’ll most likely put on my invisible
hero’s clothes and set to the seas again.
Posted:
11-11-03
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