Could Wind Waker be an allegory for the entire Zelda series?
http://www.nintendoworldreport.com/blog/32866
When I first saw The Legend of Zelda: The Wind Waker in that fateful Space World 2001 video, I hated it. In my defense, I was young and stupid, but, in all of my tween glory, I wanted that realistic Zelda experience teased the year before. Wind Waker, at the time, seemed like a step backwards. It wasn't until I replayed it last year that Wind Waker endeared itself to me more than ever, and also seemed like a larger step forward for the series than I previously thought. (Editor's Warning: Wind Waker spoilers below)
Wind Waker is one of the few games where the Zelda structure is changed significantly. While the main parts are there (dungeons, bosses, puzzles, etc.), the game is a lot more open and free. Especially in the second half when you're searching for Triforce pieces, the game hearkens back more to the whimsical and deliberate exploration of the series' early entries. Comparing Wind Waker to Ocarina of Time, Twilight Princess, or Skyward Sword highlights the differences between the games, as to varying degrees, those three entries are very much focused on getting to the next dungeon. Wind Waker takes its time, forcing you to smell the roses.
The story of Wind Waker, mostly the ending, seems to be allegorical for the entire Zelda series. The King of Hyrule talks about how he and Ganondorf were focusing too much on the past, and then urges Link and Zelda to go find something that isn't Hyrule. The former King of Red Lions wants our heroic pair to find something that is their world.
"If only I could do things over again... Not a day of my life has gone by without my thoughts turning to my kingdom of old. I have lived bound to Hyrule. In that sense, I was the same as Ganondorf. But you... I want you to live for the future. There may be nothing left for you... But despite that, you must look forward and walk a path of hope, trusting that it will sustain you when darkness comes." - King Hyrule
It's almost like some rogue developer wanted to issue a call to arms to Zelda fans everywhere, demanding that the series evolve after Wind Waker. The game's finale and themes almost declare that Zelda games shouldn't be stuck in the past, paying homage to 20-year-old games. They should instead move forward and become their own new thing. Ironically, the game before Wind Waker, Majora's Mask, did just that.
The more likely scenario out of my observation is that it is nothing but a coincidence that I'm reading too much into (Odds of this allegory nonsense being correct? Probably a million to one). And, as we found out in Phantom Hourglass, this new world that the King of Hyrule wanted Link and Zelda to go to is apparently nothing more than the same old crap with new DS touch screen controls. Go figure.
Skyward Sword seemed like it had the potential to change up the formula, and while it made some strides, the latest Zelda game, while still excellent, was just the same formula with some tweaks. I'd say here's to hoping the next Zelda game shakes things up, but let's get real: it won't. Whether that's a bad thing or not, I don't even really know. I suppose time will tell, but as long as these games remain similar, I doubt any game will top my love and affection Wind Waker. The risks Nintendo took in the game's development don't happen often, but when they do, great things can happen.
Super Mario 3D Land is the type of thing that I'd like to see in a Zelda game. That game was familiar, but added new mechanics and ideas in a new playstyle.
I guess, basically, just throw EAD Tokyo on Zelda.
They completely changed up the combat system, where it's much more strategic now since you have to aim at the right area's of enemies now in order to defeat them and the enemies will block and change the area's you have to hit them at. Even using the shield was changed up were you have to block at the exact moment an enemy attacks to block or deflect, or else your shield will get damaged and eventually break, leaving you defenseless. Unlike previous 3D Zelda's where players can just block forever until they get the moment to stab."Much more strategic"? I cannot disagree more. Sure, they changed the input mechanics, but the result of this process was rather combat becoming more like a reaction-based puzzle instead of the "realistic" combat they intended to make. At least this was the feeling I got from Skyward Sword and I'm hoping for a more dynamic combat experience with future titles.
The Last Story was a better Zelda game than Twilight Princess or Skyward Sword.
I said it.
His logic makes sense. Still, there is a better Zelda game out there and it's called Pandora's Tower.
EasyCure, YES!
That's really all I've got to respond to that.
I find that in the Gamecube years Nintendo was really lost in regards to where to go with their established series. The move to 3D on the N64 really allowed them to update their series in a fresh way. Then on the Cube it was like "Okay. Now what?"
I don't think Wind Waker is a bad game but there were a few things I just didn't like about it. WW just didn't work in the execution and frankly I don't think Skyward Sword did either. TP was just blatant cookie cutter crap though and that's WORSE. Nintendo did manage to turn things around with Mario and Super Mario Galaxy, where they had a pretty fresh twist on the formula and the execution was also perfect. Super Mario Sunshine's problem was not that it did something new but just that the specific new idea it had in FLUDD sucked. Galaxy's space idea however was awesome.
Nope, Wind Waker isn't as great as everyone makes it out to be. The ocean is boring and only tolerable after you get the warp spell. The Triforce hunt is again, boring, and barely tolerable. The dungeons are easy. The bosses are cool, but then are reused at the end (dev time constraints?). And then there's that part where Jabun just GIVES you the pearl without having to go through a dungeon first since I think there was more dev time constraints so they had to nix it.
The only redeeming quality is the Ganon battle at the end, which I truly loved. But that alone doesn't save this game. And don't get me started on that grueling figurine mini quest, which absolutely was not worth it. Almost as worthless as the Skultula quest in Ocarina. What is it with pointless mini quests in Zelda games?!
I don't like arguments about Zelda games having weak stories only because most Zelda titles revolve around Link saving Zelda for whatever reason, hence "the legend of" part; hero goes on a quest to save princess, faces many dangers on his journey (and for the most part) alone.I don't know whether or not I was one of the people at which this was directed, but this isn't what I was saying. I'm fine with the actual content of Zelda stories, it's the presentation that lacks for me. As just one example, I think it'd be better, especially in Skyward Sword, if Link had dialogue. The kinds of stories in more recent Zelda games, Skyward Sword most of all, don't really fit the silent protagonist anymore. Skyward Sword's Link is stuck in between the two styles, he reacts to things and clearly talks to people even though we can't hear what he says, so he's not really a player avatar anymore but also not quite his own character either. I would prefer him to become his own character since he's closer to that as is, but at the least, they should pick one style and stick with it instead of hovering between the two.
I don't like arguments about Zelda games having weak stories only because most Zelda titles revolve around Link saving Zelda for whatever reason, hence "the legend of" part; hero goes on a quest to save princess, faces many dangers on his journey (and for the most part) alone.I don't know whether or not I was one of the people at which this was directed, but this isn't what I was saying. I'm fine with the actual content of Zelda stories, it's the presentation that lacks for me. As just one example, I think it'd be better, especially in Skyward Sword, if Link had dialogue. The kinds of stories in more recent Zelda games, Skyward Sword most of all, don't really fit the silent protagonist anymore. Skyward Sword's Link is stuck in between the two styles, he reacts to things and clearly talks to people even though we can't hear what he says, so he's not really a player avatar anymore but also not quite his own character either. I would prefer him to become his own character since he's closer to that as is, but at the least, they should pick one style and stick with it instead of hovering between the two.
That's the main thing I'd want to see, but that's just me.
A bajillion years later, and we're still arguing which is the better Zelda game. Sham... it's Zelda II of course.