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The Legend of Zelda: The Wind Waker Preview

Developer
Nintendo
Publisher
Nintendo
Genre
Adventure
Release Date
3/24/03

Since our last preview, Nintendo has been so kind to gradually release more and more information in regards to Link’s GameCube adventure, culminating with the Japanese launch in a couple weeks. So what’s all the hype about?

Being one of Nintendo’s largest franchises, Nintendo would not release such a game if it weren’t in top form. Obviously, then, The Legend of Zelda: The Wind Waker promises to take gaming to the next level - and then some. While we’re all (well, hopefully) over the cel-shaded graphics, which are reportedly smooth as butter, Zelda’s signature gameplay is what should hold the game together.

Naturally, The Wind Waker shares many similarities with its Nintendo 64 predecessors, which established how a 3D Zelda title should play. The game will have its fair share of combat, exploration, and puzzle solving, in addition to talking to villagers, performing tasks, minigames, and other activities to keep oneself occupied. Also, the game controls similarly to the Nintendo 64 titles, with the A button used to swing weapons, and the B button acting as an action button, which is context-sensitive. Players will assign items to Y, X, and R, which can then be called upon at a button-press, while L will be used to target enemies (L-targeting). Locking on to an enemy slightly changes the controls, where moving left and right will circle-strafe around the enemy, while
B will perform rolls, or even jump behind enemies and slash them from behind. The system, as proven in the past, should work perfectly. Camera-wise, players will be able to move the camera 360 degrees around Link, as well as zoom in and out, and of course, center the camera behind Link.

Items this time around also continue Zelda’s tradition, beginning with Link’s sword and trademark hookshot. The hookshot has been altered, and this time is not a chain but a rope that wraps around objects realistically, allowing Link to swing back and forth in a pendulum motion. Link will also make use of a telescope to see distant islands from afar, which can all be traveled to. New to the series is Link’s ability to make use of downed enemies’ weapons, which will often prove cumbersome for our small hero, but valuable in that they will Link to do things otherwise impossible, such as breaking open doors.

Cooperative play is possible, with the use of a Game Boy Advance and a GameCube to Game Boy Advance link cable. Once linked up (pardon the pun), a second player will play as Tingle, who is able to perform a variety of actions, primarily dropping bombs – useful to clear dungeons of monsters. On the small-screen a map of the level will be shown, along with icons representing Link and Tingle – be careful not to bomb our elfin buddy!

As the title suggests, Link’s latest adventure revolves around the wind, and in fact, Link will wield a baton that controls the direction of the wind. The baton is basically to The Wind Waker as what Link’s ocarina was to Ocarina of Time. Using the baton, or Wand of the Wind as it has been coined, is similar to Link’s ocarina – certain directions must be pressed in the correct sequence. However, the directions must be pressed in time, giving the wand a more authentic feel when using it. Naturally, puzzles will necessitate clever use of the baton, and using new items, such as Deku Leaves (that Link glides with as he holds them above his head), wind will even be important in getting around. Especially considering the overworld of the game is an ocean, the direction of the wind will help determine which way Link’s dragon-headed, and advice-bearing raft of sorts will travel.

Speaking of the overworld – since when is a giant ocean dotted by islands part of Link’s home? To explain Zelda’s disconnected storyline over the past games, it can be said that Link in each game is in fact a different Link, as Nintendo claims. Where the character of Link represents good, and Ganon, all that is bad, every Zelda game will
feature a Link, yet perhaps not the exact same Link from past games. This time around, the game is set about a hundred years after the events of Ocarina of Time.

With the above explanation, obvious questions appear – will Ganon make an appearance? What about Zelda? How is the Triforce connected to it all? So far, Nintendo has not mentioned either, although Zelda’s famous pig-like guards do run rampant. The story goes that Link is out to rescue her sister, who has been captured by a mysterious, colorful bird. In rescuing her, Link must escape Monster Island while eluding guards – Metal Gear Solid-style, using a barrel for cover (similar to Snake’s cardboard box). While Nintendo has not revealed any other plot details, surely the plot snowballs into a complex series of events that will lead Link to the many islands that make up his new world. Nintendo claims that the game will take the average player about 40 hours to complete, but then again, it claimed that Luigi’s Mansion would take gamers 20.

Nevertheless, the islands seen so far in the game breathe diversity and have many buildings to explore. It seems that each character’s dwelling in the game reflects upon themselves – a rich man’s house is two stories high,
complete with chandelier and pots to smash (be prepared to pay for repairs on your leave). Many houses like these make up one of the islands (if not more), and more are sure to be uncovered as the game approaches release.

Koji Kondo’s compositions will most likely shine once again as music in the game will consist of new versions of tunes featured in Ocarina of Time, Majora’s Mask, and even A Link to the Past. Also, music will be dynamic, changing as Link enters battle and whatnot.

As an added bonus, gamers who preorder the game beginning February 16 will receive a bonus disc containing the Nintendo 64 classic The Legend of Zelda: Ocarina of Time, and Ura Zelda (no American name has been announced yet). For those that don’t know, Ura Zelda is the result of a thought-to-be canned project. Originally intended for the 64DD drive, which read games on rewritable discs, the “expansion” of Ocarina of Time is unfortunately very similar to the original. New features include somewhat tougher enemies, variations on puzzles and item placement, and a couple more bits of humor added in, according to Miyamoto. Still, as an added bonus, there is no reason that gamers should not preorder – there surely won’t be enough copies to go around.

Preview by Miyuru Fernando





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