Does Yas Forums like The Wind Waker?
Does Yas Forums like The Wind Waker?
Yes, it’s pretty good.
1.) OoT
2.) MM
3.) WW
4.) ALttP
5.) BotW
It's the best console Zelda so yeah. Inb4 botw babies get mad
It's a mixed reaction. I think it's a bottom 5 Zelda personally.
BotW is just WW 2.0. Takes a lot of ideas from that game and reworks them into something better.
Worse than the Zelda games that preceded it. Better than the ones that followed it. I like the visual design, but everything else about the game was mediocre to bad.
Love it, great game. The rerelease fixed a bunch of annoying things and made it even better.
Back in the day retards complained about the art style so we got the emo/dark abomination of twilight princess next in response.
it would have been the best zelda if it wasnt rushed and lots of content ended up being cut. a shame really
WW and TP were both pretty good, TP just felt like it was rushed out.
The birdpeople were so cute
I'd gladly marry a birdgirl desu
Yes, it was fun exploring the word, a bit too linear with progression. I enjoyed the art style it was a breath of fresh air.
it's sad cartoon link was degraded for handhelds. I wish they would make another game with cartoon link, if it's something like windwaker I just hope they make a smaller more crowded world.
He was even better in Minish Cap. It was the DS games that ruined him. We need less shitty 3D Zelda games and more traditional 2D games.
>Better than the ones that followed it
I dunno about that. Offhand I'd say at least Twilight Princess, Minish Cap and A Link Between Worlds were better.
Twilight Princess is everything Zelda shouldn't be. In my opinion. Wind Waker had 75% of the same problems TP did. I will concede that Minish Cap, ALBW and BotW were better than Wind Waker though. If only because they revived some aspects of the original Zelda formula.
No, being pretty doesn't excuse the game from being a boring piss easy piece of shit. It's not like OoT's combat was brilliant but WW's hardest enemies throw out fucking A button prompts to win the fight. It's pathetic. The giant empty grid of copy and pasted islands is just unforgivable, most of the game is spent staring at a blue screen like your fucking TV went out.
I think the most telling part of their design incompetence is that song you have to play every fucking time you want to change the wind direction. I mean, changing iron boots on the menu sucked but you didn't have to play a fucking song to equip them. All they had to do to make it a cool memorable item is let you flick the wind around at will, aiming it as easily as the bow or grappling hook. Instead the Wind Waker is just a reskin of the Ocarina of Time, which really says everything about this piss-poor attempt at innovation
It's the worst 3D Zelda, and one of the worst overall. In fact, the only Zeldas worse than it are also toon zeldas.
>Twilight Princess is everything Zelda shouldn't be.
To each their own. TP is everything I wanted out of Zelda.
Why do people dislike Twilight Princess so much? My only complaint is its slow in the beginning
-The levels were too long and too bland, either big repetitive circles stacked on top of each other (Water Temple) or making you do the most backwards paths and puzzles to get to the most simple area (the Ice Mansion)
-Tons of fucking sliding block or other 'puzzles'. Sliding block or memory puzzles do not belong in an action game. They don't belong in Resident Evil and they don't belong in Zelda. Its not a matter of difficulty, but about them being just empty filler. Especially when you have to do three of these dumb puzzles in a row to get the Master Sword.
-Link swings his sword like a fucking mace instead of slashing and stabbing like a sword is suppose to. And even with the bigger swings and slower attacks, it still takes him twice as many attacks to kill an enemy than Link from any other Zelda games. This isn't adding difficulty, just more time wasting filler.
-Every NPC has more dialogue than the Owl in Ocarina of Time.
-Every single area you enter triggers a cutscene. And why is Zelda so focus on story?
-There is zero exploration since the game directly tells you where to go. As well as blocking you from going anywhere else by 'Twilight' walls. Remember when Zelda used to be about exploration?
-The overworld is a small, pointless HUB. So pointless, you're given a warp function to avoid it.
-The music, aside from a handful of songs, is the most bland in the series.
-The "dark" atmosphere just looks like a grey filter. Which made the game hard to see back on SDTVs and makes it look cheap on HDTVs.
-The wolf segments drag on forever
-Link howling out old OoT songs and talking to his dead ancestor to learn new moves is just sad.
-Every character is ugly as sin. Who the heck designed this?
-There's little motivation to keep going on aside from seeing the next Midna cutscene. Midna is really the only interesting character in a game full of endless NPC dialogue.
I played the Wii U version and played all the way through but just didn't get much into it. Might have been that I already knew much of the plot or that I just got older but it didn't grab me. (To be fair Twilight Princess was my first Zelda and I still thought OoT and Majora were better when I played them later in life)
>art style was great
>sailing the ocean was based
>mix the generic zelda story up
>game encouraged exploring
>Intresting locations
>good interesting npcs
Most under rated zelda and should be in the top 5.
My big gripe with WW is that for as much as it SEEMS to try to innovate, it doesn't actually innovate much of anything. Its sole feat worth celebrating is rendering a large open world without obvious loading screens back in 2002, which is fine but for how visually simple the world is and how sparse the landmarks are it's little wonder what sacrifices were made to make that technological feat a reality. But I digress, the game doesn't actually do anything impressive with its sea exploration, it's not like sailing is more efficient than previous modes of traversal, it's not like the game has any sort of meaningful open exploration until the halfway point with the fire/ice islands and eventually the Triforce quest (which couldn't have implemented open exploration worse, by the way), and it's not like the landmarks that were explorable weren't all too frequently hampered by Zelda's traditional item gating progression so have fun being able to do nothing on that island you just discovered until you have the right item. Yes, that last part is just as true of almost every other Zelda but the others aren't trying as hard to sell a fantasy of a great sea adventure like WW is. Charting the islands and seeking out treasure markers were good fun but aside from that, WW's main bid at innovation - open sea exploration - just falls painfully short of what it could and should have been, and that's to say nothing of how hilariously mediocre the main quest was as an OoT clone so really, what's the saving grace with this game exactly?
Only Zelda game I finished.
It didn't fix Wind Waker's problems atop of adding more and going backwards in terms of items and item usage. Wind Waker had a foundation but TP went back to the same formula without any of Wind Waker's would-be improvement, mainly in movement and combat. No, moving around while swinging your blade isn't enough if the overall movement is stiffer.
name 2 ways its WW 2.0
It has really good items too, pretty much all of them except the iron boots are general enough that they have uses anywhere you are in the game.
Not him and I don't agree with him, but a lot of the ideas Anouma said he wanted to do in WW were put into BotW. Getting gear from enemies, a destroyed Hyrule, free roaming overworld, using environmental effects, etc. These are all things he's said in interviews he was trying to add into Wind Waker, but "the hardware wasn't strong enough." According to him. Obviously he put them in BotW.
But it's not really a Wind Waker 2.0. If anything, it's more like what Wind Waker would have been below the waves.
>Landmarks and map navigation are distributed and conveyed similarly, BotW just doesn't do it on a sea and the fish are replaced with towers.
>Paragliding's a cornerstone movement option of BotW and clearly a retread of the Deku Leaf's similar function but tied to stamina instead of magic.
>Picking up dropped enemy weapons began in WW and is turned into a proper mechanic with a meaningful impact on combat ebb and flow in BotW.
>Both games really put their effort into the overworld to the point of the dungeons feeling like an afterthought.
I like it but I'm more of a Twilight Princess guy myself
Bullshit, the little special sword moves alone elevated the combat past Wind Waker. Wind Waker had exactly one and it didn't work on the only enemy you'd want to use it on.
Did you play the Wii version? Is that what these control complaints are about?
I said movement, not control.
TPfag here. WW and TP specialize in different brands of combat. TP does better with swordplay, it's mostly about your sword being the best option in combat and, through the hidden skills, offers more sword-based options than other Zelda games. Didn't fully commit to that vision but the idea's cool. WW, on the other hand, does much better with item-based combat, it's really good at NOT making the sword the best option to take enemies down, a trend that BotW continued and built upon with the shiekah slate. Yes, parries are a bit too "press A to awesome" but to that game's merit it also features a lot more interactions if you experiment with your items in combat than TP does.