GCN Wind Waker - second impressions
Okay, I'm part way through Wind Waker; the pirate has become Zelda and I need to ride the waterspout to get my fire & ice arrows. Of course, I don't know how many side plots I need to follow up on, so there's probably a bunch of random sailing left.
Which brings up two points. First, a lot of the reviews really focused on how tedious they found the sailing & wind changing. I disagree. Yes, you're going to spend a lot of time sailing around (often criss-crossing the entire map), but the programmers have tried to throw in stuff to keep it interesting. Lots of little islands to visit, treasure chests to winch up (with or without maps), and enemies to battle. My advice is to swing the camera around and do more than speed to the next encounter. As to the wind changing animation, IMHO it's not half as annoying as some of the other repettive dialogs.
However, I wish the game had a built-in "ship's log" to track everything that you're told. You really need to take notes as there are lots & lots of things which you will find & learn before you can do anything about them. (My other advice is to visit the Northern Fairy shown on Tingle's map as soon as possible; I winched up a 200 rupee chest before I got the bigger wallet; sigh.)
As expected, the cell-shaded style graphics simply aren't an issue (though watch where his eyes look); the storyline is engaging enough. (Oh, the shadows are 3D.) The story itself is a little clunky; I think they had to make the story fit the sailing concept. Occarina is still tops in the story department; Majora was also pretty good although more complex than Occarina.
I'm still having fun, thus playing more than I should.
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