attackingstarfish
AttackingStarfish
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At present, I just play games and then think about them.
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attackingstarfish · 5 years ago
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(US) Aptitude for Kagero, Hinata, Reina, Saizo, Oboro
Castle Address: 05429-16613-23903-47400
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attackingstarfish · 7 years ago
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Just finished LoZ: Wind Waker...
I normally never post, but I recently wrapped up Wind Waker HD (Yes, I’m late to the party), and it is so far removed from the usual Zelda fare that I just had to compile my thoughts. And if I’m compiling my thoughts, I might as well yell them into the void.
You will have to show me physical proof that Wind Waker is not Ocarina of Time from the Opposite Dimension, where windows are the primary means of entering your house and people worship at the altar of Hello Games, because despite me being almost exactly as satisfied with Wind Waker HD as I was with Ocarina of Time 3D, the greatest sources of joy are flipped with the biggest annoyances between the two games.
Yay!
Breath of the Wild had won me over in part because the entire world felt cohesive; you could go anywhere on the map without having to encounter a single loading screen, and I had no idea Wind Waker did the same thing. The Great Sea is a vast trove of trees, pirates, and treasure, with the occasional giant squid attack or salutation from the Flying Dutchman. Each of the 49 segments contains an island that is often unique in purpose, and you’re very rarely sent to a specific island for a specific item by a specific character. Instead, the entire overworld becomes open to you as soon as you grab your sail on Windfall Island, and you have a literal sea of knowledge before you as the 49 fish that serve as your guidebook to the game take their places.
A couple of islands start off closed, unable to be reached until you get the Iron Boots or the Bow or the Hulk Hogan suplex manual, but that’s it as far as what you can’t reach, and the squares of ocean containing even these islands can be reached as early as any other zone, fish and all. The fish are easy to spot, splashing around near their respective region’s landmass, and to reward taking to initiative to explore, a surprising amount of what they tell you can be put to use immediately, like the location of the all-new extra-fast wind-changing sail the remake’s added to speed up travel. Good thing, too, because there’s a point where travel time stops being buildup and becomes padding, especially when you have to dance a round of Hands Up every time you want to change direction. Later in the game, when you’re better equipped, you could stop by one of those islands you couldn’t figure out earlier on, and figure out what to do with just one more trip around the border. Nothing pops up on your map to indicate that suddenly you’re able to access anything new, and your boat doesn’t  wonder whether the eastmost pillar on island A7 has met any nice hookshot targets lately. The game trusts that you can navigate the uses for your gear yourself, which I value. Fewer tutorials, more expectations.
Even the story serves the game’s hands-off attitude. Ocarina starts with Link going into the Deku Tree to purge it of some unspecified evil (What exactly does Gohma do in there, anyway?) before coming out to be told of his fate to kill a man he has never met before and become Hyrule’s savior. Link takes up the mantle in that game only because the gods who have not and will never make a proper appearance want him to do it. Meanwhile, Wind Waker opens with Link putting on the green tunic to make his grandmother happy for a day, right before his sister, who clearly adores him, gets kidnapped by a giant bird, and he teams up with pirates to sneak into a fortress and rescue her but instead gets bitch-slapped by Ganondorf, who turns out to own the place and the bird. In addition to being awesome because pirates kick ass, Link’s introduction to the man who wants him dead feels a lot more natural here, and Ganondorf doesn’t even come into the plot for real until the second half of the game. Link’s got a sister to save, and everything he’ll do to accomplish that goal will demonstrate him to be worthy of the Master Sword, which itself seems to prefer this organic sort of journey, seeing as the Link who set out to get the Master Sword from the beginning ended up locked in solitary confinement by the thing while it allowed the man it was created to kill to instead take over the world. Evidently the Master Sword is a strong, independent blade beholden to no one who can’t think for themselves, and anyone who disagrees can spend some quality time with the nice old man who loves to talk and talk and talk and talk.
The characters in Wind Waker feel more on the dynamic side than Ocarina’s. At first I was a bit surprised that i felt that way considering Ocarina had you view two very different versions of Hyrule, but Ocarina’s characters either don’t change in personality much between time periods or don’t make an appearance in one of the two at all. Talon’s still lazy in the future, the carpenters are still idiots, the Lake Hylia scientist is still mad, the Kokiri of course don’t change at all, you see none of the Zoras after their caves are frozen over, etc. Not to mention Ganondorf, who doesn’t get much beyond “evil Gerudo thief king who wants to take over the world because of reasons,” even if he gets a bit further than many movie/game villains and is able to demonstrate exactly what he’d do while in charge and why he’s so dangerous. Wind Waker, meanwhile, has even a fair few one-off characters with their own tiny arcs. Mila goes from stuck-up rich kid to poor as dirt and struggling to adapt, so out of her element that she resorts to stealing money from her new boss until Link catches her and helps her stay true to herself in the future. Maggie’s father starts out so desperate for Link to save his daughter that he will annoyingly stop you in your tracks every time he so much as glimpses you and repeat his pleas for help, but after Maggie is returned home and he strikes it rich through no deed of his own, he decides everyone else is beneath him and starts bitching at Link, the Rito postman, and anyone who thinks repeatedly boasting about your own fabulous wealth makes for poor dinner conversation. Even Ganondorf himself is given more than a simple desire to take over Hyrule this time around, as his belief that the rest of the kingdom deserves to suffer the way the Gerudo suffered in the desert is brought to light. 
Boo!
Part of the reason I liked the dungeons in Ocarina of Time so much is that they had a way of coming full circle at the end, or even a smaller full circle in the middle. You’d come across something at the beginning, go “Huh, that looks cool,” then move on. An hour later, BOOM, payoff, and likely in a way you didn’t even expect. The web serving as the floor in the Deku Tree and the blue stone head at the back of Dodongo’s Cavern come to mind. Plus, there were often open rooms that allowed you to get a handle on where everything else was relative to you, and gaze upon areas you’ll visit once you find the Hookshot or Hover Boots. Wind Waker’s dungeons are the antithesis of the rest of the game, they’re cramped and, for the first half of the game, overly linear. Dragon Roost never musters up much more challenge than “kill enemy in front of you, go through door in front of you, repeat,” a far cry from the wall-climbing around the first half of the Deku Tree. Re-hydrating the bombs to get into the place is arguably as clever as you get with it, which for me is the perfect representation of the amount of thought that went into everything surrounding the dungeons vs. the amount of thought that went into the dungeons. And aside from those spinning leaf wheels in Forbidden Woods that wouldn’t know what a wind was if they were fired for incompetence and forced to spend the rest of their lives at its mercy, this is best illustrated during the teamwork-based dungeons with Medli and Makar toward the end of the game .
Considering how often you have to switch between characters to set up a Mirror Shield reflect or to hit a switch or to plant a seed or because you got hit fucking once, it would’ve been nice not to have to do half the Macarena every time you want to switch to your companion’s viewpoint. It also would’ve been nice if the controls of your partners didn’t make me want to offer them to the Floormasters. That said, Medli wasn’t awful. Yes, her flight was a bit hard to direct, there was no way to halt her Link-bearing glide without throwing her, and the number of times you had to hop on the Wind Waker was a pain, but the irritation was diminished when lot of her roles involved standing still and shining light while you played as the character the game actually put work into handling. Plus, my wave of enthusiasm from the first moment I walked under a spotlight while carrying her and saw the light reflect lasted me quite a ways into the dungeon, so my memories of the Earth Temple are okay enough.
On the other hand, Makar. (I still call him Oaki, which should indicate how memorable Makar’s character is) When flying with Medli, all that was required was good aim when leaping off any ledge you were leaving, whether she was on her own or supporting Link. Makar has to fly in patterns more complex than straight lines, so naturally his controls are twice as stupid. You have to repeatedly press A to fly, speeding up or slowing down your button presses to increase or decrease the amount of lift as you go. Button mashing as a recurring mechanic, yay. Its imprecise nature becomes worse when the vertical nature of the dungeon’s biggest room has Makar rack up a ton of momentum from the amount of rising and falling he’ll be doing, leaving you struggling to adjust your frequency to keep up, with aerial endurance that makes you wonder how the Korok seed-spreading ritual has not led them to extinction by mass drowning. Fortunately, there’s a giant fan you can activate at the bottom of the room to blow yourself upward and kill any chance you have at forward progress. You’d think that being able to coast to the top of everything would be a good thing, but being in the fan’s range of “anywhere” causes Makar to eschew any direction that isn’t straight up (as his flight meter drains!), when running out of flight power has the same effect but downwards. If that wind catches you while you’re trying to cross the room, you’re left to watch as Makar is frozen in place while his energy drains to zero, wait for the fan to stop, fall several stories to the bottom of the room, and walk about two feet toward where you want to go before the fan activates again and restarts the cycle. And that’s assuming one of the many flying enemies doesn’t brush Makar and throw the camera back behind a Link who’s attempting to keep calm by doing the wave.
The combat took some getting used to. Ocarina’s combat was fine; it was easy to tell what you were in range to hit, and timing your swings properly could get shield-wielding enemies like Stalfos in a loop where continually accurate shots would finish them in seconds. In Wind Waker, Link’s attacks don’t reach quite as far as his sword would indicate; you’d think the gods would make sure their magical evil-smiting blade is most capable at the end that goes in the King of Evil, but I guess not. “Just The Tip” is a no-no with these monsters, so it’s either impale them in full or let them dominate you.
Meanwhile, you have two options for your targeting system, and they both suck. You either hold down L as long as you want to keep an enemy targeted, which before long will cause your left index finger to rebel against its draconian master, or press the button once to start targeting and press it again to target a different enemy, leaving you with no way to stop targeting the enemies and put an arrow in the switch. This wasn’t that big a deal in Ocarina, since Link had a wider vertical range with the bow and there were never many enemies hounding you  when there was another immediate objective to complete, but in Wind Waker, you can expect a rainbow of respawning Chu’s to ambush you around the clock. It sours a lot of dungeons and dungeon-themed areas for me. That’s why the Wind Waker experience was so surprising; the dungeons were a slog to get through and felt less like a collection of clever puzzle ideas suiting each region’s theme and more like an obligation to throw in because it’s Zelda, yet everything surrounding them felt engaging and intriguing enough to make me want to keep playing and find out what happened to everyone.
(Tower of the Gods was pretty cool, too.)
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