Friday, August 16, 2024

Why I Love The Legend Of Zelda: Wind Waker

Some game series are lucky enough to have multiple seminal all-time video game classics under their belt, but none have nearly as much as the legendary Zelda franchise. There's a reason Zelda fans will endlessly argue over which game is best, because most of them could easily be the best. Though for me, Zelda has always peaked with the Gamecube. Wind Waker and Twilight Princess are my two favorite games in the franchise and, in their own hilariously opposing ways, really show off what I love about the series. Wind Waker in particular was the game that introduced me to Zelda, and it still stands out as one of the series' most unique, enduring, and memorable entries.

Wind Waker is a perfect microcosm of Nintendo's reputation during the Gamecube era. It's a bold swing, it doesn't exactly look or feel like the Zelda people had built up in their heads, and of course it got some of the most immature backlash in gaming history. I'm sorry, but the fact that an entire league of gamers threw a fit because the new Zelda game didn't look mature enough is insanely embarrassing. However, like many Gamecube games, it quickly became redeemed and vindicated upon release, and over time, it became one of the most beloved Zelda games. For me, Wind Waker was my first Zelda game, and not even the original version, the HD version. So I was already far removed from that whole controversy, instead I got to experience Wind Waker as the inspiring, rip-roaring adventure masterpiece it always was. 

So yeah, Wind Waker is obviously primarily known for its incredibly timeless cel-shaded artstyle, and yeah, it still looks phenomenal to this day, especially the HD version. Link in this game is the most dynamic and expressive he's ever been, the colors are so bright and vibrant, the characters are instantly recognizable, and the clever usage of both lighting and particle effects makes the entire game look and feel like a professionally-produced animated movie. There's also so much extra physics elements, like how the bridges wobble and you can break them by cutting their ropes, or how the grass and trees sway in the wind, or the varied waves of the ocean, or the way enemy weapons feel like their own objects separate from the mobs that wield them. Wind Waker feels almost ahead of its time in how alive it is, this might be one of my favorite artstyles for a game ever, backlash be damned. The soundtrack is also one of the better ones in the series, going for a unique celtic style that helps it stand out, though I will admit I prefer the higher-quality instruments of the HD version.  like the Title Theme, The Great Sea, Windfall Island, and of course Dragon Roost Island, a track so timeless and universally beloved that it was repurposed in the BotW games... twice. That being said, the boss themes are far and away the highlight of Wind Waker's OST for me, with tracks like Mini Boss, Helmaroc King, Gohdan, Jalhalla, and especially Molgera really standing out as some of Zelda's better tracks. 

The story is also one of my favorites in a Zelda game, it plays around with the Zelda mythos in some really inventive ways. While games like Link's Awakening and Majora's Mask stripped out as much iconography to see what remained, Wind Waker focused on its characters rediscovering that iconography. Toon Link has easily the best character arc out of any iteration of Link because he's not immediately heroic, he's a rash, immature, occasionally assholish kid who's only spurred into action because his sister gets kidnapped, and even then he's in over his head. Seeing this version of Link slowly grow into the hero we know him as is a fun twist on the formula, and while Skyward Sword would also take a similar approach, I think Wind Waker executes it better. I also love Tetra as a side character, having Zelda be a morally gray pirate is yet another incredibly fun twist, to the point where I kinda wish she stayed as Tetra for the entire game. And Ganondorf is probably the most fleshed-out the character has ever been, having had centuries to reflect on his failures in past Zelda games and becoming a more reflective person, and a more serene threat, in the process. Wind Waker's main themes are mostly about change, not just within the lives of its characters, but within the world. The Hyrule we used to know is gone, but that just leaves an entire canvas of possibilities waiting to be explored.

It might seem pretty hypocritical that I'm praising Wind Waker for moving on from the past and charting a unique identity when I criticize the recent entries in the series so often for charting their own identities, but I think it's a bit more nuanced than that. Zelda games do need to establish their own unique identities and make bold swings so the series doesn't get stale, but I am still expecting the kind of experience only a Zelda game can uniquely offer, and Wind Waker still manages to offer one stellar Zelda experience. In terms of gameplay, Wind Waker does control almost identically to its predecessors, but there is some genuine refinement here, especially in the combat. Prior entries in the series mostly built their combat around item play, you only had basic sword-slashes so it was all about smart usage of the right items to really get a leg up on your opponent. Wind Waker, on the other hand, focuses on fleshing out the swordplay to make it more fun and engaging. There's now a Parry move where you can counter an enemy that's just about to hit you, and while it's fairly easy to pull off, it's immensely satisfying and is put to great use in some of the lategame boss fights. You also eventually get an upgrade for the standard spin attack called the Hurricane Spin which causes Link to wildly spin around flailing his sword, and it's insanely fun to use. My favorite addition to the combat though is the ability to steal enemy weapons and use them against them, lending a more unpredictable feel to combat that really worked for the game. Wind Waker also introduces a few really fun exclusive items like the Grappling Hook and the Deku Leaf to help it stand out from other games.

Even more, Wind Waker's main campaign is pretty great. There are definitely issues like the infamous early stealth mission in the Forsaken Fortress, certain important parts of the game lacking a dungeon, the endgame requiring you to roam around the world finding Triforce pieces (which I actually kinda like but more on that later), but it gets a lot right. The first stretch of the game is one of the faster-paced starts to a Zelda game, rapidly carting you from island to island as you get to meet a variety of new species like the Ritos and Koroks. The midstretch of the game is filled with iconic and exciting moments and setpieces, from dodging cyclones to awaken the Tower Of The Gods, your first descent into Hyrule Castle, and revisiting the Forsaken Fortress all powered-up feels fantastic. And the lategame has you recruiting partners Medli and Makar to bring into dungeons, along with one of the series' better final acts. The dungeons in Wind Waker are admittedly not some of the best in the series, but there's some serious highlights. Dragon Roost Island is unique for being built into a volcano, with memorable exterior sequences that give you a stunning view of the Great Sea below. The Tower Of The Gods is memorable for its mystical and epic atmosphere, the Earth Temple has some of the best puzzle design in the game as it slowly amps up the complexity of its mirror puzzles, and the Wind Temple has the kind of nonlinear spatial navigation I love to see in Zelda dungeons. The boss roster, on the other hand, is hands down my favorite in the series. There isn't a single miss here, from the best Gohma fight in a Zelda game, to the complex Jalhalla fight, to the cathartic Helmaroc King encounter, to the epic duels against Gohdan and Molduga, to probably my favorite final boss in the series, a small-scale but emotionally-powerful sword duel against Ganondorf himself 

However, where I think the real appeal of Wind Waker lies is in its sailing and exploration. Being pirate themed, a big element of Wind Waker is sailing around its large ocean and discovering its whopping 49 unique islands. I'll admit that the sailing mechanics are fairly basic, there is a good amount of waiting to reach a location, at least outside of the HD version which adds a faster sail. However, the content within each of the islands you need to visit more than makes up for the time spend sailing. Prior to the aforementioned Triforce Quest, you only need to visit 14 islands, that's just barely over 25%! There are so many unique, weird, and varied islands each with their own secrets and collectibles to find that are entirely optional, ranging from minigame islands like the Boating Course and Flight Control Platform, to obstacle courses like Rock Spire and Cliff Plateaus, to straight-up bizarre locals like the geometric Angular Isles and the closed-off Mother And Child Isles. There is a reason why I cite Wind Waker so often when praising open world exploration, because not many other games have managed to capture the consistent sense of excitement and curiosity every time I discover a new island. And that's not mentioning all the other secrets the Great Sea has to offer, like the myriad of treasure charts housing goodies, to the Big Octos, to the secret Beedle Shop, to the Ghost Ship. Similarly to the Artifact Hunts in the Metroid Prime games, I don't really mind the Triforce Hunt because I love exploring this game's world to begin with. And it's that combination of fantastic optional exploration with a strong linearly-delivered campaign that helps make Wind Waker feel like such a seminal Zelda experience for me.

And ultimately, that's why I love Wind Waker. It's a quintessential Zelda adventure, an exciting epic spanning across a massive sea, filled with charming characters, thoughtful themes, fast and punchy combat, stunning visuals, a lush soundtrack, engaging exploration, fantastic bosses, and a satisfying finale. It's all-encompassing, like many of the best Zelda games, and it definitely wouldn't have made as much of an impact if Nintendo hadn't taken so much risks with it.

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