- Release Date: March 25, 2003
- Genre: Role-Playing
- Style: Third-Person 3D Action RPG
- Similar Games: Final Fantasy: Crystal Chronicles (Nintendo GameCube), The Legend of Zelda: Ocarina of Time/The Legend of Zelda: Ocarina of Time -- Master Quest (Nintendo GameCube)
Game Description
Nintendo's acclaimed action role-playing series receives a face-lift with the release of The Legend of Zelda: Wind Waker for GameCube. Moving away from the traditional 3D polygon models found in the two previousTaking place long after the events in Ocarina of Time, the game finds a young Link with expressive, almond-shaped eyes who is suddenly pressed into action when a giant bird swoops down and abducts his sister. Thus begins a epic quest taking place on a series of different islands, each of which can be reached by a sailboat players guide amidst swirling winds. Once on land, Link must fight his way past new and familiar monsters across a variety of outdoor vistas and underground dungeons to find his sister.
To fight his enemies, Link can swing a sword in multiple directions, block with a shield, and perform a variety of acrobatic maneuvers to close in for the attack or to escape harm's way. Link can also acquire and use bombs to open up new areas, as well as acquire fallen items from defeated enemies. New items include a telescope, which can be used to spot important items from afar, and a baton that helps redirect the wind to propel the sailboat to its intended destination (similar to how Link's ocarina manipulated time in his first N64 adventure).
The lock-on targeting system implemented in the N64 games is featured in the GameCube version as well. When players are confronted with multiple targets, they can isolate their attacks on a specific creature or divvy up damage by quickly switching between enemies while swinging the sword or firing the hookshot. New forms of attacks tie-in to the comic theme associated with the graphic engine, such as targeting an exposed foot or somersaulting between a creature's legs before swiping it from behind. Wind Waker also supports connectivity with the
Review: Overall
After teasing onlookers with an adult Link battlingMagazine publications jokingly ran comparisons of the new Link to the Colorforms logo and even Hermie, the elf who aspired to be a dentist in 1964's Rudolph the Red-Nosed Reindeer. Others dubbed the visual presentation "The Legend of Celda." Was the new look aimed specifically for a children's market, something Nintendo had been criticized for doing in the past? Or did the need to do something different to the series necessitate an overhaul in the graphic engine? Whatever the reason, it was not looked at kindly when it was first revealed. Of course, that hard-nosed stance would soften up once players took some time to experience Wind Waker for themselves.
It takes only ten minutes to become accustomed to the new Link, a 12-year-old boy who reluctantly agrees to wear a green tunic and hat on his birthday to follow a time-honored tradition. Legend has it that a hero will return one day to save the world from an ancient evil, and lucky us, the lead character just so happens to be the chosen one. The new Link and his world is essentially an interactive cartoon with bright colors, simple shading, and extremely fluid animation. More importantly, the game has not been reduced to lame jokes, cartoon physics, and pratfalls, but instead uses its whimsical look as a platform to support a genuinely funny, touching, and dramatic storyline that has an unusually strong sense of history.
Players will find themselves drawn into the adventure and attached to the characters almost solely based on the improvements in animation. You can tell when Link is upset, astonished, sad, and scared just by looking at his large, almond-shaped eyes. Each character's eyebrows, mouth, and eyes move in careful orchestration to help convey emotion. There is no dialogue to be found in the game, but the visuals are so well done it's not needed -- the developers even manipulated the size of fonts during conversations to express anger, doubt, and joy. If players walk away with nothing else, they will at least find the game's attention to detail alone to have been well worth the journey.
The detail is everywhere. Drop a burning stick on the ground and it will remain burning until it is snuffed out with a sword. Moblins shrouded in distinctive garb patrol the grounds with a glowing lantern in one hand and a spear in the other. As they waddle across hallways, the lantern swings back and forth while the cloth that hangs from the spear flaps and then slinks to the ground whenever the guards stop to sniff their surroundings. Once alerted, the guards throw the lantern toward the player, which explodes in sudden blast of fire. Rats scurry up and down walls, seagulls soar majestically overhead, and devilish imps sing "la-la-la" as they merrily prance their way to attack players. Slashing at enemies triggers a musical cue with each hit, and their demise results in colorful swirls of animated smoke. Swinging a sword while walking across a rope bridge can break the straps and cause it to twist and tumble into the depths below. Moths hover around open flame, footprints are left behind in the sand, and a haze effect distorts vision whenever the character is near smoke.
The action, interface, and control are almost identical to The Legend of Zelda: Ocarina of Time. Items such as the bow-and-arrow, hookshot, bombs, boomerang, and sword are back and control exactly the same. Players assign certain items to three buttons for quick access, the lock-on targeting system is back for fighting enemies, and players must journey into dungeons and defeat their bosses to obtain important artifacts. In fact, many of the same puzzles are present, including shooting eyes with arrows, pushing crates and boxes, and lighting fires using torches. Players will destroy rocks with bombs, store liquids in glass jars, and shatter clay pots to reveal potential treasures. The baton serves the same function as the ocarina, only players manipulate the direction of wind instead of time (it is also possible later on to change day into night).
Wind Waker is not the substantial leap in gameplay as Ocarina of Time was from A Link to the Past; more a different scenario in a completely new world. While Link essentially performs the same moves, he also has a number of enhancements. Link can sidle across narrow ledges by placing his back against the wall and carefully sidestepping his way across, which is a necessary technique to reach certain areas. Link can also parry with his sword, which involves timing the swing at the precise moment of an enemy attack -- hinted by an audio cue as well as a momentary green flash on Link's sword. Link will automatically roll or leap overhead and slash at the enemy if performed correctly, and it is the only way to defeat certain enemies such as knights.
The boomerang is also more effective in this game, since players can target up to five creatures or items at once before flinging it, which is handy for snapping multiple vines off a plant, poking out a squid's eyes, stunning enemies, or attacking bats or birds. The grappling hook is perhaps the biggest addition to the series, allowing Link to swing back and forth to cross gaps. Players must find certain overhangs located above a gap, target them from a first-person perspective, and then swing back and forth, climb up the rope, or swivel their character's direction to reach another area. The Deku Leaf acts as a parachute and fan rolled up into one: Link can slam the leaf down to create a small gust of wind (to solve puzzles or to blow back enemies) or grip it with both hands and float across areas (which depletes magic for as long as Link remains in the air). With the help of the baton, Link can also gain control of specific people and items during the course of play.
Where Wind Waker falters in comparison to Ocarina of Time is featuring a world consisting almost entirely of water. Instead of traveling in one huge interconnected world, Link must instead sail to smaller islands. Sailing can be tedious since there's not much for a player to control other than the rudder. Players never have to battle the wind, since they can change it to whichever direction they want with the baton. The world of Wind Waker is neatly arranged in a grid of 49 squares, with each square containing a reef or island of varying size. It would have been nice if technique were involved in guiding the ship, especially while battling the elements. Players never have to worry about their boat capsizing, for instance, even though there are stormy areas with rain, lightning flashes, and gray skies. The water doesn't rollick as much as it should in these situations, either. There are enemies in the sea, but most can be avoided. Sharks, strange propeller-head fish, and massive squids are the primary things to worry about, and natural disasters in the form of typhoons can literally blow players off course.
Players can do a bit more at sea, but it's not very exciting. In order to map out their world, players must look for a jumping fish in each square on the map and feed it bait. It will then draw on the chart and players will be able see the name of the featured island -- for some reason merely landing on it is not enough. There are also 49 treasure maps to find that reveal buried heart pieces, rupees, and other goodies somewhere in the sea, as well as a few pirate ships to battle, but these situations don't require much strategy or skill other than sailing right up to the vessel and plugging it with the cannon. Each square takes roughly a minute to travel across with the wind directly behind your back, so getting from point A to point B can take some time. Fortunately, players can eventually learn a warp song that minimizes the tedium associated with sailing.
While the seafaring segments are not as immediately appealing as the
The new additions to Link's arsenal of items, however slight, add an immeasurable amount of fun to the exploration, whether it's climbing atop a pillar of a broken drawbridge, switching the wind direction, and then leaping off with the Deku Leaf in the hopes Link can make it to the other side, or simply using the grappling hook to swing back and forth until Link builds enough momentum to reach a tucked-away platform. The new dungeons are beautiful, and the game deftly throws specific challenges at you until you are completely familiar with an item. It could almost be argued the game's first half is an extended training session that, by the time you're finished, has you fully prepared to face the clever puzzles and tough enemies that lie in wait toward the game's conclusion.
Nintendo took a big risk with the game's presentation and setting, especially considering this is the first console game in the series set outside the traditional world of Hyrule, but it has created as compelling an experience as any of the earlier Zelda games despite few changes to the classic formula. Wind Waker offers the most convincing use of cel-shaded graphics and animation in a game released to date, and its world yearns to be explored and experienced. Wind Waker's style of play may not be the breath of fresh air players were expecting from the move to GameCube, and the islands seem much too small, but the change in scenery is a nonetheless welcome one that is sure to surprise players in how well the game works in its current visual style. Not to be missed.






