The Legend of Zelda's development crew is currently hard at
work on a new 3D installment in the series for the Wii U. However, seeing as
Skyward Sword came out five years after Twilight Princess, the previous fully
3D installment, we may have to wait a while. Normally, we'd take this chance to
speculate on what the new game will be like once it's finally done. However,
this time around, Nintendo decided to keep us from crapping on a game that
hasn't even been released yet by throwing an old one back in the spotlight.
A remake of The Legend of Zelda: The Wind Waker will be
released for the Wii U later this year, with redone, high-definition graphics,
GamePad functionality, and who knows what else. To celebrate this occasion, I
think it's time for me to revisit one of the games that defined my first few
years of gaming.
Wind Waker was released in late 2002, much to the disdain of
everyone. See, when it was announced, people were a little more than skeptical.
Ocarina of Time and Majora's Mask had already defined an art style for 3D
Zelda, which carried on to a tech demo for the Gamecube that showed off what
the console could do with the style those games had established. To see
Nintendo throw that all away for what seemed like an overly simplistic style
that didn't make use of the Gamecube's power was surely a turnoff for many of
the fans of the N64 pair of Zeldas. People thought the art style represented
what the game was going to be like.
And... they were right. But mostly wrong.
Wind Waker takes place in what is basically a
post-apocalyptic Hyrule. After Link went back to the past after Ganon's sealing
in Ocarina of Time, the people of that timeline no longer had a hero. Which
would've been fine, if Ganondorf hadn't managed to rise from the ashes later
on. No one was there to stop him from conquering the world except the deities
themselves, who were forced to flood Hyrule to maintain humanity (kind of
warped, huh). After life above the seas has been established, Ganondorf returns,
and a little boy unrelated to the other Links gets pulled into becoming the
hero after his sister gets caught up in Ganondorf's search for Zelda and her
Triforce of Wisdom.
Now, this premise is important because it crafts the game's
world. Instead of exploring Hyrule, you are exploring the Great Sea and the
islands that sit on top of it, getting from place to place on a little sailboat.
As seas tend to be vast (especially great seas), the world of Wind Waker is
much, much bigger than the world of any other Zelda game. The change in
structure this brings about, not the art style, is the most important departure
this game takes from what Zelda and games in general usually did.
Adventure. |
In Ocarina of Time, when you were told to go somewhere, you
would just roll through Hyrule Field as quickly as possible to get there, as
the overworld usually only serves as a connector between main areas. There's a
hole to fall in every now and then, I guess. In Wind Waker, when you're told to
go somewhere, you find a million other places along the way. See, on Wind
Waker's map, there are forty-nine squares that make up the sea. Almost every
square holds a unique island. Simply travel three squares to the next dungeon
and you'll probably find a mini-game, an enemy hideout, and a mini-dungeon, all
guarded by islands with unique shapes and themes. Every square on the map and
every island within those squares has something to find. If you didn't find
anything there, you most likely just didn't look hard enough.
That is the beauty of Wind Waker: it's not about the
destination, it's about the journey. Nobody will ever tell you about the
islands you'll come across on your way to each destination (except maybe the
fish, who only sometimes give vague hints about a nearby island when you feed
them), you'll just come across them. It's so exciting seeing somewhere you've
never seen or heard of before appearing in the distance, and that's why I often
found myself more excited to go sailing again than I was to enter the next
dungeon.
Which brings about the topic of atmosphere on the Great Sea.
Previous Zelda games had day and night systems, but none felt as natural as the
one in Wind Waker. As you sail across the world, time progresses in a way that
makes the player feel like they are constantly moving forward. Because you're
out on the sea with few obstructions blocking your way from the sky, you'll
always see the sun rise, causing adventurous music to rise as well. It's not
just day and night that change, though. Often times, a storm will pick up out
of nowhere, just because, well, storms happen. The sea never feels artificial
in any way.
I'm gonna die I'm gonna die I'm gonna die |
So why is it so important for the game to make players to
feel like they are constantly moving? Because when you get down to it,
travelling from island to island takes a little while. The world needs to be
big so it feels like an actual sea (seriously, imagine looking around while
sailing and being completely surrounded by huge islands, it would just feel
scrunched), but it can't be as boring as actual sailing. Sailing isn't boring
throughout the majority of the game because there's always something to
witness, whether it be a brand new island appearing on the radar, a change in
weather, or maybe a small distraction like an enemy boat. But this brings about
a big problem: once you've seen almost every square on the chart, the game
loses the feeling of excitement that it had relied on so much. See, by the time
I beat the final boss, I had every single square on my sea chart filled, yet I
was missing seven heart containers. I just said "okay". I knew most
of the rest of the heart pieces were scattered across the bottom of the sea in
areas that treasure charts lead to, but having already seen what each square
holds, looking for them would not be rewarding.
This problem is primarily caused by the concept of treasure
charts. Oftentimes, after beating an optional puzzle in a dungeon or reaching
the end of a secret cave on an island, instead of being rewarded with an actual
treasure, you'll be rewarded with a treasure chart. A treasure chart shows you
the way to an area on the sea wherein a treasure chest holding a silver rupee,
a heart piece, or later on, a piece of the Triforce of Courage (I'm also pretty
sure one of the chests actually holds another treasure chart) lies underneath,
which you can then get by stopping and using your hook to fish for it.
Essentially, this means you have to collect some treasures twice, even though
the second time requires no skill or thought; you simply have to be willing to
waste time sailing to a place you've already seen, stop, fish, and boom. This concept
isn't completely pointless, as it gives you the option to pick up your reward
later if you think it may be a silver rupee and you don't have enough room in
your wallet yet. That's... that's, uh, the only point I can think of. After you
get the biggest wallet, treasure charts become nothing more than an unfun way
to prolong the game.
Another problem is that the game overuses enemy gauntlets as
secrets on islands. But before we get to that, why don't we take a look at
combat itself? Combat in Wind Waker differs from combat in the N64 games in
several ways. The first comes about through the fact that this Link is way
better with a sword than the Hero of Time. If you time your first hit
perfectly, you can get your enemy caught in a short attack combo by continuously
pressing B, which is always satisfying. You can also dodge big attacks and do a
counterattack if you press A when an enemy is about to strike. These features
emphasize timing over everything else. When a new enemy is introduced, the
challenge is usually finding when to strike the enemy rather than where or how.
This approach to combat is simple, but it keeps combat from ever feeling
gimmicky or choppy.
It also means Link just stands there in the face of doom a lot. |
The coolest thing about combat, however, is the emphasis on
the weapons each enemy holds. The weapons are actually treated as separate
objects from the enemies themselves, so if you knock down or kill an enemy, you
can pick up their weapon and do what you please with it. This feature is used
for some neat puzzles in the first half of the game, although after that it
becomes smarter to always just use the sword you have. But it goes further than
that. Because weapons in this game are individual and unbiased, enemies can
actually hurt each other if they get tangled up while going after you. If
you're in a room with a couple of Darknuts and a bunch of weaker enemies, the
Darknuts will probably conquer a few of them on their way to you. In fact, I'm
pretty sure a Darknut actually saved me from a Moblin who was about to attack
me once. If a Darknut loses its sword, it can pick up the weapon of a different
dead enemy and use it against you. Isn't that just cool? The connectivity
weapons bring between enemies gives them depth. In a mob of enemies, enemies
actually act like how they would in a real crowd. They get blocked off and hit
by other desperate enemies while working off of the weapons of fallen friends.
It's awesome how everything means something in this game.
Unfortunately, boss battles are not as dynamic as regular battles.
Unlike in Majora's Mask, there are not multiple ways to beat each boss. All of
them simply revolve around the item claimed in the dungeon. In fact, the first
three bosses serve as nothing but dummies to unleash your new weapons upon;
their defenses are always low and their attacks are extremely predictable. The
boss battles do get more difficult after this, despite still being used only to
showcase the new item up until the final boss battle (an epic sword duel that
surely inspired the one-on-one combat of Twilight Princess and Skyward Sword).
Jalhalla is an exception. Who knew the power bracelets could be used in tandem
with the mirror shield?
Mini-boss battles are used to introduce new regular enemies
rather than actual small bosses... with the exception of Phantom Ganon, whose
final appearance at the final dungeon is one of the game's highlights. The
battle spans a maze of rooms, wherein hitting him will make him lose his sword,
which will point toward the next room. This lasts until you reach the final
room with the light arrows, with which you can finally kill him once and for all
with one shot. The battle didn't even feel like a battle, it was just a really
tense series of events. More battles should've broken the boundaries like this.
The other mini-boss battles weren't bad at all, though. It was great being
introduced to a stronger foe every dungeon, and this structure helped keep
combat interesting throughout most of the game.
A worthy rival. |
So then, if combat in this game is so cool, then what's the
problem? Well, unfortunately, the game's pacing eventually manages to make
combat tedious. The first six dungeons serve as places wherein new enemies are
introduced. Now, consider the fact that after you finish the first six of the
seven dungeons in the game, there is still at least a quarter of the game left.
Yes, it is time to talk about the Triforce of Courage quest. After the sixth
dungeon, you are told to find eight special treasure charts and then fish for
the eight pieces of the Triforce of Courage they lead to in order to get back
to where you need to be. Because most of the charts are in squares that you
probably haven't explored yet unless you went way off-track for no reason, the
game is still fun for the most part. But after a while, it becomes easy to see
why such a huge section wherein you find no new enemies, no new items, and no
story developments shouldn't have been slapped right on to the end of the game.
Let's look at a few of the Triforce chart locations, shall
we? One chart is in the Ghost Ship, guarded by nothing but a mob of enemies
you've already fought a million times. Another is in a hole on an island you've
already been to, guarded by a multi-room gauntlet of enemies. Now, you can
actually get that Triforce chart earlier on in the game while you're still
getting used to some of the new enemies, so that one's no big deal, right?
Well, the FINAL Triforce chart is guarded by a gauntlet with the exact same
multi-room structure, except this time you've already fought the enemies that
lie within a million times. Now, should I really keep saying "a million
times"? What is it that really pushes combat into tedious territory? One
of the Triforce charts is in a Pit of 100 Trials. Err, thirty-one, and
optionally 50. In this area, you fight pretty much every possible combination
of every single enemy in the game. If you go for this chart before most of the
rest, the rest feel like NOTHING. You've seen everything this game has to offer
when it comes to combat once you've gone through this Savage Labyrinth. If you
go for this chart after the rest, then it doesn't have any wow factor, because
so many of the other charts relied on combat that it just feels redundant.
Now, this section of the game does have some positive
contributions to the structure. The Triforce charts are unreadable when you
first find them, and you have to get them translated by a character you've met
before. For 398 rupees. Each. This means that a player who explored a lot and
didn't pass by islands just because they wanted to get to a dungeon is rewarded
with not having to scour for hidden rupees nor possibly even a bigger wallet.
If you are dedicated to the game's world, you will have all the rupees you need
when you reach this section of the game. This perk, however, is not enough to
make for the section's lack of new content. If the section contained a dungeon
halfway through that introduced a couple of new enemies and mechanics that
opened the way to the next Triforce shards, it wouldn't be that bad at all. But
there's just nothing. I suppose I can understand if the number of dungeons had
to be limited for any reason, but even so, what was the point of having so many
Triforce charts if the paths to so many of them are practically the same? The
number of Triforce shards could and should have been reduced to five, as doing
so not only would've reduced tedium, but also left a few squares of the map
unexplored for players to find without being forced.
I did it. I freaking did it. |
I seem to be rather confident that another dungeon could have
kept the game consistently masterful. That is a testament to how well dungeons
and out-of-sea gameplay in general are handled for the most part. But wait,
first, I need to say this: the first dungeon, the Forsaken Fortress, is
abysmal. The stealth gimmick is lazily thrown on top of a confusing layout.
Getting caught will always bring you back to the same room, wherein all your
progress will be gone as the only helpful item to claim is the sword... which
doesn't appear until the very end. It's choppy, frustrating, gimmicky,
unoriginal, and needlessly complicated.
But the thing is, every dungeon afterward is the complete
opposite. This is because of strong gameplay mechanics. Let's look at Majora's
Mask for a minute. Before you reach Ikana Valley, every area is completely
built around what the mask of the day can do alone. You won't need to become a
Deku Scrub at Snowhead or Great Bay, and you won't need to become a Goron at
Great Bay. The individual transformation mechanics are kept separate until near
the very end when they meet through the Elegy of Emptiness, which doesn't even
take advantage of what each transformation can do. Now let's look at Twilight
Princess for a minute. Every item gets used throughout the game, but many of
them are too formulaic to serve as anything more than rites of passage. You'll
need the ball and chain to break through a wall of ice every now and then, and
sometimes you'll need the spinner to activate an obvious switch in the floor.
However, both of these items as well as the dominion rod and ultimately the
slingshot are never used to bring any depth to the game, as they were brought
in to enforce the gimmick of their respective section. "You can ride on
walls in this dungeon!... So what else can this damn thing do?"
Both of those games need to be highlighted so it can become
apparent just how different Wind Waker handled gameplay. After the Forsaken
Fortress, dungeons never have gimmicks. Instead, dungeons introduce mechanics
that will be utilized throughout other dungeons and areas. This would not
matter if the mechanics were formulaic. Fortunately, they are not. Rather than
being self-contained, gameplay mechanics play off of each other. For example,
at one point, you have to use the grappling hook to partially swing across a gap
and then use the leaf to glide across the rest. If you're outside, you can use
the Wind's Requiem to point the wind in the direction you're facing, and then
you can use the leaf to glide a long distance in that direction in order to
reach certain areas.
Later on, the Command Melody mechanic is introduced, wherein
you can control a character who is traveling with you. There are puzzles in
which you must take advantage of that character's abilities and resources with
your own arsenal of items. For example, in one puzzle you must place bird girl Medli
in a spot so that light reflects off of her harp and then reflect that light
with your mirror shield onto an obstacle, and in another puzzle you must place
plant boy Makar in areas that can only be reached through his power of flight,
wherein he can plant trees that you can use your hookshot to get to. Every item
also serves a place in combat, and some of them can be used in tandem. You can
use your grappling hook to steal an item from an enemy, then use your boomerang
to stun him, then use an arrow to finish him off.
USE EVERYTHING. |
This is what the whole game is like. Every little thing
serves a huge purpose that harmonizes with everything else that had been
introduced beforehand. Wind Waker doesn't try too hard after its first dungeon.
Instead of making every dungeon easily definable by some crazy concept,
dungeons are only built around your growing arsenal. In turn, that makes them
definable. Dragon Roost is memorable for the way it mixes the individual weapon
mechanic with different kinds of barriers, pushing the player into stealing an
enemy's stick, lighting it on fire, and using it to burn down a wooden wall, or
leading an enemy with a large sword into a fragile wall. The Wind Temple is
memorable for bringing harmony between the Command Melody and the hookshot
through Makar's flying ability, while the mixing of the iron boots with the
leaf allows the player to reach new heights. Because of its philosophy that
everything will always be useful and only become more useful as more mechanics
are introduced, this game is smooth as butter.
With the gameplay itself out of the way, let's move onto the
presentation. First off, the thing that separated the Zelda fanbase in half:
the art style. The art style mixes cartoony character and object models with
cel shading. The cel shading makes it so that each thing is defined by its
colors rather than its outline. This is where the art style excels. Not only do
stark color schemes set characters apart from each other, they also play off of
each area's own color scheme and lighting perfectly. Let's look at the Kalle
Demos battle for a specific example. The room is lit so that Link and the boss
are partially covered in shadows. Instead of this making the colors look
weaker, Link and Kalle's color schemes almost seem to shine a bit. What is
shown of them through the dark makes them stand out from each other and the
rest of the room while still maintaining the threatening mood caused by the
shadows. If it weren't for the masterful lighting in this game, the colors wouldn't
do much. With the creative lighting, Link can be thrust into any dungeon and
still look great.
Now, this is in HD, but I could've of sworn it looked like this while I was playing it on my Wii... |
However, the art style doesn't do too much for the size and
shape of the most of the characters. Characters are all very close in size,
leaving little room for differentiation. So while main characters like Link and
Ganondorf manage to look distinct, less important ones will get mixed up in
your head. Even though all of Tetra's pirate friends have unique personalities,
the six of them take up only two body types. Townspeople look generic. This
flaw in character design is hardly noticeable though thanks to the absolutely
beautiful terrains the art style allows for. Wind Waker is one of the prettier
games I've played, and its smoothness and simplicity perfectly reflect the
overall structure of the game.
Wind Waker's soundtrack is perhaps more cartoony than its
art style. Most of the tunes are distinct and silly. They're never unfitting,
but it's clear that they aren't exactly trying to pull you deep into the game
(don't worry, everything else will do that instead). Thanks to this style,
however, there are plenty of gems to be found, as every song is completely
independent and emphasized. I actually found myself looking forward to getting
to the mini-boss in each dungeon more than getting to the boss or obtaining the
new item just because the theme is so cool.
So what does all of this mean for the story and characters?
While I think Skyward Sword has the best story in a Zelda game for its exceptionally
fleshed-out, well-defined characters, Wind Waker has the coolest scenario.
After being thrown into a completely different Hyrule than the one they explored
in Ocarina of Time, the player slowly figures out what has become of the land
and legends they once took a part in. What is Ganondorf trying to do now? Where
is Zelda? Is the legend over, or is it continuing? Wind Waker's world builds on
the world of Ocarina of Time in the most unique way possible. An amazing
section in the middle of the game makes perfect use of the scenario, throwing
the player under the sea into a completely dead Hyrule to fetch the Master
Sword. The game communicates much of its story through showing rather than
telling.
The main characters are generally well-written. In fact, for
the first time ever, Link actually has something of a personality. He always
goes after things even if he knows he can't reach them. He's brash, but only
because he cares about his sister and his friends so much. His personality is
also greatly aided by his design. You can see the determination in his eyes
because of his emphasized eyebrows, and when he doesn't manage to achieve something,
you'll feel sad for him. Look at those big, sad eyes... Ganondorf is a much
better character than he was in Ocarina of Time, too. In this game, he actually
has a motivation. You kinda feel bad for the guy. I mean, he just wanted his people
to be happy, and instead he got crushed by an entire ocean. Twice, by the end
of the game. The King of Red Lions is a very genuine companion, seeing as he's
the one who crafts out the path for Link and Tetra.
You want your damn sister or not? |
Speaking of Tetra, she's a likeable character, being a
clever young girl who puts that cleverness to use by causing trouble as a
pirate. As you may know, the big reveal within the game is that she is actually
Zelda reincarnated, carrying the Triforce of Wisdom that Ganondorf is searching
for. It's a great twist that adds to the plot. However, Tetra isn't really
written well after this reveal. Not only does Tetra look completely different
after being revealed to be Zelda (why'd her skin color have to change again?),
she acts completely different, too. Out of nowhere, she becomes an apologetic
little girl who is perfectly fine with sitting and waiting while Link does the
rest of the work. I'm not saying she should've reacted to the reveal by being a
jerk, but come on, she's a pirate. She can't possibly be that accepting of
actually being a princess who now has to sit in a temple for a few weeks. She
should have at least shown confusion.
The game doesn't put too much effort into making very minor
characters stand out (see my "Townspeople are generic" comment), but
if the character has any plot significance, they probably end up being decently
fleshed-out by the end of the game. Medli is a fan-favorite, and with good
reason, growing from a girl who aides Link out of concern for her friend into a
worthy sage who (along with Makar) gives Link the power to defeat Ganondorf. A
character worth special mention is Tingle. Everybody who plays Wind Waker HATES
this guy, and that's a testament to how great of a character he is. His
personality is established through gameplay. You have to break this guy out of a
prison that contains a tunnel full of skulls so that he can return to his slave
island, where he will translate your Triforce charts for 398 rupees a piece.
Through all of this, he pretends to be a friendly admirer of fairy-like people,
when in reality he's a con man, a kidnapper, a slave master, a thief, and a
MURDERER in a little green suit. And you are forced to have this complete and
utter atrocity as a companion. The way the gameplay structure contributes to
his strange characterization and vice versa is very reminiscent of how Majora's
Mask handled things.
Heroes meet. |
Once Wind Waker HD is around the corner, I suggest you start
clearing up your schedule, because for a month or so, your whole essence is
going to be aboard the King of Red Lions as you get to know the Great Sea all
over again. It's absolutely impossible not to get invested in this game, as the
world is structured just so that you're always on the brink of discovery. The
length of the Triforce of Courage quest is not enough to take away from this
experience like no other. From a technical perspective, Wind Waker is
polished beyond belief, with dynamic weapons that make enemy interactions
realistic and smooth level structure that constantly puts everything you've
gained throughout the game to use in new ways. All of this lies under a layer
of beautiful colors, charming music, and an overall gorgeous atmosphere for
each area. Wind Waker is an essential game.
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