[gamecube] [xbox] [playstation2] [windows] [gba] [vintage] [staff] [links] [interviews] [forums]

The Legend of Zelda:
The Wind Waker

Box shot

May 05, 2003

Platform: Nintendo Gamecube
Developer:
 Nintendo
Publisher:
Nintendo
Reviewed by: Steve "Slusy" Lubitz

 

 

Gameplay: [9] Graphics: [9] Audio: [8] Replay: [6] Overall: [9.2]

Screen Shot #1

Screen Shot #2

Screen Shot #3

Few games are as commonly associated with greatness as the Legend of Zelda series. With the possible exceptions of Zelda II: Link's Adventure for the original NES, and Majora's Mask for the N64, every Zelda game produced was easily one of the top five (if not the best) games produced for its respective system. Needless to say, when the latest Legend of Zelda was announced for Nintendo's GameCube, Nintendo fans around the world were drooling with anticipation, waiting to see what the Big N would do with their beloved franchise.

Then the screenshots of what would later be titled The Wind Waker surfaced. The new game would be done graphically in a style known as cel shading, which results in a much more cartoony, less realistic look. The jeers resonated, with many gamers concerned that Nintendo had finally given in to its famous "kiddy" image, and that a Zelda game would not be a Zelda game if it looked like it should be running on television at 3 PM (most likely between Pokemon and Yu-Gi-Oh!).

Despite the kiddy first impression, The Legend of Zelda: The Wind Waker is easily a game fully worthy of players of any age and degree of hardcore. While there certainly were a number of areas where I felt that The Wind Waker was more work than fun, the overall experience turned out to be worth the occasional bouts of tedium.

The most intriguing aspect of The Wind Waker is that the main character is not, in the strictest sense, Link. He does wear the green suit and look the part, but he is not, the game reveals in the introduction, the Hero of Time who was the main character of the N64’s Ocarina of Time. In fact, the game does not take place in the land of Hyrule, but rather many generations later, in a realm referred to as The Great Sea. Our hero is actually just a normal thirteen year old boy who wears the outfit of the Hero of Time for his coming-of-age ceremony and finds himself forced to become a hero when his sister is kidnapped. His rescue attempt begins this new Link’s epic adventure, which will have him come face to face with his ancestry in order to save the present land from a very familiar ancient evil.

To say any more would really be to spoil the story, but suffice it to say that the story is masterfully crafted. The designers manage to build upon the standard Legend of Zelda storyline while simultaneously taking the franchise in a completely new and refreshing direction. This is truly one of those games, much like Blizzard’s Starcraft, where the next development in the story is the carrot on the end of the stick of occasionally difficult gameplay.

The gameplay itself is very similar, at least initially, to that of Ocarina of Time. It seems that, at least in this respect, the designers felt they got things right the first time around, so there was no need to change things. The net effect of this is that the player will likely feel like he or she is playing through Ocarina with better graphics until the end of the second dungeon or so, but it quickly becomes apparent that the gameplay is much deeper than that.

One thing that truly struck me in this regard is the usage of cooperation in later dungeons. In a move reminiscent of Sony’s Ico, there are several dungeons where you enter with a supporting character who has an ability that you need to utilize in order to progress. One particular room in a later dungeon which revolves around using your mirror shield and your partner to reflect beams of light around a massive room is brilliant both in its complexity and its execution. Areas like this really make one marvel at Shigeru Miyamoto’s continued excellence in game design.

Unfortunately, for every moment of brilliance in The Wind Waker, there seems to be a moment of disappointment equal in its scale. As far as the gameplay is concerned, that particular disappointment is in travel about the world. The Great Sea truly lives up to its name, as the entire game world is represented in a world map (or ocean chart, if you prefer) which is divided into squares, seven across and seven down. Assuming that the wind is blowing in the right direction (more on this in a second), it takes about a full minute to cross one of those squares. While that doesn’t sound like much initially, you’ll find yourself sailing a lot. Since you are only occasionally besieged by sea creatures, more often than not you will find yourself just putting the controller down and checking up on the progress every so often. Granted, there is the ability to warp later in the game, but even that only lets you warp to specific points on the map, and inevitably wherever you need to go at any given moment is a good distance away from any of those points. While this does go a great way to creating the impression of a giant world before you, it also makes exploration, the foundation upon which all Zelda games are based, extremely tedious.

The other area which is a double edged sword for The Wind Waker is in the use of the artifact for which the game is named. The Wind Waker is essentially a cross between a conductor’s baton and a magic wand, and so serves the same purpose as does the ocarina from The Ocarina of Time. Different songs conducted with the Wind Waker produce different effects, from changing wind direction (essential for sea travel) to warping about the map to controlling your partner in the aforementioned dungeons. Again, it’s good as far as the story involves it, and it does save the inventory from growing too large, but its usage is quite tedious. When invoking the Wind Waker, a red dot moves from the left of the screen to the right, and the player must press the C-Stick in the appropriate direction exactly when the dot is in the center in order to play the right note. Now, this is not particularly hard, just extremely tedious; especially in the partner dungeons where you’ll find yourself playing the “Command Melody” over and over again, and one wonders if there couldn’t have been an easier way to achieve the desired result. When I found myself sailing against the wind because I didn’t feel like taking out the Wind Waker for the fifth time to adjust the wind direction again, I knew that there was something wrong there.

Control, on the whole, is simple enough to pick up, if a bit loose. If you’ve played Ocarina of Time, with the exception of L-Targeting replacing Z-Targeting, the control scheme is basically the same: A is your context-sensitive action button, B attacks with the sword, and X, Y, and Z are the three item buttons. Once again, there is no jump button, which does not, it should be noted, preclude the designers from including jumping puzzles. As a result, getting a little too close to the edge of a surface causes him to launch himself off like a green-clad Greg Louganis, often accidentally. This makes time-sensitive sequences doubly frustrating, because rushing often causes sloppiness with running angles, and just the slightest miscalculation sends Link all the way to the bottom again. It sounds like a minor complaint, sure, but there are enough sequences where it’s maddeningly frustrating that it really took away from my enjoyment of the game.

Camera control is equally frustrating, in much the same way that Super Mario Sunshine’s often was. It is literally impossible to get the camera angle that you want at times, with the camera often being either too low to the ground or zoomed in too close to be any help. Add to that the fact that you actually need to use the telescope item in order to get a first-person view of any sort (which means, for lazy people like myself, you just deal without any first-person view at all), and you have some bad camera concerns here. Considering that the game’s puzzles all revolve around observation of your surroundings, one would think that the camera would at least be better than that of Super Mario Sunshine.

With all these complaints up to this point, it would be extremely logical to expect that I would also be slamming the cel shaded graphics. (For example, “Zelda? More like Cel-da!”) Quite the contrary, however; I think that the graphical style is extremely well executed, and fits this game perfectly. Despite the fact that this game looks like a cartoon, that does not detract from the “mature” gameplay experience at all. (I would like to point out that The Simpsons is also a cartoon, and regularly enjoyed by humor-loving people of all ages. Of course, as Homer would say, facts are meaningless; you can use facts to prove anything that’s even remotely true.) The first time that I killed an enemy and saw him go up in a puff of stylized purple smoke, I knew exactly why the designers chose to go with this graphical style. After a few hours of playing, you really don’t even notice that you’re playing a cartoon (aside from the sailing sequences, of course, where you don’t have anything to do aside from admiring the scenery anyway), and everything just fits. Smooth frame rates and refreshing character designs add to the experience as well. While there were a few times I wondered what certain things would look like if they were rendered more like the N64 style, I really didn’t miss it, and it really sets this game apart from the rest of the pack.

Sound, much like everything else about this game, is a mix of extremely impressive and extremely disappointing. First the good: The music in this game is absolutely incredible. Apparently, Nintendo has produced a soundtrack for the game in Japan, and I would definitely buy it if it were released here. Some of the scores, from simple things like the warping music to the opening scene which melds the traditional Zelda overworld music with more contemporary themes, are just beautiful, and a joy to listen to. There are few games which have music which is more than simply “just there,” and The Wind Waker goes above and beyond in that regard.

However, what the game has in music, it lacks in voice acting. Literally. Specifically, there is no voice acting aside from the occasional exclamation here and there. All spoken text is displayed in text boxes, a la Ocarina of Time. This was acceptable on the N64, as that system’s cartridges simply did not have the space for the amount of voice acting that Ocarina would have required, but there is simply no excuse for this game to not have what is generally accepted to be a basic requirement of epic adventure games nowadays. I was really looking forward to spoken dialogue for the first time in a Zelda game, and in this respect I was extremely disappointed, almost to the point where I didn’t want to play through the game as a result. It’s not a deal breaker by any stretch of the imagination, as you do get used to having to read all the spoken text, but it’s really an anachronism in this day and age to have to do so, and it really makes The Wind Waker seem less technically advanced than it is.

Overall, I have something of a love/hate relationship with The Wind Waker. For every moment of gaming genius that I experienced, there were at least five similar instances where I was either ready to throw my controller across the room or wondering why I spent $50 on a game I clearly was not enjoying. All told, while I was extremely impressed with The Wind Waker, I didn’t have a whole lot of fun playing it. In fact, more often than not, it felt like work more than play. Thus, despite the fact that I really did like the game as a whole, I have a lot to complain about, as evidenced above.

This begs the question: Does a game have to be fun in order to be a great game? In this case, I don’t think it does. While The Wind Waker is often not a whole lot of fun, it is every bit a masterpiece. In fact, I think that The Wind Waker is essentially a work of gaming art, meant to be appreciated but not necessarily enjoyed. While the game demands much of its player, and the process is often more painful than fun, the reward that is the game as a whole is worth the hours that the player puts into it. While it certainly is not for everyone, particularly those thin of patience or with short attention spans, and it certainly does have its share of problems, The Legend of Zelda: The Wind Waker is very much the must-play game that the hype built it up to be.

Second Thought by: Shane "search66" Johnson

It's kinda funny looking retrospectively back at Wind Waker.  Steve and I talked about it when it first came out, and he was much more pessimistic than I.  I was stoked about it, and he was a bit hesitant.  It seems as though the tide has turned a bit as far as opinions go.  The 9.2 rating is quite accurate, but if I had to judge it solely on my expectations it would have been much lower.

My three biggest complaints were as followed: My main biggest gripe was the overall lack of dungeons.  It seemed (when compared to Ocarina) that the majority of time spent was traveling and not exploring dungeons.  While I do think the dungeon layouts were brilliant, they weren't enough to satisfy my block-pulling hunger. 

Secondly, the tediousness of the game was sometimes overwhelming.  Boat travel (even with the warp) became hollow adventuring that seemed more to be filler than actual gameplay.  Things like that, as well as the constant back-tracking that you had to do just seemed out of place.

Lastly, I was dissatisfied with the whole imagery of the "wind waker".  While the concept was definitely cool, the tunes were plain ugly.  I always enjoyed the melodies from the ocarina, and can still hum the tunes from the N64 classic.  Even though I just played Wind Waker last night, for the life of me I can't recall any familiar "tunes" from the wind waker. 

What did I like most about The Wind Waker?  Go ahead and make fun of me, but probably my favorite thing about the game has to be the "Tingle" feature.  Connecting your GBA up with the game, really made the gameplay even more enjoyable.  My wife loves gaming as much as I do, and sharing the "adventure" was more interactive with the quirky guy.  I won't go into full details about how the tingle tuner works; but if you own a GBA as well as Zelda, it's really a blast to have them work in tangent.

Aside from those three gripes, the game was a joy to play and had the same familiarity that OOT provided.  It's a must have for any Zelda fan without hesitation.  But, if you haven't picked up the game and are comparing it bit-for-bit with OOT; then I will guarantee you will be let down.

Buy the Game

Buy the Strategy Guide

Donate a Buck

LEGEND OF ZELDA: THE WIND WAKER
LEGEND OF ZELDA: THE WIND WAKER

LEGEND OF ZELDA: WIND WAKER PLAYERS GUIDE
LEGEND OF ZELDA: WIND WAKER PLAYERS GUIDE

 

Legend of Zelda: The Wind Waker Gamecube review on netjak.

 

 

All rights reserved. All contents published by netjak | info@netjak.com