[ARCHIVE: This video game review follows the OldSchoolGamers website formatting.]
Content:
Objectionable material is limited only to sword fighting, minor explosions and vague threats. The game style is modeled after an interactive cartoon, lacking any real blood or gore.
Suggested Age Level: 7+
Rating: 9 out of 10
Review:
Generational Story
In the land of Hyrule there is a legend of a boy. Fighting great evil and insurmountable odds, he rescues the Princess Zelda and her kingdom (Which begs the question, where are the rest of the royal family?). Similarly, Nintendo supplies every one of its major consoles with at least one Legend of Zelda game. Always similar but unique, the story of Zelda, Link and Ganondorf quickly became one of the mainstays of the Nintendo brand. The Legend of Zelda: The Wind Waker continues this proud tradition on the Nintendo GameCube.
Gameplay
In this incarnation, you once again assume the role of Link. Armed at first with only his trusty sword and shield, you must battle foes and solve puzzles in order to progress in your quest. Along the way you will gain more objects to add to your arsenal. I purposely don't use the term weapons because not even half of the items you can use are really weapons. True, you come across old favorites like bombs and arrows but new items like the grappling hook (not to be confused with the hookshot) and the Deku Leaf can also be used to explore areas, not just pacify enemies.
The addition of sailing adds a new and extremely significant dimension to the game. You need to hoist your sails, use the wind and consult your maps to get where you want to go. Sadly, Epona the horse does not return as a horse at sea would be as useful as a screen door, battleship style.
Graphics And Sound
When people talk about video games as an artistic medium, you can be sure they will be talking about Wind Waker for years to come. A huge break from past direction and expectations, the game is rendered like a cartoon. Bright, vivid primary colors fill the screen, bringing life to equally charming character designs. Link's expressions in particular are fantastic as you see his face go from sneaky to determined to utterly panicked. Light and particle effects have gotten the same treatment. Rather then striving to become more realistic, everything has been boiled down to their iconic characteristics. Swirly smoke clouds fade in little puffs. Fire and Lava are rendered with strong and defined yellows and oranges but flicker and ripple with the same chaotic energy of their real life counterparts. A big draw is the replacement of the vugly pointy-nosed Great Fairies with stunning Shiva-like manifestations. Heavy investment must have gone into blur and camera effects because there is barely a jagged, pixelated edge in sight.
Audibly this is the best game in the series yet. The synthesized sonatas of previous games have been improved to almost perfect quality. To the trained ear one might recognized the violins (which dutifully performs out the new version of the series' theme song) as artificial, but coming from my television speakers I was hard up to identify the differences. Old melodic strands return, some of them unchanged, some incorporated into new songs. The beginning of Windfall Island's song bares striking similarity to Lon Lon Ranch. The effects have also received a tune-up and incorporated nicely with the mood music. The convincing crash of ocean waves, the squawk of seagulls, even the grunts and cries of the enemies all come off convincingly. In a nice touch, audio cues accompany fights, sounding off every time you strike a foe, adding to the action atmosphere.
Control
The game borrows heavily from Ocarina of Time. There is a primary action button, a sword button as well as the much-celebrated Lock-On feature. Secondary items can be assigned to the three other face buttons from the item menu. New tricks include stealth maneuvers, including hiding inside barrels, crawling on your belly and wall sidling. Just seeing Link press himself against a cliff and peer around the corner with narrowed eyes is worth at least a rental fee. But the game really shines in its combat system. Combos have been extended and made flashier. You can even make your enemies drop their bigger-than-thou weapons and then wield it against them.
Instead of musical instruments, you get a maestro's baton this time around. While inventive, conducting will take some getting used to. Boating on the other hand is a simple affair. Provided the wind is in your favor (as indicated by the big ole arrow at the stern of the boat), simply lift your sails and point in the direction you want to go.
But the camera, ah the camera. Able to make or break a game, camera control has been very well taken care of in Wind Waker. Again following its previous incarnation the camera generally stays on Link well, centering behind him with a click of a shoulder button. But the designers went above and beyond my expectations, devoting the entirety of the C-Stick to the camera, allowing you to places the camera from any angle with a good range of distance. Imagine if Mario64 had possessed such capability.
For the team-player in you, Wind Waker also utilizes Game Boy Advance Cable technology. The second player can Link up to the Gamecube and play as Tingle, the flamboyant fruity midget from the N64 games, flying high above the action in a balloon. The plus is that he gets a real-time map, can give hints and supply you with help ranging from healing you to bombing your enemies into submission. The bad news? Everything he does costs money. And if your pal is vindictive, dumb, or just plain doesn't play right he can bomb you to bits also.
Flaws
Changing the wind gets old. Fast. Half the non-dungeon puzzles involve having the winding going your way, sometimes meaning you have to whip out your stick multiple times for a single objective. Sailing also becomes tedious. Each location is literally an island unto itself so getting from one place to another takes at least five minutes, more if it's not just the next sector over, and you'll face down some sharks or giant squids. Sure, this is lessened later in the game when you gain warping ability, but not totally eliminated. There are still times now when I set Link towards a destination, break to pick up coffee down the street and come back before anything happens.
Lasting Appeal
As mentioned earlier, the game is a wholly unique take on not only the game series but also the gaming medium itself. If cartoon-adaptation games looked this good, they might not be quite as terrible (but maybe not). But behind the visual candy is a tested and true adventure story. While some might roll their eyes at the tongue-in-cheek clichés, Wind Waker provides enough reinterpretations and new material. The game stands out as being truly fun to just watch, even if you're not playing. For the completist, there is a camera-type gallery for those brave enough to take a picture in the middle of boss battles. But don't worry about those baddies you vanquished before getting your Photo-Box. The second play-through will allow you to keep it from the get-go, as well as an alternate costume.
Kiddie Play
The bottom line is that this game is great for a kid with a good brain on his shoulders. The puzzles are challenging enough to make it interesting but not too hard as to completely stump them. The presentation is completely family friendly and the story, with traditional heroism and valiant acts, is similar to the basic Arthurian legend. It's not something you would mind your kids running off into the backyard to reenact.
My suggestion to parents is to actually let your younger children watch you play. The graphics rival many children's cartoons with a much better script. If your child is old enough to handle it on his own, be the spectator yourself. If you have the right equipment, maybe even take a spin as Tingle, dropping hints to the kid and helping him out rather then just reciting the walkthrough when he gets stuck.
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