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Legend of Zelda: The Wind Waker HD |OT| Tingling with HD excitement...only 398 Rupees

Tookay

Member
If this happens, there's a lot of stupid padding I hope gets taken out of the main quest

I see that term thrown around a lot, but honestly I don't really think they come even close to TWW's padding.

-The bug-stuff/wolf-sections that happen before the first three dungeons wear you down by the last one. But a couple of the bugs were necessary for introducing the environments/characters and aren't necessarily that bad.
-Some of the Lost Woods stuff with Skull Kid was tedious.
-The Sky chart/symbol stuff maybe before the City in the Sky maybe, but this didn't really bother me. And it didn't really last too long either.

Unless you think a Zelda game should just be dungeon-dungeon-dungeon, TP is not that bad.
 

AniHawk

Member
While you do have to play hide-n-seek for the cabana subquest, you can freely skip the pendant-on-a-tree part if you already have the required amount of joy pendants in your spoils bag. The game makes you do arbitrary things* but is not that arbitrary ; )

* Frankly, part of the reason I did not feel much like returning to it back in 2004 when my first playthrough got interrupted.

oh, i didn't know about that. i just did it because i thought i had never done it before. actually the hide and seek stuff was something i thought i had started, but abandoned in 2003 or 2004.

Good analysis. Pretty much agree with everything you said, even the more nitpicky stuff (some of the music/instrumentation choices in the finale have bothered me for a decade and clash tonally with what's occurring onscreen).

It's definitely the weakest 3D Zelda for me as well. Midway through playing it, I thought my opinion on that was going to change because I was really digging it, but then I got into the final third of the game and reconfirmed my opinions. The Wind and Earth temples are good, but damn is everything around them and after them rushed. The iron boots, power bracelets, fire/ice arrows, Triforce hunt (and all those enemy arena parts of it), and Ganon's Tower still feel half-baked. I'd go as far as to say that they almost leave the game on a sour note, if it wasn't for the ending battles/cutscenes being fantastic in capturing the promise of the first half of the game.

I'm happy they went revisited this and improved it, but I'm way more interested in them giving TP a facelift. They could also improve the opening a little bit and trim the wolf stuff in a couple places.

yeah i got to a point right after tower of the gods where i was just checking everything out and letting curiosity get the better of me. it was pretty great. so much was unfortunately rushed though, and i think this will be the last time they touch this game, which is unfortunate.

one thing i didn't touch upon was the design of the game, and i think it's clear they were still in a oot mindset. the puzzles are kind of hypercharged oot puzzles. pushing blocks? well now you push triangle blocks! hookshot and iron boots? now you must combine them! but there aren't a whole lot of wholly new tricks in the game. the ones that are were incredibly minor, although they worked incredibly well. there's no one telling you that you have to destroy the big wooden barricades with an enemy's sword, and you might not get that phantom ganon's sword points to the right way.

i feel like it's more of the final evolution of oot's puzzles than tp was. actually, tp felt like it introduced a ton of new ideas like the spinner, fuckin' magnets, the double clawshot (the almighty double clawshot), and the old ball 'n chain. the puzzles there were a huge step up over nearly a decade of similar ideas. tww's best addition was the way the boomerang worked.

there are a lot of minor things to improve in tp. i think they learned how to make the tear quests work in skyward sword, where it's a test of your knowledge of the level design instead of your introduction to a town area. there are probably a lot of things they would have you skip, and removing text prompts and giving rupees a greater purpose would certainly help. it doesn't feel like there's anything honestly missing from the game though. whatever problems they had, majora's mask, twilight princess, and skyward sword felt like the design choices were deliberate and made without time constraints (although that's probably not true of everything except ss).
 

Shaanyboi

Banned
I see that term thrown around a lot, but honestly I don't really think they come even close to TWW's padding.

-The bug-stuff/wolf-sections that happen before the first three dungeons wear you down by the last one. But a couple of the bugs were necessary for introducing the environments/characters and aren't necessarily that bad.
-Some of the Lost Woods stuff with Skull Kid was tedious.
-The Sky chart/symbol stuff maybe before the City in the Sky maybe, but this didn't really bother me. And it didn't really last too long either.

Unless you think a Zelda game should just be dungeon-dungeon-dungeon, TP is not that bad.

The best pacing in Zelda is when you're not in a dungeon and they tell you to go somewhere or to talk to someone, and you get something genuinely useful/interesting. In OOT, they tell you "before you can enter this dungeon, can you go get this thing?" plenty of times, but nine times out-of-ten, it's stuff like the Hookshot, or a song, or the Lens of Truth. Meaningful stuff you can actually use. It's either that, or really critical or interesting story stuff.

In TP, there's the stupid bug sections which drag on forever. There's long moments of "go do this random kinda meaningless task with these statues, or go talk to this doctor guy for some reason, go to this pointless town full of cats" etc. Alot of it could've easily just been sidequests, and that would've been fine. You could then choose to engage or not engage with that stuff if you want. And when you do it, you would feel rewarded with a heart piece or maybe a neat little item you wouldn't otherwise have. But no, they felt this stuff was so critical that it just had to be part of the main quest.

SS had the same problem.
 

BGBW

Maturity, bitches.
I'm glad to see people finishing up.

I also 100% the game. The hardest parts of it was fighting Ganon on Hero Mode, that god damn block puzzle in that one island, and that shifting block puzzle in the Cabana that even a decade later I have no hope of completing.

I am really bad at sliding panel jigsaw puzzles.
I used to be bad at these but I worked out the trick to them and I can do them relatively quickly. I basically do a few at a time so the next time I venture to the cabana I'll probably finish the last four off.

What I do is complete the bottom row and then the row above. Then I make sure the top left most piece and the piece below it are in the right place. So basically

x
x
xxxx
xxxx

The last six pieces are just a case of mixing around until you solved it. The top right corner is always blank.
 

Tookay

Member
yeah i got to a point right after tower of the gods where i was just checking everything out and letting curiosity get the better of me. it was pretty great. so much was unfortunately rushed though, and i think this will be the last time they touch this game, which is unfortunate.

one thing i didn't touch upon was the design of the game, and i think it's clear they were still in a oot mindset. the puzzles are kind of hypercharged oot puzzles. pushing blocks? well now you push triangle blocks! hookshot and iron boots? now you must combine them! but there aren't a whole lot of wholly new tricks in the game. the ones that are were incredibly minor, although they worked incredibly well. there's no one telling you that you have to destroy the big wooden barricades with an enemy's sword, and you might not get that phantom ganon's sword points to the right way.

i feel like it's more of the final evolution of oot's puzzles than tp was. actually, tp felt like it introduced a ton of new ideas like the spinner, fuckin' magnets, the double clawshot (the almighty double clawshot), and the old ball 'n chain. the puzzles there were a huge step up over nearly a decade of similar ideas. tww's best addition was the way the boomerang worked.

there are a lot of minor things to improve in tp. i think they learned how to make the tear quests work in skyward sword, where it's a test of your knowledge of the level design instead of your introduction to a town area. there are probably a lot of things they would have you skip, and removing text prompts and giving rupees a greater purpose would certainly help. it doesn't feel like there's anything honestly missing from the game though. whatever problems they had, majora's mask, twilight princess, and skyward sword felt like the design choices were deliberate and made without time constraints (although that's probably not true of everything except ss).

Yeah, with the exception of the Deku Leaf, WW's items and puzzles really feel like they are redos of OoT, especially the Earth Temple's mirror mechanic, which might as well have been the Spirit Temple part 2. And, in general, the dungeons are simple one-room affairs that end relatively quickly, with few dungeon-spanning puzzles like you see in TP and SS. The only major way it differentiates itself from OoT is in the partner mechanic, which sadly isn't explored enough (and is a little tedious to manage).

I agree that TP had really neat dungeon ideas and items that broke from the OoT tropes and felt like real innovations. The spinner and double clawshots alone deserve entire Zelda games devoted to them; it's brilliant how they added so much speed and verticality. And the dungeon designs (despite some criticism that the are simply go right, go left, go to the middle route affairs) actually have a long-running theme/puzzle you must work on, which was pretty cool.

I agree that whatever problems TP and SS have are clearly design decisions that didn't pan out, while TWW is unfortunately a game clipped of its ambition. Without even knowing the development history behind it, you can sense moments were resources/time just fell short. They are the "wuhhh, huh?" moments. Going to the Greatfish Isle to come up empty-handed, the cutscene where Jabun gives you a pearl just because the KORL asked, the mini-dungeons, characters just outright handing you vital items with barely any legwork, etc. In spite of that, it's still a much better game than maybe it should be on paper (I still like it a whole lot), but it's sad this is probably going to be the final word on a game that had so much more potential.

The best pacing in Zelda is when you're not in a dungeon and they tell you to go somewhere or to talk to someone, and you get something genuinely useful/interesting. In OOT, they tell you "before you can enter this dungeon, can you go get this thing?" plenty of times, but nine times out-of-ten, it's stuff like the Hookshot, or a song, or the Lens of Truth. Meaningful stuff you can actually use. It's either that, or really critical or interesting story stuff.

In TP, there's the stupid bug sections which drag on forever. There's long moments of "go do this random kinda meaningless task with these statues, or go talk to this doctor guy for some reason, go to this pointless town full of cats" etc. Alot of it could've easily just been sidequests, and that would've been fine. You could then choose to engage or not engage with that stuff if you want. And when you do it, you would feel rewarded with a heart piece or maybe a neat little item you wouldn't otherwise have. But no, they felt this stuff was so critical that it just had to be part of the main quest.

SS had the same problem.

But some of that stuff fleshes out the world and leads to interesting gameplay scenarios. Defending the carriage from attack for example, or fighting through the desert camps of bokoblins before Arbiter's Grounds, or the boss fight with King Bulbin on the bridge were all things that gave some diversity to the game, and weren't tedious at all. Hell, you phrasing the western shootout as "go to this pointless town full of cats" really diminishes what (to me) was a cool, inspired action setpiece.

I think that SS went too far with some of this stuff (escort mission especially), but TP had more hits than misses. And, unlike SS, it didn't feel intentionally game-y; it added to the narrative and characters of Hyrule.
 

blu

Wants the largest console games publisher to avoid Nintendo's platforms.
10335244883_02fd898e89_o_d.jpg

Oh yeah!.. Guess where I'm going next! ; )
 

ASIS

Member
The best pacing in Zelda is when you're not in a dungeon and they tell you to go somewhere or to talk to someone, and you get something genuinely useful/interesting. In OOT, they tell you "before you can enter this dungeon, can you go get this thing?" plenty of times, but nine times out-of-ten, it's stuff like the Hookshot, or a song, or the Lens of Truth. Meaningful stuff you can actually use. It's either that, or really critical or interesting story stuff.

In TP, there's the stupid bug sections which drag on forever. There's long moments of "go do this random kinda meaningless task with these statues, or go talk to this doctor guy for some reason, go to this pointless town full of cats" etc. Alot of it could've easily just been sidequests, and that would've been fine. You could then choose to engage or not engage with that stuff if you want. And when you do it, you would feel rewarded with a heart piece or maybe a neat little item you wouldn't otherwise have. But no, they felt this stuff was so critical that it just had to be part of the main quest.

SS had the same problem.

That was all one arc though, you might have seperated the tasks, but they are still, by and large, the very same "mission". It's not like the entire game was like that. I agree on the bugs part, but other than that TP was was really a game of Dungeon>Quest>Dungeon>Quest, etc. And no dungeon played like any other in the game, ditto for the quests.
 
Dear Nintendo,

Please please please do a HD remake of Zelda TP. Everyone wants it.

Thanks, DT

No thanks. TP is way too fucking long with nothing at all interesting about it.

Skyward Sword might be way too long with lots of filler, but the dungeons are the best in the series, and the world is a lot more interesting than TP's.
 

mrkgoo

Member
My 3d zelda remains:

Ocarina/MM > skyward sword > wind waker > TP

WW came close to beating ocarina, but the two biggest flaws for me were too great - the lack of challenge (which hero mode doesn't rectify) making items seem valueless and the general feeling that it's incomplete.

SS feels like a good balance between TP and SS, while mostly busy work, it did keep up the interest and pacing. I simply prefer the big over world style. The main flaw for me is that it really should have had more discoverable 'Islands' in the sky. If the exploration up there were more like wind waker, it would be near perfect for what it was trying to be.

TP is a great epic, but the beginning of the game feels way too long and a lot of the busy work between dungeons didn't feel fun. I'd have to replay to judge properly though.
 

AniHawk

Member
ss's dungeons were fine- by no means bad in comparison to most of mm's, tww's or even oot's. but the puzzles were basically how your motion-controlled weapon affected the enivornment, instead of implementing motion controls into solving puzzles themselves (like zack and wiki's approach). it was standard zelda with a new zelda coating. very bizarre. it also has a great final dungeon which i honestly find to be one of the best in the series.

compared to tp? nah, twilight princess has phenomenal level design. each one has a great atmosphere and presentation, memorable boss fights, and unique twists to the formula. it also has city in the sky, which was a two-hour epic capped with a fight in the sky against a dragon. fucking rad.

a remake of that could clean up some of the intro stuff, adjust the hint system, remove some of the prompts, add miiverse, and maybe offer some sort of quest (like a nintendo gallery thing), and it would be a more streamlined experience, but the game doesn't need a whole lot of extra work like tww did (and frankly still does).
 

EatChildren

Currently polling second in Australia's federal election (first in the Gold Coast), this feral may one day be your Bogan King.
Put me in the camp that Wind Waker is probably the worst of the 3D console Zeldas. It's still a good game, but replaying it just cements my opinion that almost everything it does (in terms of gameplay and design) has been done better in other Zeldas. It really does have the most forgettable, rushed feeling dungeons in the 3D series, something both Twilight Princess and Skyward Sword avoid by having wonderfully designed dungeons. Replaying Twilight Princess in Dolphin a couple of years ago, and (almost finishing) a Dolphin replay of Skyward Sword over the last couple of months, gave me a massive appreciation for the things they did right.

Skyward Sword is a weird game, and its filler is really obnoxious, but it puts puzzle solving right at the forefront (if at the cost of free adventuring). It hinges a lot of enjoyment on how much you enjoy the motion controls, and if you do there's a really great layer of player driven interaction and puzzling in almost everything you do (exploring/puzzles/combat/etc). Ani is right in that it's less Zack & Wiki using tools that happen to be motion controlled to solve complex puzzles, and more the act of using motion controls is the puzzle, but I don't consider that a bad thing. That was just Skyward Sword's vibe, even if it did make/break the game for players.

Twilight Princess, on the other hand, might even be my favourite of the 3D games. The filler, in my opinion, isn't really all that bad for most of the game. There's some padding stretches, and the overworld is bare bones, but it almost always gives you something to do. It's dungeons are easily my favourite. Each has a really distinct visual theme, excellent use of the dungeon item, and proper puzzle solving. And each finishes with a fantastic, if painfully easy, boss fight. It's a surprisingly big game with a lot of traditional Zelda diversity, and I think really nails the concept of being a sequel to Ocarina of time, thematically at least.

Wind Waker just constantly feels like it's missing something to me. Except in the presentation, which is glorious. Like a game full of ideas that were, for either time or talent resources, never fully explored amidst an unfinished game. I do have a lot of respect for the Zelda team for making it though, because coming off the back of Ocarina of Time and Majora's Mask, making a Zelda game that was set on a sprawling ocean littered with islands was a refreshing change for the series.
 

Nyoro SF

Member
I prefer the art direction of WW to both TP and SS though.

It felt so strange playing TP where all the colors suggested a dusty dead atmosphere. Even the lake and riversides looked dreary.

Coming from the extraordinarily colorful previous Zelda games it just felt odd that even Link's green tunic looked like it was dipped in elbow grease before he put it on. lol
 

Deku Tree

Member
I just love the feeling of being on the great sea, sailing the big waves, watching the weather change, traveling from island to island, and playing within this charming world that Nintendo created in Wind Waker. It is unique among 3D Zelda games. No other 3D Zelda gives me those same warm and fuzzy feelings. SS comes close with flying through the sky but it doesn't feel quite the same way. I agree that technically WW is not the best 3D Zelda and it is possibly near the bottom. But from a practical fun factor point of view, which to me is the most important point of view, I like it the best personally.
 
Do we have any idea how much longer the special bundle will be available?

Looking at the leaked Gamestop Black Friday flyer I'm kinda worried there aren't gonna be any crazy good Wii U deals and I'd like to grab the Zelda console if available.

Do you think there will still be Zelda bundles around Black Friday?
 

D-e-f-

Banned
Do we have any idea how much longer the special bundle will be available?

Looking at the leaked Gamestop Black Friday flyer I'm kinda worried there aren't gonna be any crazy good Wii U deals and I'd like to grab the Zelda console if available.

Do you think there will still be Zelda bundles around Black Friday?

Who can say one way or the other honestly? Does entirely depends on how many people feel compelled to pick up a WiiU and how many bundles Nintendo manufactured and shipped.
 
I just love the feeling of being on the great sea, sailing the big waves, watching the weather change, traveling from island to island, and playing within this charming world that Nintendo created in Wind Waker. It is unique among 3D Zelda games. No other 3D Zelda gives me those same warm and fuzzy feelings. SS comes close with flying through the sky but it doesn't feel quite the same way. I agree that technically WW is not the best 3D Zelda and it is possibly near the bottom. But from a practical fun factor point of view, which to me is the most important point of view, I like it the best personally.
In terms of mechanics the sailing is very well executed. But it all falls down due to the game not having interesting land masses to explore. The ocean feels like a blue layered void with some grotos to fall down into.

A problem with the Zelda team is that when they come up with a solid mechanic or idea there's a good chance it might not come up in the following game. Imagine Wind Waker sailing returning in a similar overworld to the one in Adventure of Link.

In relation to the SS comparison. I think is less bad than WW since the forest, volcano and desert are quite big and open areas to explore. Skyloft (while not close to Clock Town) was a a bit more interesting than Wind Fall i think.And you got that little side quest that defined the inhabitants better.

Mentioning "fun", SS has the WW beaten also i think since it has the most interesting control method and setup.
 
I really wish there was a fortune teller-like person from Twilight Princess in this game that could give you an idea where Heart Pieces are located. I am one Piece short and have seemingly gone over every Piece twice and can't find what one I am missing.

Edit: Found it! Didn't realize you got a second piece from
the couple on Windfall Island that you set up on a date
, thought you only got one from the Treasure Chart they give you.
 

Farmboy

Member
Completed it, not yet 100% but getting there.

I feel all discussion of TWW must begin with its presentation. There are very few games with such a unique, consistent and simply beautiful look and feel, a perfect marriage of graphics, animation and character. No other Zelda has been anywhere near as successful in this department. Back when the game first appeared, there was a small boom of celshaded imitators -- if only they'd had anywhere near the level of style and art direction of TWW, celshading might have been as huge as it deserves to be.

I must say, some of the lighting and shading, esp. on Link's model, was significantly 'flatter' in the GameCube version, which therefore had an even more consistent look. Of course, this is compensated richly by the HD resolution.

Content-wise, let's just say that it's obvious TWW was only the third 3D Zelda and that TP and SS took some things - mainly the dungeon design, variety of items (though the leaf is fantastic), between-dungeon content and combat - to higher levels. (I agree with AniHawk that TP has the best dungeons overall, but SS is no slouch and both were clearly built with the dungeons as a primary focus). TWW really has only two, maybe three dungeons that are up there with Zelda's best, with only a few truly inspired puzzles and boss battles that are mostly just okay.

Sidequest-wise, I do like TWW better than most (I actually think SS is the best one in this regard, though ike TWW and perhaps MM it suffers from the problem AniHawk described: assignments that would have been great sidequests but are actually mandatory). WIndfall is amongst the better towns in the series: large and varied enough but not too big to overwhelm. Sailing also remains the best way the series has managed to emulate the sense of adventure and freedom that, in truth, only the very first Zelda game really had. Still, none of the islands - while fun and varied - ever quite become the mini-dungeons they should have been (unlike the best optional content in TP). Had they been that, TWW would have become a spin on the franchise that would have been as successfully realized as it is unique.

As it stands, it's still the best-looking Zelda with the weakest content. It's all relative, of course: there's still plenty to do. And it is giving me high hopes for the dedicated Wii U Zelda: it has set a standard for how good a HD Zelda can look even with only a fraction of the polygons the Wii U should be able to handle, while talk by Aonuma about increased freedom has me dreaming of a more fleshed-out version of the Great Sea (or some variation thereof).
 

Sendou

Member
Completed it last night. Pieces of hearts, treasure charts, item upgrades and Nintendo gallery all done. Nintendo did a good job with the remake.
 

jmro

Member
Just started this, looks great. Is there seriously no way to invert the 3rd person camera? That is going to drive me crazy
 

Padinn

Member
I love the screen shot feature. Where is the screenshot thread? Took out a few images I posted originally, don't want to put them in here and have it bug folks
 

Vishnu

Member
Just finished Tower of the Gods, man I thought I was playing good games this gen, and this comes along...

The music, the sense of adventure and exploration, the people, it's just freakin amazing.

I skipped all the Wii Zelda's , cause I really hate motion controls, but damn, this is really on another level.
Nothing feels illogical so far, the combat is amazing fun.

I did play the Cube version, but quit at the Tower of Gods, I can't even remember why.
I even have my copy, with Ocarina of time with it, man I feel dumb now.

I think Im finally understanding what they meant with Nintendo magic, from back in the day.

So glad I sprung for the CE on this one.

I know it's frivolous posting, but I mean this thing of wanting to play more, of just listing to the music, just sailing around, and just looking at Link's face and everything.
This is want I want out of next gen! Not now already, not with such an old game. =)

Amazing game, making me think of going back and playing Skyward Sword and Twilight Princess, and just putting up with motion controls.
 

AEREC

Member
Just finished Tower of the Gods, man I thought I was playing good games this gen, and this comes along...

The music, the sense of adventure and exploration, the people, it's just freakin amazing.

I skipped all the Wii Zelda's , cause I really hate motion controls, but damn, this is really on another level.
Nothing feels illogical so far, the combat is amazing fun.

I did play the Cube version, but quit at the Tower of Gods, I can't even remember why.
I even have my copy, with Ocarina of time with it, man I feel dumb now.

I think Im finally understanding what they meant with Nintendo magic, from back in the day.

So glad I sprung for the CE on this one.

I know it's frivolous posting, but I mean this thing of wanting to play more, of just listing to the music, just sailing around, and just looking at Link's face and everything.
This is want I want out of next gen! Not now already, not with such an old game. =)

Amazing game, making me think of going back and playing Skyward Sword and Twilight Princess, and just putting up with motion controls.

I really gotta ask...what is amazing about the combat? You're really only hitting A to hit enemies with the same swing every time or sometimes you press A to dodge and then auto attack.
 

Vishnu

Member
I really gotta ask...what is amazing about the combat? You're really only hitting A to hit enemies with the same swing every time or sometimes you press A to dodge and then auto attack.

What makes it fun for me is the movement and animation.
It's not the same way like a God of War is fun.
 

Porcile

Member
This game kinda ends on a down note

"This is the only world that your ancestors were able to leave you. Please forgive us" DAMN

The whole game world is pretty tragic and downbeat. It starts on a total downer with the backstory tapestry at the start, continues through the game
Hyrule frozen underwater
and finishes on one too. I mean, when you think about it, there's no idea of a better future being presented
other than the withered Deku Tree's
, and much of The Great Sea's populous is on the brink of extinction. Zelda's darker side has always been one of the things I've loved most about the series. There's always an undercurrent of tragedy which makes the games story more poignant and heartfelt.
 

BGBW

Maturity, bitches.
With the removal of the Tingle Tuner it is odd
that there is no ingame mention of the Tingle Statues. I've scoured around and I can find no hint of them and reading about it online others seems to be in the same boat. Most seem to conclude that Nintendo are relying on Miiverse to spread the word about them. I've done my part and posted clues of their locations and hopefully others will do that same.

I wonder if the Legendary Pages are still obtainable somehow…
 

leroidys

Member
spoilers below, just a friendly warning.

after 30 hours and 20 minutes, i've finished the wind waker a third time. i rarely replay games once, and it's even more special that i'll replay something a second time. so far that honor goes to beyond good & evil, ocarina of time, and link's awakening.

first off, that ending leaves you with a great feeling. it's hopeful without being overtly happy. and i like that it's not a fully happy ending- hyrule is destroyed and daphnes drowns with it. but you get the idea that things are going to be all right.

that's one thing i appreciated this time around. i could enjoy the story from a different angle. in 2003, i was a kid aching for the next ocarina of time. i viewed everything in tww through the context of that game: the travel, the dungeons, the enemy design, and especially the story and characters. so i looked at link as the reincarnation of the hero of time, and we were on a mission to restore hyrule. it seems that it was nintendo's intention to leave behind the zelda of old when they buried hyrule too, but when twilight princess became the game we know, all that changed.

anyway, this time i viewed link as the game sets him up. it talks about boys who don the green garb, take up a sword, and set out to fight evil, and link isn't one of them. they play at being hero, while link doesn't really want anything to do with it. he puts on the hero of time outfit kinda unwillingly (because it's the future and it looks silly). he gets sorta swept up in this adventure that's bigger than him, and only in the end through all his trials the gods say, hey this kid is all right- take the triforce of courage, you earned it. and through that lens i saw the world in a different way. this was especially true at the end. i remember playing for the first time, excited to be back in old hyrule. this time it was eerie, like walking through a ghost town.

i also picked up more on tetra's character development and why she is who she is, and the same for medli as well (poor medli).

so all those story bits were great, and i'm glad i replayed the game if only to pick up on those.

i've said it before, but the sailing. oh god, the sailing. it's so much better now. i really felt like i could explore the world with ease, and so i did. this time, i visited every single island i ran across, just out of curiosity. i also took up exploring more secrets around windfall and the world at large than ever before. the triforce hunt was fortunately much much more manageable. being able to control certain items with motion controls was fantastic, and something i used a lot. i'm still impressed with the wind temple too. love the music and the hookshot/iron boots/leaf/makar stuff. body swapping could have been an item though, especially when it happens in 50-60% of the main dungeons.

it's also a very pretty game, even with the weird lighting sometimes making link and other characters clay-animated. the sky is really gorgeous and most of the time i still felt like i was controlling a cartoon.

i didn't remember the padding outside of the triforce hunt, or even some of it pertaining to the hunt itself. lots of unnecessary steps, or rushed moments (the queen fairy gives you the fire/ice bow, there are two mini dungeons that give you two very big items, and the final dungeon is extremely short and way too okami-ish for my liking). it's also a game that takes a while before it starts off. i mean, dragon roost island really is where things get cooking, and by then you're at least an hour in if you're rushing things.

i'll also say on the presentation side, i'm still annoyed how the sound effects and music negatively impact the ending. it's way, way, way too cartoony in a lot of places (like when ganondorf says your gods abandoned you, or when he knocks the fuck out of link, or the reveal of daphnes at the very end next to the triforce). twilight princess is when they really jazzed things up a bit in the cutscene direction department. it's a minor complaint, but it's always bugged me, and i wish they improved it somehow.

considering everything, i still think this is the worst of the 3d zeldas, but its status has been elevated for me. this is a very good remake, and easily superior to the gamecube version in many ways. i'm glad they went back to this, and i can only hope they give twilight princess the same (or better) treatment, except that's a game that has far fewer noticeable flaws, so i don't know what they would do to improve the experience across the board like they did with tww.

I was going to make an entire topic out of this, but don't really have enough time to do it justice. Anyway, I'm pretty sure that one of the dungeons cut from wind waker and put into TP must have been the Temple of Time, and that it was in a fairly advanced state.

It's the dungeon you get the dominion rod in, which is so obviously missing from this game for the reasons you just mentioned.

It would fit in perfectly with the sunken hyrule, and seems to be kind of thrown into twilight princess. The dominion rod is even less utilized than the spinner in that game, and the temple of time is put in a random spot that is absolutely not congruent with Ocarina, whereas they actually modeled a huge area of undersea hyrule, but ended up with a straight corridor to Gannon's Tower.

Then there's this guy, who looks much more like he belongs in Wind Waker than TP.

tlcDGXY.png
 

AniHawk

Member
I was going to make an entire topic out of this, but don't really have enough time to do it justice. Anyway, I'm pretty sure that one of the dungeons cut from wind waker and put into TP must have been the Temple of Time, and that it was in a fairly advanced state.

It's the dungeon you get the dominion rod in, which is so obviously missing from this game for the reasons you just mentioned.

It would fit in perfectly with the sunken hyrule, and seems to be kind of thrown into twilight princess. The dominion rod is even less utilized than the spinner in that game, and the temple of time is put in a random spot that is absolutely not congruent with Ocarina, whereas they actually modeled a huge area of undersea hyrule, but ended up with a straight corridor to Gannon's Tower.

Then there's this guy, who looks much more like he belongs in Wind Waker than TP.

tlcDGXY.png

good points all around. it's strange that they mapped it to a wind waker music thing from the beginning though. you'd think that's when they'd introduce such an item. it's such a cumbersome way of doing things too.
 

m.i.s.

Banned
I don't know if this has already been posted but this is probably one of the best -- if not the best -- in-depth review I've seen of WW. The review is fairly recent from 25 July 2012. It discusses the GCN version but the criticisms and comments may apply equally to the Wii U HD remake.

Matthewmatosis Wind Waker Review

I like his criticism about some of the more superfluous aspects of the game overworld. Eg "pointless filler" like the cyclops, two, three, four, five, six eyed reef. I would have preferred a smaller but a more densely packed overworld.

Personally, I would also have preferred just retreiving and powering up the master sword and going straight onwards to shatter the force-field and onwards to confront Ganon without the tri-foce fetch quest.

-----

Anyway, will give this remake a whirl, despite my misgivings about the graphics.
 

mrkgoo

Member
Question, how does the message bottle work?

If I set to 'friends only' will it still send out to the world and I only receive from friends?

Do te bottles stay in the same chart area or is it totally random?
 

klier

Member
I don't know if this has already been posted but this is probably one of the best -- if not the best -- in-depth review I've seen of WW. The review is fairly recent from 25 July 2012. It discusses the GCN version but the criticisms and comments may apply equally to the Wii U HD remake.

Matthewmatosis Wind Waker Review

I like his criticism about some of the more superfluous aspects of the game overworld. Eg "pointless filler" like the cyclops, two, three, four, five, six eyed reef. I would have preferred a smaller but a more densely packed overworld.

Personally, I would also have preferred just retreiving and powering up the master sword and going straight onwards to shatter the force-field and onwards to confront Ganon without the tri-foce fetch quest.

-----

Anyway, will give this remake a whirl, despite my misgivings about the graphics.

A review of the GCN game?

Damn, son!
 
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