All the sea faring in Wind Waker is totally fucked. Combat just as much.
Yup, you're totally wearing rose tinted glasses for this, and your latest post is great evidence of this. Let's look at the italic part. Do you not realize that the combat in WW is an improvement over the combat in OOT? (Assuming you're not just talking about the on sea combat.) The powerful parry move is added. In the fight with a darknut (the knight in heavily fortified armor), you are encouraged to move closer to him and at a strategic angle to initiate the "A!" button prompt onscreen-- thus, risking the danger of being hit if you miss the timing. This is a meaningful improvement in combat complexity from Link's previous three-dimensional outing, because it increases the different and necessary ways of taking down certain foes (successful use of this move results in sweeping behind the darknut and cutting his armor off, rendering him finally vulnerable to your attacks. The complexity increases as you fight multiple darknuts at a time later on, making it riskier to pull it off because of every enemy attacking you at a different time-- which allows for an assortment of satisfying battles.). If there were not powerful enemies in this game, then the parry move would be unnecessary and superfluous because only normal moves would suffice. The game would be somewhat less interesting then. But thankfully that isn't the case, so we are left with a game that provides greater interactivity in a particular area than the last one. I.e. an improvement.
It doesn't matter if you're bored retrospectively. I can't read a novel twice, it's a chore. Same could be said of an RPG. Does that make the initial experience any less of an achievement? Absolutely not.
Really great point you have. But at the same time, our memories of what we thought of the game in the past --when we enjoyed playing through it in 1998, or whatever-- would be nothing short of hazy, thus completely skewing our judgement of the game. Thus, how we review a game should depend on a recent impression of it. We can say "it was great when I was younger", sure, but we can't bring those same feelings to surface when we feel differently about it now. After all, would you rather read an experienced gamer's review of a game, or a review that their younger, less experienced self wrote? You are not alone in this mentality. I made the same mistake for a while, and my reviews of Jet Set Radio Future and Shenmue suffered from it. "I loved the feeling of Shenmue and the Christmas part too. This game is undeniably special, and brought me great joy. Best game ever." is a very different criticism from "Shenmue does many things right and implements a few original ideas (such as the in-game arcade and the successful marriage of free roaming and fighting game mechanics), but the chore of talking to people for clues is a huge problem for a gamer like myself who loves instant gratification.".
Wind Waker wins nothing by an anything. It's an inferior entry in a superior series.
Where is your reasoning behind this? Is your body of text like a Magic Eye puzzle, that I can cross my eyes and gaze at to reveal the reasoning? And just to be anal, a series can't be superior or inferior to one of it's installments, just another series. That's like saying "Sgt. Pepper's Lonely Hearts Club band is NOTHING compared to The Beatles...NOTHING.".
But I know what you meant.
You're ignoring its intricacies and taking an overly negative approach to its individual elements. That's unfair.
It's an ARPG, or at least that's how it's known, so I put it in the role playing pocket.
What intricacies? Do you mean that no 3D action title up to that point had such a grand scale of locations to discover? That would make sense if true (I haven't played enough 3D action games from that period to accurately say). But that is just
one element. And then again, Kingdom Hearts II was epic in this same sense, but with all of that mindless grinding involved to increase your power, it nullified most of the excitement this brought. Aaaand we are right back to talking about the bland combat and excess of health power-ups which degrade the game because they allow the player to rely not on their skill to progress, but on superficial "help me" cards which come in excess. The Zelda hearts are to action games what continues are to shoot-em-ups.
These "individual elements" you speak of must all be analyzed in depth if one's review is to have any worth, and in order to see the game as a whole. That is precisely what I'm doing. You're a cool guy, Skykid, but your post amounts to "I don't like all of these negative criticisms you have toward a game that I hold in high regard!". You are certainly entitled to think that the game has challenging temples, puzzles, and bosses. No one is stopping you from believing Ocarina of Time to be one of the best games the genre has to offer. But then again, so am I entitled to my opinion, which I believe to be of superior taste (who
doesn't believe this about their own opinions?). The fact of the matter is, no matter how great you think this game is, it doesn't come close to how greatly Ninja Gaiden is designed. The latter has harder and more satisfying boss battles, a better and more complex fighting system, cooler moves, and better graphics and character design (it only lacks the musical genius that Zelda has.). This is only natural for primitive works to be...well...primitive in comparison with their evolved descendants, which is why I love the latter so much more than the former. This is what I'm trying to drive home, here. It is an obsolete and boring game. I'm sure many people around here would say the same thing about Space Invaders (which I also despise). Would you play Chutes and Ladders instead of videogames? Would you walk when you can drive a sports car to work? Would you rather watch silent films than those with color and sound? Why spend time praising what is no longer important? If you can answer yes and why they are important to any of these (and I believe it's possible in some cases to defend older things for valid reasons, such as the CRT VS LCD argument for shoot-em-ups.), then I'd love to hear it.
Dissecting the game it in such a manner is doing it an injustice because you're ignoring the fact that it's a rather brilliant whole.
Once again, I was completely fair in my assessment. Not only did I not ignore what I felt was positive about the game, but I explained why I didn't like the things I found wrong with it. That is justice as far as I'm concerned.
"Too kawaii to live, too sugoi to die. Trapped in a moe~ existence"