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Let me begin by stating that I initially thought this title would be the worst Zelda game of all time. The cel-shaded style and younger looking Link looked silly, and the footage revealed early on seemed simplistic and uninspired. Shortly after The Legend of Zelda: The Wind Waker was released, I kept hearing about how awesome of a game it was. Reluctantly, I rented the game to give it a try. I was engrossed in the world almost instantly and never looked back.
The Legend of Zelda: The Wind Waker is the odd duck of one of Nintendo’s most renowned series. It broke away from Majora’s Mask and Ocarina of Time – both of which tried to be more dark and violent titles in the Zelda series. A Link to the Past, though it is a great game in its own right, was more about pushing the graphical capabilities than revamping the control scheme. The Wind Waker, however, doesn’t ever feel like it’s trying to sell itself. In this regard, I feel like The Wind Waker soars above its predecessors. The story is wonderfully written and focuses heavily on the theme of growing up.
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The dungeons are huge in The Wind Waker, easily double the size of most dungeons in Ocarina of Time. The puzzles are incredibly clever, and players will receive aid from Medli and Makar later on in the earth and wind temples. There are plenty of familiar weapons and tools that return from previous installments, including the boomerang, bow, and golden gauntlets. But new inclusions, such as the Deku leaf and cannon still flow just as smoothly with the gameplay.
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The wind waker itself is never used for any combat purposes. Instead it is used to change the direction of the wind, allowing players to reach new islands. Later in the game, this process is made easier with the ability to warp to specific islands via cyclones. The wind waker will be used to activate key points in the story, as well as unlock a few dungeons. In three of the temples, Link must use the wind waker to solve some rather complex puzzles. In these situations, the player shifts control to a different character temporarily.
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There are a few select points in the game where things slow down for too long that it become annoying. The most notable time is when Link is sent on a quest to find the triforce shards. Each shard is spaced a large distance away from the next, and travelling to reach these will take some time. But the game requires you to first track down the triforce chart that will reveal the location of said shard. To retrieve these, Link has to make his way through one mini-dungeon per chart (with a few exceptions). Upon finding said charts, you find that each is written in ancient Hylian and must therefore be deciphered by Tingle, who charges Link 398 rupees per chart. Between these three components, players will spend at least a couple of hours to complete the triforce of courage – that is assuming that they have saved up all their funds to pay for Tingle’s ridiculous asking prices.
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Melanie gave me "Spirit Tracks" as a spontaneous (read: awesome sale, and she felt bad I have been home alone so much again this year) Christmas gift. I haven't played it yet; what say you?
ReplyDeleteI have not played Spirit Tracks yet, and I have only played some of Phantom Hourglass. I know the story of each game fairly well from online resources. From what others have told me, Spirit Tracks improves greatly upon the mechanics and flow of things from Phantom Hourglass. But as for personal experience with the game, I'm afraid can't say.
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