The Legend of Zelda: The Wind Waker tries to differentiate itself from its predecessors by adopting an unique art style – cel-shaded to simulate a cartoon – and delivering an adventure lighter in tone. However, it’s simple and less-than-inspired design has led to the repetition of ideas and activities, making it the weakest 3D installment in the series to date.
The story of The Wind Waker begins the day Link is about to receive the green robes that symbolize his passage into adulthood. The festivities, however, are interrupted when a group of pirates, in pursuit of a gigantic bird, arrives on his island. After helping the pirates regain their leader, Link sees his sister being kidnapped by the same bird and needs to travel with the pirates to rescue her.
The narrative structure of the game is its main strength. The affection that Link feels for his sister, for example, is the first element to be established when the character wakes up, which makes the kidnapping more dramatically strong. In the same way, the protagonist’s goal, which starts being personal in nature, quickly evolves into the epic undertones expected of the franchise.
Containing some twists and turns that, although expected, work by reinforcing the narrative role of certain characters, the story of The Wind Waker is agile and busier than that of Ocarina of Time, albeit it does not even attempt to have the complexity of Majora’s Mask: there is nothing here that compares to the nuances of the themes discussed in the previous game and that can lead to different interpretations.
Although the story is simpler and more blunt, it remains properly developed. Link’s narrative arc, for example, though clichéd, being a coming-of-age story, is well delineated. The game begins by interrupting the preparations for his transition into adulthood, and his journey serves to complete this process: if at first the characters see the boy’s courage as foolish because of his age and appearance, near the end, they already respect and understand that he is able to fulfill his purpose.
Benefited also by being one of the few installments in the series that tries to humanize, even briefly, its most iconic villain, the story of the game still capitalizes on the mythology built up so far, bringing the Triforce to the center of the stage, which has the potential to thrill fans of the franchise.
The art style used in the game, based on the cel shading technique – which renders 3D images to give them a 2D animation look – is also effective in conveying the characters’ emotions, especially those of Link, besides being responsible for giving a lighter and comical tone to the events. The faces and mouths that the protagonist makes when he is about to be “thrown” into the fortress guarded by his sister, for example, are fun because they are able to capture the absurdity of the moment. Now, the instant that a fairy reveals that Link “is her type,” the expression on the boy’s face has nuances enough to be a mixture of embarrassment and a confident “Yeah, I can’t help it.”
The Wind Waker also innovates in its setting: the horse-riding fields of Hyrule and Termina go away and enters a great navigable ocean. Using a baton, Link can command wind directions and use his mysterious sailing boat – which speaks – to explore the countless islands and lost ships that populate the place. Nintendo tries to develop this theme to the fullest, placing pirates as central characters in the narrative and a ghost ship haunting certain waters, introducing battles at sea with cannons, and even guiding the exploration through treasure maps that mark with a X the place where the treasures are hidden.
However, if the story and the art style work in The Wind Waker, the same cannot be said about most of its dungeons. The first two in The Wind Waker suffer from being very simple and linear. In Dragon Roost Cavern, for example, there is only one path to follow until the end. Whenever Link returns to a room that he has been before, he still manages to be walking in a straight line, and the player does not need to worry about the design of the place: after winning a challenge, a shortcut opens that takes the player, by the hands, back to the rooms that they need to go. Shortcuts are useful in complex spaces that invite exploration, making it both rewarding and practical. In The Wind Waker, however, they are used to prevent the player from leaving the pre-established path. Instead of being a reward for exploration, the shortcut is a tool that produces linearity: it makes the way to an earlier room the only way to be taken. One of the last challenges of this temple becomes actually funny: the player is finally in a dead end and what they need to find out is that they have to turn around to get to the boss’s room. Meanwhile, back at Deku Tree in Ocarina of Time, the player needed to understand both the layout of the place and the mechanics introduced so far to figure out how to clear the way to the place’s underground area.
---> Come to know our new website and read the full review at: http://litonthespot.com/the-legend-of-zelda-the-wind-waker/games/review