Showing posts with label gamecube. Show all posts
Showing posts with label gamecube. Show all posts

Tuesday, November 24, 2015

The Beautiful Bliss That is Mario Kart 8


I am not a Mario Kart fan. I had a lot of fun playing Mario Kart: Double Dash!! with friends back in the day and Mario Kart DS was a welcome companion when I was sick one time, but otherwise my experience with the series is limited and I’ve never harbored the fond attachment to it that many seem to have. I wasn’t even going to get Mario Kart 8 and was more than ready to write it off as just another installment in one of Nintendo’s redundant “cash cow franchises”, but I was lured in by its glossy exterior and the hype surrounding it. I do not regret my weakness for a microsecond. I love Mario Kart 8. Like, I really love it. I was playing it recently and in the middle of a race, I just started thinking about how I couldn’t believe how good this game is. The impeccable visual polish and sheer joy my eyes and brain receive from looking at this game and seeing it in motion, the ultra-refined mechanics and control, the energetic orchestrated soundtrack…this is an unbelievably delightful experience.

Mario Kart 8 is not only my favorite Mario Kart game but very likely my favorite racing game of all time. Granted, I’ve never been huge into racing games but I’ve still played and enjoyed a decent handful over the years. I think what I really love about Mario Kart 8 is that the focus is on mastering its slick racing mechanics; nailing drifts, ebbing and flowing through each winding turn, and coming out on top if you play each gorgeous track with skill. The other “Mario Kart-ish” elements of the game, chiefly items, mix things up a bit and throw an interesting curveball into the racing action, but they don’t seem to be the focus in MK8. Mario Kart 8 is a slick and speedy racing experience first and foremost. Turtle shells and banana peels are merely complementary factors here. Some people might hate this. I love it.

I love MK8 for its tight, no, perfect mechanics and sublime sense of control, not only over my kart racer but over the race itself. I don’t think I’ve ever played another game with a more fluid, exhilarating, and joyous sense of movement. I lean with each turn in particularly intense races, and I can almost feel each drift and boost. While it can be stressful at times, and this is all part of the fun, it also becomes a Zen-like trance of an experience when I get into the zone, zipping and zooming along as my heart thumps and my fingers pivot as I flow through each track. It’s pure wonder.


I often harp on about how mechanics and gameplay are not the one most important element of a video game experience and how I’ve gotten more and more frustrated over the years as Nintendo increasingly sacrifices other creative elements in the name of placing “gameplay” on a holy pedestal. While I absolutely still stand by these sentiments, I’ve also never said that mechanics, gameplay, “game feel”…or whatever you want to call it isn’t important in many experiences, and damn when Nintendo nail it they really nail it. An expertly-crafted gameplay system like the one in Mario Kart 8 can be a moving experience to behold all on its own, but this perfect feel ties in with a game that is stunning to look at, one of the most richly vibrant and beautiful I’ve ever played. Its environments are as imaginative as they are detailed as they explode with color and personality.  It is candy for the eyes in every way. No, that’s not good enough. It’s a dessert at a high-class restaurant for your retinas. And the music. It’s jazzy and jubilant and magical. Just listen to this. And this. And this! All of this ties together in a splendid ribbon that is simply euphoric.

Call this a late review for Mario Kart 8 (though if you’re looking for critique, look elsewhere), call it whatever. I’ve recently gone back to the game after not playing it for a while to finish up some Grand Prix stuff I hadn’t done yet (mainly 200cc, which is a surprisingly excellent addition that is wildly wacky and exhilarating) and as I once again raced across the slick rainbow roads of the Mushroom World as Rosalina on her speedy Jet Bike, I reflected on how much I love this experience. I never expected this title to become one of my favorite Nintendo games of all time, and just games in general. It is genuine, delightful surprise. I love this video game and I’m telling you, if you haven’t experienced it yet, find some way to nestle your hands into a Wii U GamePad and feel the beautiful bliss that is Mario Kart 8.


Friday, November 20, 2015

Changes I’d Like to See in The Legend of Zelda: Twilight Princess HD


Another Ze-make announced, another leak confirmed. The Legend of Zelda: Twilight Princess HD is on its way to Wii U next spring, and I’m personally hoping that a Wolf Link and Midna amiibo isn’t the only novelty this new version will be boasting. At first glance, the visual makeover TP is getting seems to pale in comparison to the transformation that The Legend of Zelda: The Wind Waker underwent with its HD counterpart, but upon closer inspection, the visuals have certainly been cleaned up to a large degree and it looks like the game will be boasting at least much sharper textures if not entirely redone ones. TWWHD looks so notably beautiful in this modern day and age simply because its art is much better suited to the HD remaster treatment and has aged so gracefully, and Zelda series producer Eiji Aonuma alluded to that very notion around the time of the HD remaster’s release. The lighting changes and added bloom also had a purpose when implemented in TWWHD, which was to capture the mood of the bright, sunny ocean setting, whereas TPHD may not have any use for similar drastic alterations. Similar to TWWHD, TPHD will not be a full remake like the 3DS Zelda remakes, but rather an HD remaster with hopefully a few tweaks here and there. Whereas my love and respect for the original experiences that The Wind Waker and Majora’s Mask provide made me wary of the changes being made to those games for their reintroductions, I don’t have the same kind of fondness for Twilight Princess and I’ll happily welcome some changes to TP that might differentiate it from the original and smooth out the experience.

I’ve thought up some alterations that I think have a realistic chance of being applied to TPHD. Again, this isn’t a full remake, so I don’t expect anything to the extent of the changes in Majora’s Mask 3D, for example. With this in mind, thinking up this list was a bit tricky because even though it sits at the lower end of my personal Zelda totem pole, Twilight Princess is actually a very polished game and there aren’t actually that many basic changes I can think to make. Most of my major quantifiable issues with Twilight Princess (and trust me, there are a lot) are baked into the DNA of the game and not the kind of thing you can just twist with a wrench a few times like Nintendo did with some aspects of The Wind Waker. That said, here are some of the tweaks I’d happily welcome when I experience this new version of Twilight Princess next spring.

GamePad Functionality


I’ll get the obvious one out of the way first, and going by the currently available screenshots and footage of the game, this stuff is all but totally confirmed anyway. It seems the game’s primary control scheme will be the GamePad, and so I fully expect the same kind of wonderfully-implemented functionality that TWWHD saw to be on display here: things like inventory and map management being on the second screen and gyroscopic aiming, which is honestly perfect because the motion-controlled aiming of the Wii version of Twilight Princess is the only aspect of that version I prefer to the otherwise superior GameCube release, so the HD version is poised to be the definitive version for me control-wise (although nothing quite beats the feel of the GameCube controller for me). As a side note, I’m very pleased to see that the HD version is being modeled after the GameCube version’s world map, so no mirror-world here like in the Wii version. Since I am far, far more familiar with the GameCube version (and also other factors like the world’s layout being more consistent with past Zelda games and also containing Hylian text that is based on the English alphabet and that is very readable if it’s not mirrored), I’m perfectly fine with this just being the way the game is, but an ability to swap between the mirror map and the standard one would be fine as well.

Camera and Miiverse Functionality


Taking another nod from The Wind Waker HD (there’s going to be a lot of that here), it’d be great if the Picto Box was introduced to Twilight Princess for this HD version (it was absent in the original game) and some kind of similar Miiverse functionality was also implemented. There’s no figurine quest or anything of the like in TP, but I’d still love to be able to photograph characters and scenery in TP’s world and share them on Miiverse (of course, I can also just do that by taking screenshots with the Home Button). Twilight Princess is actually fairly steeped in lore if you’re a hardcore fan of the series like me, and there’s a fair amount of food for theorizing in the game, so being able to share discoveries and discuss them online would be neat. Of course, if something akin to the figurine quest or maybe just the ability to photograph people and monsters in the world and get a short bio on them could be implemented, that would be most welcome. Twilight Princess is really lacking in any kind of feature like that compared to the other 3D Zelda games, so this remaster would be the perfect opportunity to remedy that and flesh out the game’s world. Even if nothing this ambitious is added, TP still has some of the most interesting architecture and lore in the series and the sharper textures will make studying features like the designs on the walls of the Temple of Time and the aforementioned readable Hylian text throughout the game a new pleasure, and being able to snap, save, and share some pictographs would make this even more enjoyable.

Refine Wolf Link


This is perhaps a more ambitious hope. Link’s wolf form may be the most underdeveloped “unique mechanic” in the entire Zelda series and it seems like an afterthought added to the game in order to give Twilight Princess a big unique feature to make it stand-out from other Zelda titles, something that it otherwise lacks. While overhauling Wolf Link entirely would call for a redesign of the whole game and is obviously not what I would expect, I think some minor tweaks here and there could at least make dashing around and fighting as the clunky lug a smoother experience. Instead of having to constantly hammer a button to make the otherwise sluggish beast dash in short bursts, just having the option to press or hold down a button once to run would be grand. Perhaps an even better choice might be to handle wolf-running the way it works in the far superior wolf simulator, Okami, where Wolf Link would start out at a measured gait and then gradually burst into a full sprint if the analog stick contained to be held forward. Also, please for the love of Din smooth out wolf combat, so enemies don’t fall down after one strike and invulnerably lie there for half a day before getting up and letting Link chew on them again. Whenever I play the original game, I have to resort to using Midna’s charge-up one hit kill attack in every single combat encounter in wolf form because fighting the normal way is just so bloody tedious.

Besides just overall touching up the way Wolf Link feels to play, maybe the bug-hunting sections where the beast gets the most action could be streamlined somehow as well. While I don’t hate these sections, mainly because of the atmosphere present in them, I find them far more tiresome personally than the Triforce shard hunt in The Wind Waker (which I never actually found tiresome at all, but I can see why people don’t like it), so if they tweaked that for TWWHD, maybe they can find a way to make some changes here. I’m not saying that the two sections are really all that equitable, just that they are both oft-maligned aspects of their respective games. I’m not exactly sure how they could alter the bug-hunting parts to make them feel less like a chore, and to be fair it would probably be harder to do than the rather simple and clever way they tweaked the Triforce hunt, but perhaps just something as simple as shortening them somehow to make the whole affair less drawn out so I can get back to dungeon-crawling and sword-slashing as human Link would be acceptable.

Rupees are so Annoying in this Game


You can never fit them in your tiny wallet. Link puts them back into a chest when he can’t hold them (which, again, is always), so a closed chest remains, forever mocking you and possibly even confusing you on a dungeon map. And of course, the game just loves to tell you how much each of these suckers is worth. Again. And again. And again. Every time you turn on the game. How to fix this? First off, just have a huge wallet from the start like in A Link Between Worlds (and swap out the wallet upgrade prizes from Agitha with some heart pieces or something; they did this kind of “reward-swapping” in TWWHD in some areas so there’s no reason it can’t be done here). At the very least increase the max number of rupees Link can hold; I’ve never understood why the largest wallet in TP can still only hold one-thousand rupees (not to mention you’re likely to get the largest wallet late in the game if at all) when Majora’s Mask had a freakin’ bank and The Wind Waker’s rupee max was five-thousand, especially considering just how many rupees Link finds in Twilight Princess. Next, ditch the “rupee saving” mechanic, or at least mark an already-opened rupee chest on the map with a rupee symbol. Finally, and obviously, for the love of Farore just get rid of the rupee reminders. I KNOW HOW MUCH A BLUE RUPEE IS WORTH DAMMIT. 


Selective Redone/Orchestrated Music

Taking yet more inspiration from The Wind Waker’s HD remaster, it would be great if selected tracks from Twilight Princess’s score were remastered and in some cases orchestrated. I’m not asking for the entire soundtrack to be redone, but merely given a similar treatment as in TWWHD, with selected songs being redone and in TPHD’s case, hopefully orchestrated. I’m not someone who believes all music in the Zelda series should be orchestrated and I firmly believe digital music (and other forms of music) still has a place, but Twilight Princess perhaps more than any other Zelda game begs to have a large portion of its soundtrack orchestrated, especially the (and I use this word properly) epic Hyrule Field theme (which already has an official orchestral version out there, so there’s really no excuse not to include at least that version or if not, do a new version).

Better Difficulty Balance


Twilight Princess has a great variety of fierce-looking beasties. Unfortunately, rarely do they ever pose an actual threat to the incredibly overpowered Link. Now, personally I don’t play Zelda games for difficulty, but some level of challenge and real opposition in the hero’s quest is appreciated, especially in regards to bosses. Twilight Princess has some wonderful dungeons and along with these tantalizing labyrinths are some very memorable boss encounters. But they’re all piss easy. Mainly this has to do with the strategy involved in taking them down often being pathetically obvious and extremely formulaic. It’s sometimes tough to really feel like a hero when these massive creatures’ menacing appearance is so betrayed by how easily Link stomps on them. With this in mind, I don’t expect completely redesigned encounters like in Majora’s Mask 3D (hopefully if that were the case, they’d be more well thought-out than in that game though), but I think monsters, bosses, and obstacles dealing a bit more damage to Link would go a long way. Of course, this probably won’t happen and the developers will likely just slap a “hero mode” on TPHD and call it a day, which is fine, but it’d be nice if there was something in-between “barely any challenge at all” and “hero mode”. For all its pretense of being “edgy” and “dark”, TP is one of the easiest and least threatening games in the series, so a little more difficulty might at least be in keeping with what the game is going for. And for Nayru’s sake, please take out the hearts and fairies in the final battle’s arena; Skyward Sword got it right in this regard.

Other Assorted Changes

Some other assorted changes I wouldn’t mind seeing: acquire the Horse Call item earlier or make Horse Grass way more common; perhaps too much to ask, but some smoother animations on characters, especially facial animations and especially Link’s facial animations; make the Magic Armor worth a damn or replace it with a better secret item as a reward for what is essentially TP’s only substantial side-quest (that’s not a collectathon at least); and lastly don’t restrict Link’s movement and actions indoors. This last one is something that started in Twilight Princess and continued in Skyward Sword and it is one of my biggest pet peeves about “modern Zelda”. Please get rid of it; it is so awkward and jarring and hurts the sense of freedom that is part of what makes Zelda games special.

I’ll end with just one more hope I have for Twilight Princess HD, which is, largely unlike its original release, I hope it surprises me. Whether it’s a brand new feature or area added, or just some unexpected and clever changes or additions that I hadn’t thought of, I hope there’s something in here that catches me off guard, in a good way. I’ve played through the original Twilight Princess a lot (the GameCube version, particularly), and speaking as someone who doesn’t care too much about the integrity of the original experience, something to mix things up would definitely be appreciated on my part.


Wednesday, December 24, 2014

Christmas Video Game Memories


I have countless Christmas memories that are tied to video games, or would that be countless video game memories tied to Christmas? Either way, when I think of fond Christmases past, the thought is usually accompanied by memories of playing a certain game either on Christmas day or sometime around it. There are numerous titles that are “Christmas games” for me, but I’m going to focus on two specific memories (involving three games) in this post.

                One game whose opening moments I will always equate with the rapturous jubilation of Christmas morning is The Legend of Zelda: Twilight Princess. To this day, I have probably never been more excited for a game than I was for that one. Back in December of 2006, I had just finished my first semester of living away at college and my life was in a huge state of change. In the span of about four months, I’d felt like so much in my life had drastically changed. It was jarring to be thrust out of my comfort zone and into a brand new world with brand new people and brand new experiences, but before heading off to college I knew however it went there would be Zelda waiting for me at the end of the year. Twilight Princess was significant because it was the first major console Zelda release to come out after I had fallen in love with the series at the release of The Wind Waker in 2003. The years and months leading up to Twilight Princess was the first time I got to experience that sweet, sweet Zelda hype and I drank in every ounce of it (perhaps to a fault, in retrospect). Despite the fact that my life was in a tumultuous state, getting to dive into that game on Christmas morning and through the night made me forget all about everything around me and it was just like any Christmas past when I was an elated kid with a new game. It really was a magical experience. I remember my Mom was disappointed that she wasn't able to get me a Wii with the game (she actually got me both the GameCube and Wii versions of Twilight Princess; I believe she'd bought the Wii version first and was planning on getting the console and just ended up giving me both versions when she wasn’t able to find a Wii; I ended up liking the GC version better anyway), and I remember telling her how much I really didn't care, I was just so happy to have the game. I had a big, goofy smile on my face and all I cared about was playing Zelda. And play Zelda I did. This song will forever remind me of the pure, peerless excitement of Christmas morning, and I wandered around Ordon Village that morning in a sense of awe and disbelief that I was actually finally playing this game. I vividly remember first stepping into the open area of Faron Woods with all the Bokoblins running about and being filled with joy at the first small cave I found. Stepping into the twilight for the first time later in the day, meeting Midna, being completely baffled at the weirdness going on in the game with the giant goat light spirit and this odd triangle-headed villain, and finally conquering the Forest Temple Christmas night. After taking my first steps onto Hyrule Field, I knew that my adventure was only beginning, and over the next two or so weeks, I devoured Twilight Princess. My ultimate feelings on the game ended up being mixed (to put it as simply as possible), but there is no denying the fond memories I have of finally getting to immerse myself in the newest Zelda epic that Christmas vacation.

The Legend of Zelda: Twilight Princess
                The second game-related Christmas memory I want to talk about predates my Twilight Princess experience by a year and actually involves two games, and it’s a bit of a strange combination: Soulcalibur III and Dragon Quest VIII: Journey of the Cursed King. I don’t talk about the series much, but I was a big fan of the Soulcalibur games back in the day (before losing touch with the series when the HD era came around, mainly because I didn’t get a PS3 until a bit later in its life-cycle when there were many other games vying for my attention). I loved the atmosphere and detail put into the Soulcalibur games, and also loved the adventure mode present in Soulcalibur II and III (and maybe the first Soulcalibur as well; I can’t remember exactly) that almost felt like an RPG of sorts. Dragon Quest VIII (to this day the only DQ game I’ve ever played through) was a title that I had been greatly anticipating due to its beautiful-looking art design and also because it just looked like a great traditional JRPG that would be right up my alley. I received both games as gifts on Christmas morning and moseying about DQVIII’s first village, with that tranquil orchestral music playing, on a sunny Christmas morning is a wonderful memory that I have. I also remember sneaking away from my relatives whenever I could throughout the day to play Soulcalibur III. The following week I sunk a ton of time into Soulcalibur and although I don’t remember much about the game right now (except, oddly, for a scene involving a clock tower and that big dude with a giant scythe…I guess I’ll just leave it at that), I do remember having a blast playing it. But there was also Dragon Quest, and that’s one I certainly, absolutely do remember. I adore Dragon Quest VIII; it’s one of my favorite video games ever and one of my fondest gaming experiences. Similarly to Twilight Princess, I remember just immersing myself in the breathtaking, pastoral world of Dragon Quest that Christmas vacation and the days and weeks (and months perhaps) beyond it. I’d never experienced adventure in an RPG or a video game in general quite like in Dragon Quest VIII, where a sprawling fantasy world was laid out before me; not a zoomed-out map with a small avatar running around on it, but an up-close, fully rendered world for me to hoof about in. Dragon Quest VIII is very “traditional” in its approach to fantasy adventuring and it does this so, so well while oozing charm around every polished corner. The first dungeon in the game is a dank cave that the player explores with a burning torch in hand, fighting monsters and looting treasure chests. It just doesn’t get any more classic and charming than that, and DQVIII delivers this kind of experience perfectly. And really I mean that: perfectly. I remember there was a moment about halfway through that Christmas break when I was exploring the massive world in the game and I came to the ocean. A sprawling seaside vista spread out before me with a path bordering the ocean stretching in two directions and hills rolling down to the seaside with rocks and cliffs dotted about. I felt free in that moment, felt inspired and full of joy. To have that kind of adventure when I was younger was simply sublime and I cherish the memory to this day.

Dragon Quest VIII: Journey of the Cursed King
                There are many other Christmas video game memories I could talk about: the year I received my GameCube and Super Smash Bros. Melee (and Luigi’s Mansion!), or the year I got a Dreamcast and Sonic Adventure (and how much that game blew me away back then), or when I experienced my very first Metroid games in Metroid Prime and Metroid Fusion one year. I’ve been fortunate and some (myself included) might even say spoiled to have parents who have delivered so many wonderful experiences to me at Christmastime that have consistently supplemented many other lovely memories I have of spending Christmas with my family and friends, especially my Nana, who has now passed away, but who was always an anchor of happiness for me at this time of year. I try as hard as I can to not take how lucky I’ve been for granted and look back on all the happy Christmases that my parents, my brother, my relatives, and my friends have brought me. With my love for Winter and snow and my birthday right around the corner as well, this time of year has always been a source of great joy for me, and I’m incredibly, enormously thankful for it.

To anyone reading this, I can only hope that you find some of the joy that I’ve experienced around this time of year and I wish you a heartfelt Happy Holiday.





Monday, January 13, 2014

The Legend of Zelda: The Wind Waker HD (Wii U) Review


How do I begin to talk about The Wind Waker? The original for GameCube isn't the first Zelda game I ever played, but it is the one that I credit for making me fall in love with the series. The game's loving attention to detail, touching narrative, and beautiful world drew me in and stole my heart like no other game had before. The Wind Waker is not only one of my most beloved Zelda games, but one of my most beloved games period. Needless to say, I was a bit...touchy...about the concept of a remake for the Wii U. After seeing the initial screenshots released for the project, I was cautiously excited. At first, the game didn't look like The Wind Waker. It looked less like a classic 2D-animated Disney film and more like a modern 3D-animated one. Then when I saw the first trailer for the game, my eyes were assaulted by a bloom-drenched, brightly-lit, twisted version of my beloved masterpiece. As I saw more of the game, the bloom began to annoy me less (I also heard they toned it down a bit), and my eyes began to grow accustomed to the new world that this Wind Waker was presenting, even began to like it and anticipate it. After finally getting my hands on the final product, sitting down, and immersing myself in it for over a hundred hours of adventuring, exploring, and picture-taking (oh so much picture-taking), I'm happy to say that the game is worthy. Is it the definitive version of The Wind Waker? Does it improve on the original in every way, omitting the need to ever look upon the GameCube classic again? Well...no. But it's a bit more complicated than that.

I fondly remember the day I got the original Wind Waker. I had had it pre-ordered and I started the game the night of its release day. I made it beyond the shores of Outset Island, through the initial Forsaken Fortress infiltration, and finally to Windfall Island that night. It was there that I stopped playing and the next day I had to suffer an agonizing day of school before I could go home and explore that beautiful-looking village. That afternoon, I spent hours just immersing myself in Windfall Island, talking to all the people, taking on side-quests, and appreciating every little detail. By the time I was ready to set sail, I had forgotten that I had only just begun, that there was a whole entire ocean to explore. This level of giddy excitement, the knowledge that there's a huge adventure ahead of me, is one of the reasons why I love Zelda so much. With The Wind Waker HD, I re-lived this wonderful introduction to the game. It's been about two years since I last played through the original, so long enough that the experience felt fresh again. I again spent hours combing Windfall Island, talking to the townspeople, becoming the pictographer, Lenzo's apprentice, playing hide and seek with the Killer Bees, the local gang of boys, and playing a game of "Zelda Battleship" with the wacky and ever-lovable mini-game operator, Salvatore. And after all this, I had that same level of exuberance when it was time to set sail on the vast Great Sea. With all this, I mean to say that this is still The Wind Waker. The enjoyment I got from the first game is present and accounted for, and this magical experience is still just as magical in this new version, from the player's first steps on Outset Island all the way to the emotional finale. It's all there: the interesting character-driven side-quests; the secret-filled world; the atmospheric, engaging dungeons; the well-written story; the rich lore...this is The Wind Waker, and it's still fantastic.

Relax, this is still The Wind Waker

There's a lot I can say about The Wind Waker and everything that makes the game such a brilliant experience. The story is one of the best in the series, with the most relatable Link of them all; a young boy who isn't on some fixed, destined path, but simply wants to save his sister. Through this quest, the young hero learns of his world's troubled past and confronts an ancient evil that threatens the existence of all he holds dear, including his kind, old Grandma and aforementioned little sister, Aryll. This Link doesn't have anything handed to him. He hasn't been born into some sacred right and he has no relation to past heroes; he starts off as a goofy kid and grows throughout his adventure. He learns and he matures and in the end both the player and Link earn their status as a hero. The Legend of Zelda has never been about "badass" Link being all "epic" and going on lots of dark, brooding adventures, like some people like to think it is. It's a fairy tale. It's a magical story about a kid on a magical quest, with often some poetic and mature themes intertwined throughout. This is, at least, what the series is for me. The story in The Wind Waker is full of several of my favorite moments in the entire series; it's a heartfelt, bittersweet tale and is backed by perhaps the best main cast in the series, including by far the most compelling representation of the series' iconic recurring antagonist, Ganon. The final scenes of this game, without spoiling them, give definition and depth to what before had seemed largely like a very cut and dry tale of good vs. evil, and they prove that there's at least one writer at Nintendo (or who used to be at Nintendo) who gives a damn.

In addition to the moving story, The Wind Waker presents a vast world full of possibilities. When you're not exploring atmospheric dungeons and caves, undertaking interesting side-quests oftentimes involving colorful characters each with their own story to tell, and finding sunken treasure, you'll be participating in some of the best combat in the series. The Wind Waker's item-based, fluid combat made me realize just how lacking the combat of the recent Skyward Sword is (as fun as it can be at times). Where Skyward Sword's combat relied almost entirely on moving the sword in one of eight directions (nine counting the forward stab), The Wind Waker combines reliable and fluid sword combos and a simple, yet satisfying parry system with an array of wonderful items that are a blast to experiment with. Many enemies are weak to a particular item, but there's also a large degree of experimentation involved and always multiple ways to take out each foe. You could steal that Moblin's necklace with your grappling hook, then knock him out with a boomerang and perform a jumping strike on him or you could freeze him with an ice arrow and shatter him with a whack of your cartoonishly massive hammer. The Wind Waker gets great mileage out of all of its items, and even ones that aren't used often for solving puzzles and navigating the world, I found myself still using a lot because they are a blast to experiment with in combat.

Whacking this bird with that massive mallet is so satisfying

The combat is further augmented by a varied, vibrant cast of beasts that are full of personality and visual flair. From the strutting, grunting Moblins and ridiculous, squirming ChuChus, to the annoying swarms of Miniblins and screaming "Toucan Sam" Wizzrobes, to my favorite: the fiercely creepy ReDeads with their glowing red eyes, piercing screeches, and alarmingly large mouths, this is my favorite bestiary in the entire Zelda series. Every creature and critter is coupled with fantastic sound and visual design, from the bosses to the Bokoblins. Speaking of sound design for a moment, gosh dang is it great in The Wind Waker; the way each strike of the sword creates a new tone in the battle music, all the personable and hilarious character noises (like the unforgettable "Sploosh!"), the otherworldly gibberish speak of certain important characters, and Ganondorf's chilling laughter all leave a large impression. And the music is easily among the series' very best, tied with only Majora's Mask as my favorite Zelda soundtrack. The varied instrumentation and plethora of genres (one moment calming Celtic, the next haunting didgeridoos) capture every moment perfectly. I dare you not to get at least a little teary-eyed whenever Grandma's theme plays. Some of the music has been "updated" for The Wind Waker HD, so that it sounds more like real instruments. I'm not sure if all of the music got an update, because most of it sounds the same, but some tracks are clearly altered, such as Windfall Island's theme. I like the new versions (Outset Island sounds particularly great), but for some I might still prefer the original versions, like Windfall Island and Molgera's theme. Regardless, the new versions are still more than adequate and everything still sounds amazing.

Beyond the creatures and the beautiful music, the world of The Wind Waker is one of its strongest assets. Full of secret caves, grottoes, and little mini-dungeons, it is a joy to explore and make discoveries in. The game's larger dungeons fit into the world and the adventure in an organic way that not all Zelda games achieve. The first time you enter the Forsaken Fortress, you lose your sword and Link is powerless and weak. But later on when you return, you've gone through many trials and have grown and can then wreak havoc on enemies you once had to hide from. Dragon Roost Cavern, the game's first "proper" dungeon, is a natural part of the world and you can even see portions of it on the Dragon Roost mountain-side from outside the dungeon. The Forbidden Woods are another highlight, featuring an astonishingly haunting and magical atmosphere that feels right at home in the Zelda series. The Earth Temple, which appears later in the game, is a brilliantly-designed labyrinth with its creepy atmosphere and clever use of mirrors and light. This temple, as well as the dungeon that follows it, also has Link teaming up with another character and requires the cooperation of the two in order to progress. Single-player co-op like this can sometimes be more annoying and cumbersome than anything, but I really like it in TWW, where not only does it lead to unique problem-solving instances, but also lends itself well to the story. It really feels like you're on an adventure together with these other characters and there's a great sense of camaraderie.

The Earth Temple is easily one of my favorite dungeons in the series

I could go on and on about what The Wind Waker does right. I'll probably write a review of the original game one day and go into more detail, but for the purposes of this review, I'd like to talk about what is new in the HD remake, and what sets it apart from the original, which so far contains everything I've mentioned.

The most obviously noticeable difference with the new version are the visuals, but I'll get to those a bit later, as they are the most controversial of the remake's changes in my eyes. But as much as the visuals do present a big change in the game's aesthetics, there are actually many other changes that are far more substantial than the visuals and that really transform The Wind Waker HD into every bit a remake as Ocarina of Time 3D was, and maybe even more so in terms of making this a truly enhanced experience. The subtle yet brilliant integration of the Wii U GamePad and the smart tweaks to the game's interface, controls and almost everything else make The Wind Waker HD a seamless, smooth and immensely enjoyable experience. The Zelda series has always relied heavily on item management, forcing players to peruse pages and pages of items, tunics, and trinkets, not to mention toggle through maps and constantly switch out equipment. The Wind Waker HD streamlines all of these processes to an extent that will make going back the original's single-screen experience difficult. Having all of Link's items constantly at the player's fingertips on the GamePad screen, and being able to drag and drop items into equipment slots with the touch of finger is an intuitive, excellent system. Not only this, but with the touch of a button or a finger, the massive overworld map can be brought up, assuring that at all times, the player also has a mini GPS on the second screen. This "GPS" comes in especially handy when searching for the game's numerous sunken treasure chests, or if you just want to confirm where you are and where you are headed on the map. Combine all this with the option to unclutter the HUD on the main screen by removing intrusive icons and what you have is a Zelda experience that keeps all the map toggling and inventory management in one's hands and the beautiful experience on the big TV in front of their eyes.

Having all of those items on the second screen is one of the best uses of the Wii U GamePad yet

In addition to the great integration of the Wii U hardware, Nintendo has made several other smart changes. Instead of taking up an item slot, the sail now has its own designated button, and so does the titular conductor's baton, the Wind Waker. When out at sea, your boat's cannon and grappling hook also now have their own buttons, freeing up even more space. An aiming reticule has been added to the cannon, making sea combat much more precise and enjoyable (not to mention the fact that Link does not get annoyingly knocked out of his boat every time he gets hit when at sea any more), and gyroscope controls have been added so that a player can tilt the GamePad when in first-person mode to look around and aim projectile weapons. These motion controls, which were also featured in Ocarina of Time 3D, might take a little getting used to at first, but they're unobtrusive and make precision aiming much easier. The ability to walk around in first-person a la Skyward Sword has also been added. All these and other subtle changes, like making Wind Waker conducting a much quicker experience by cutting out Link's follow-up animations every time after the first time a save is loaded, eliminate a lot of the little hang-ups that the original game, admittedly, was prey to. These hang-ups have never impeded my overall enjoyment of the original in any major way since the core experience is just so engaging to me, but after all of these enhancements, going back to play the original is honestly going to seem like a clunky and unwieldy experience at first, and will certainly take getting used to.

Then there's the new "Swift Sail", an optional faster sail that can be turned on and off at will after acquiring it. In addition to being much faster than the regular sail, the Swift Sail is also always full of wind, which means that it basically eliminates the need for the Wind Waker when out at sea, as quickly pulling out the Swift Sail and turning will automatically change the wind's direction. At first, I was against this kind of immersion-breaking tool just for the sake of getting around a bit quicker, but after finishing the game, I can honestly say it's a god-send. I have always enjoyed the sailing experience in The Wind Waker and have always loved exploring its immense aquatic world, but I'll admit that those times when I just have to make a slight u-turn and have to take out the Wind Waker to conduct every time do get quite tedious. The Swift Sail streamlines sailing to an extent that doesn't break the game or eliminate that aspect of the game, but simply cuts out the frustrating parts about it and makes moving around the Great Sea much more fluid and enjoyable. During my playthrough, I would still use the regular sail when leisurely exploring, but when just getting from place to place, or when I had to suddenly change direction or change direction multiple times in quick succession, the Swift Sail was a very welcome option. It also feels really nice speeding about with the faster sail, and there's a fantastic sense of momentum and energy that something like the bird riding in Skyward Sword truly lacked. I wish there was an in-game reason why the Swift Sail was always magically full of wind, and the way in which it is acquired is a bit questionable; I like that it's an upgrade and that it isn't available from the start, but it can only be found after first winning several items at the auction house on Windfall Island and it's entirely possibly that some less-thorough players might miss it entirely. While the speedier sail is hinted at if players take the time to explore and talk to different characters, I think it may have been better suited as a mandatory upgrade that is acquired around halfway through the quest, as it makes navigating the world so much more seamless. I say it should be acquired about halfway, because that's around the time that I chose to get it (I knew where it was, but wanted to hold off), and it felt like a natural and exciting upgrade at that time. If players acquire it too early, they might not appreciate it much and also might feel the desire to speed about everywhere, diminishing that grand feeling of adventure and appreciation of the vast world in the game that comes from the longer, more drawn-out sea-faring voyages. All in all though, the Swift Sail is yet another smart addition.

The Swift Sail can be acquired very early, but I'd recommend waiting a bit so it feels more like an incremental upgrade

Even though they are in the vast minority, a couple things that were changed are not for the better unfortunately. Mainly, the way the wind direction is chosen after conducting with the Wind Waker is far inferior in the HD version to the original's method. Instead of a giant compass appearing in the middle of the screen and the wind direction being nothing more than a quick flick of the analog stick in whatever cardinal direction a player wants the wind to blow in, now the compass is smaller and in the bottom right-hand side, and the direction can no longer be directly chosen, but instead the player must press left or right and cycle through all the directions before reaching the one they want. It's noteworthy that the touch screen can be used in a way similar to the original, but why is using the control stick, which I find to be the more natural option in this case, such a slow and stilted experience? Another change I'm not fond of is how the boat slows down to a crawl whenever you are near an island, no matter which way the wind is blowing. This is fine most of the time, as you usually want to slow down when near an island anyway, but it can be incredibly jarring when you get too close to an island when sailing, just wanting to pass on by, and suddenly slow to crawl, or when navigating areas like the reefs. This addition feels like an idea carried over from modern 3D Zelda games (Twilight Princess and Skyward Sword), which forcefully slow Link's movement when he's in a building. I hate this kind of artificial, forced change in the way a character (or boat) handles. I like the controls and physics of a game to always be constant and reliable, not at the whim of the invisible developer's hand that can slow me down when they choose to see fit. Unless there's a particular narrative reason why my character suddenly moves in a different way, or unless it enhances the experience or immersion in some way (and these changes in Zelda fulfill neither requirement), it only serves to frustrate me. This is a minor issue in the grand scheme of things, but it's indicative of some of the modern design philosophies in the Zelda series that I really want to see go away, because they add nothing to the games, feel clunky, and only serve to annoy. Link has his full array of moves and his top speed while indoors in The Wind Waker: he can roll, climb, run, crawl, all of it, and it feels just fine, so why do Twilight Princess Link and Skyward Sword Link have to feel like they are moving through syrup and lose their ability to perform basic actions while indoors? If the answer is because Link would not "realistically" run about, climb all over someone's kitchen table, and throw their pots around while indoors, than I think someone is failing to recognize one of the central charms of the Zelda series. Nitpicks, but these are all details that are important to me in Zelda, and in any game really.

Despite a few discrepancies though, by and large the improvements made possible through the Wii U GamePad and all the smart design decisions greatly improve the overall play experience of The Wind Waker and leave the player free to enjoy all that this marvelous adventure has to offer. Oh, and for those who whine about the Triforce quest (which I've always thought was a positive aspect of the experience, and by the way can be started very early in the game and can be mostly completed before the Wind Temple by just naturally exploring), they've tweaked that too so that now five Triforce pieces are directly found in treasure chests at the end of mini-dungeons and the remaining three still require a chart to be deciphered. Eiji Aonuma, overseer of all things Zelda at Nintendo and the director for the original Wind Waker, mentioned before the HD remake's release that he thought the problem with the original's Triforce quest was that the player did not feel like the reward they got for the effort they put in was adequate and now I know what he meant. The places where you get the Triforce pieces directly are the more involved portions of the quest: the monster-filled mini-dungeons, the Ghost Ship, etc. while the three Triforce charts are much easier to reach, found in places like a small enemy ship that needs to be sunk with a few cannon shots. Every time I play The Wind Waker, I always forget about the whole chart process and in my memory, I feel like the pieces were found directly where you got the charts, so I think this is a smart change and a natural evolution that keeps the quest intact yet cuts out some of the tedium of having to go from chart to Tingle (who deciphers them) to piece for every single fragment.

Five Triforce shards are now found directly

One of the new features of the game that surprised me the most was the Miiverse functionality. The addition of Miiverse integration through the use of the Tingle Bottle (an item that replaces the Tingle Tuner from the original and allows players to send messages out to sea that can be discovered by other players in their own games) coupled with the vastly improved storage capacity of the Picto Box/camera (12 pictures now instead of 3) not only make side-quests like the gigantic figurine quest much more streamlined and manageable, but literally transformed The Wind Waker into an entirely new experience for me. You see, as soon as I realized that my pictographs could be sent out to sea and stored in what basically amounts to an online photo-journal on Miiverse, The Wind Waker HD transformed from just another Zelda adventure into a beautiful and wonderful vacation. Whenever I travel, I always take a billion pictures, and I've always loved the art of photography. My journey through The Wind Waker HD was no different. A very large portion of my time, actually more like the majority of my time, with the game was spent questing for the perfect pictograph or screenshot (by pressing the home button at any time in the game, a screenshot can be taken of the current scene in the game, a feature which follows the same principals of photography and allowed me to further my picture-taking obsession). I spent so much time waiting for the full moon to be at just the right angle so that it was lined up behind Valoo the dragon sitting atop his mountain perch for a gorgeous silhouette shot, or waiting for the sun to set on Ice Ring Isle for a beautiful twilit snowfall shot, or taking all the brilliantly atmospheric shots I got in the Earth Temple...I even incorporated this feature into the story by writing notes to Link's Grandma along with pictures, almost like postcards, letting her know how I was doing on my adventure. This application opened up a beautiful bottle of creativity for me and created a deep meta-game where The Wind Waker wasn't just a great Zelda game, but a great photography game as well. The world of the Great Sea is full so many little details and beautiful sights that it all seemed like such a natural and obvious thing to do. While many of the Tingle Bottles I found from other players were admittedly full of asinine comments, spam, or streams of the same exact selfie of Link posing with the game's first boss (yeah, "ha ha ha", you're so clever...you and everyone else who took that picture), there were some diamonds in the rough and I was able to find at least one other who had the same inclination towards photography as me (except that he was solely taking black and white pictures, which reminds me that I would have appreciated the ability to freely switch between black and white and color photography, instead of the color Picto Box simply overwriting the black and white one if it is optionally acquired). The only downsides to Miiverse are the character limitation on posts which frequently annoyed me (I understand why there is one, but can't it be a little more than just 100-200 measly characters?) and the lack of an ability to properly organize and view my hundreds of photos or save them on my own computer (cause' I'm really proud of some of them, damnit!). Also, the Tingle Bottle feature can also really benefit or harm immersion depending on how it is used. It can benefit it if your Link just happens to really like to take pictures of this beautiful world and thus can form more of a connection between the player and the world, or as I already mentioned, you can send notes to your Grandma or something like that. But more likely it has the potential to take you out of the experience when these shiny bottles are literally everywhere when out at sea, sometimes even showing up in places where they really don't belong (in the Forsaken Fortress, for example), which is not only distracting but also immersion-shattering when you pick one up and it's a selfie of a smiling Link with Ganondorf behind him about to slice him in two. I'd definitely recommend turning the whole Tingle Bottle/Miiverse feature off entirely if you are playing The Wind Waker for the first time, as you will encounter spoilers because everyone seems to forget to check that "spoiler" option. Anyway, my personal photography quest is a side of the game that can be completely ignored (and the next time I play the game, probably will be, so I can just enjoy the adventure itself without constantly pausing the experience for that perfect picture!), but it's there, and even if it's accidental, is something quite amazing. I took about 500 pictographs and screenshots that I posted to Miiverse throughout my adventure.

The best part about all of these additions and changes is that they are all optional. Don't like using the GamePad and want the more traditional Wind Waker experience? The game supports the traditional Wii U Pro controller. Don't like Gyroscopic aiming? You can turn it off. Don't want other people's obnoxious selfies polluting the Great Sea? You can turn all Miiverse features off. There's also a more difficult Hero Mode (which works just like it did in Skyward Sword; enemies do double damage and there are no recovery hearts) available right from the start that can also be toggled on and off at any point during your adventure. I have been saying for a while now that Nintendo games, especially Zelda games, would benefit greatly from more options and The Wind Waker HD delivers in this department. All of these optional changes and upgrades might just make The Wind Waker HD the most intuitive and smartly-designed Zelda yet, at least from an interface and gameplay standpoint, and I'm overall very pleased with the end product. So...what about those visuals?

This is where my adventure truly began...

The visual changes made in The Wind Waker HD are still a touchy subject for me. The original is one of those games that benefited from a highly stylized and fully realized artistic vision, and unlike many games from the time that aimed to emulate real life, it has aged incredibly gracefully. Despite the obvious low resolution when playing the original on a GameCube or Wii, the game still looks great. It's colorful and vibrant and every bit the living cartoon that the developers aimed for. So, since the original still looks so great, and since we know it also looks great upscaled to 1080p thanks to the Dolphin emulator, than this begs the question: why did Nintendo alter so much of the original's art-style? There is no denying that TWWHD is a totally different beast from the original visually. With sharper lighting, lots of bloom, a more realistic-looking skyline and other changes, TWWHD is more of a "realistic cartoon" than a, well, "cartoony cartoon" like the original. If you take a look at any screenshot from the original, it looks like it could be a still from a 2D animation; in essence, the original felt like one was playing a cartoon (as opposed to watching one). With TWWHD, the new lighting system gives everything sharper outlines and a clear definition, meaning that with TWWHD, things are indeed sometimes more akin to a Pixar film or 3D animated movie rather than, say, a classic 2D Disney film like Aladdin, which the original more closely resembled. I think Matthewmatosis said it well (when does he not?) when he said that, "If The Wind Waker is a cartoon, than the The Wind Waker HD is a plastic toy of that cartoon". While in sunny, daytime environments, TWWHD looks comparable to the original's cel-shading aesthetic, but in darker areas, things take on a much different tone and Link sometimes looks like a clay or 3D-animated model. This "clay effect" is especially noticeable if you walk up to a torch in a dark area; the definition of Link's shape changes dramatically. Because of all this, The Wind Waker HD is constantly at odds with itself artistically. It's as if the game has two distinct art-styles and while I don't dislike either one, it's when they both mix, sometimes with literally the front half of Link looking cel-shading and his back looking like it's made out of soft, smooth clay, that this becomes quite jarring. At times, the "clay" look can look quite nice, like in the Mother Isle interior where Link meets the fairy queen, but at others it just pops up and clashes with the toon look. The original game is much more cohesive visually, and the new one is a bit of a Frankenstein's monster in terms of art direction, with various qualities clashing together.

All this said though, The Wind Waker HD is certainly a very beautiful game. All the screenshots and pictographs I captured over the course of my playthrough were the result of me stopping in my tracks and simply taking in and observing my environment. I was constantly being taken away by how beautiful the game is at every turn, from that rosy twilit snowfall on Ice Ring Isle I mentioned earlier, to a breathtaking starry sky at the peak of Dragon Roost, to the sunny shores of the bustling Windfall Island. So I would not say TWWHD is a bad-looking game. It's a fantastic-looking game; it's just ungraceful artistically. Likewise, I still think the original, if you compare 1080p HD Dolphin footage of it with the new version (which is only fair), still looks brilliant and still has a unqiue art-style that holds up perfectly. There are some areas of the original that look night and day from the new version, like when entering the particle-filled, enchanted underground grotto on Pawprint Isle (a scene that perfectly embodies Zelda for me), which looks like a scene directly pulled from an animated fantasy film in the original, and one that just doesn't have the same kind of impact in the HD remake. The neon colors, sharp shadows and bright sunlight of The Wind Waker HD, however, create a nice, warm, sunny atmosphere during the day, while the brilliantly lit starlight sky and moon create a cool, peaceful one at night, and all help to draw the player further into this wondrous world.

A Tales of Two Art-styles: On the left we have a 2D cartoon in real time; on the right, that cartoon has entered the real world...

In the end, I'm fond of both visual efforts. I'd say the original is more artistically cohesive, but the new one is still a bright, colorful, wonderful-looking game. The unfortunate part is I'm afraid that many will not be willing to still appreciate the original, or even consider it any more with all the gameplay enhancements made to the HD version, and will simply let the new version overwrite the original and be the definitve version. But when the art and visuals of The Wind Waker on GameCube are still so strong and something totally unqiue from The Wind Waker HD, the original still has plenty of artistic merit and should still be recognized for it. Therefore, I agree with Matthewmatosis in the video I linked above that there is no definitive version, unless you separate the art from the gameplay experience. Purely gameplay and interface-wise, TWWHD is the definitive experience, but when taking the visuals into account, the situation gets trickier. Also, there is at least one baffling change to the HD version's content that I haven't mentioned yet that really bugs me. The Ghost Ship, an area visited as part of the Triforce quest, is a shadow of its former self in TWWHD. It's visual design and overall atmosphere have been drastically changed in the remake, and not for the better. The original Ghost Ship seemed otherworldly and was torn apart at the sides and top, with a creepy, ghostly realm visible outside. There was also a very disturbing face hanging on the wall that would appear menacing and monstrous when far away from it, but change to a normal, solemn face when close. In TWWHD, the ship is now just a regular enclosed hull identical to the submarines found throughout the game, but with a bright blue misty floor with ghost faces on it. The changing face I mentioned before no longer changes but just stays the regular solemn face the whole time. All this makes the Ghost Ship feel like just another submarine area with a bit more visual flair (which was already a complaint some might lobby against the original, but that complaint is twice as validated now). I unquestionably prefer the original Ghost Ship and don't understand the reason why they made these changes. This is the only major alteration to the game's actual content that I can think of that truly turned me off though. There are some other changes, but nothing that felt too distracting.

The only other complaint I have with The Wind Waker HD has to do with the polish of the game. I'm not sure about other players, but I encountered quite a few technical issues in the game, or at least a lot more than the average Nintendo-developed video game, which are usually buttery-smooth experiences (I know the Zelda series has some funky glitches, but I don't go purposefully looking for them myself and thus never find them). None of these issues were game-breaking by any means, and none of them spoiled the experience as a whole, but there were some graphical oddities and other things that broke my immersion a few times. Also, the new lighting system just looks a bit...shaky in some areas, as in it flickers and just looks messy, but this isn't too drastic an issue. The game mostly looks terrific resolution-wise on a big screen, but the shadows in the game are also unfortunately quite jagged and thus it's not perfect. Perhaps the biggest complaint I have with the presentation is that throughout the game, I would sometimes experience some truly appalling slowdown and frame-rate drops, especially when arriving at new areas and islands on the map which featured a lot of activity. Windfall Island in particular, a busy and densely-populated locale, slowed my game to a crawl at times. At first I thought this might be because of the Swift Sail, and that areas were being forced to load too quickly when I used it, but alas these issues still occurred when I tried approaching Windfall with the regular sail. I didn't remember the original having these kinds of frame-rate drops, so I tried it out to check. While there might have been some slowdown during my test, it wasn't much, and at the very least it was much less noticeable. I know The Wind Waker is a big game, but there's no reason why the 2013 HD edition should have more slowdown issues and frame-rate drops than the 2003 GameCube version. The Wind Waker HD had a very short development cycle (about six months is what I heard) and perhaps the team just wasn't able to work out all the kinks in time. As a result, the game appears a bit less polished than Nintendo's usual fair, but none of this harms the game too detrimentally and issues are mostly minor luckily. Just something worth noting.

Link prepares to face his greatest foe yet: technical issues

Despite all my fears and initial hesitations about the work, I ended up greatly enjoying the new version of The Wind Waker and falling in love with this masterpiece all over again. I think overall the Zelda team did a great job re-mastering The Wind Waker and made some very smart design changes. While the changes in visual design are still debatable, the game is still incredibly beautiful and as Aonuma himself said, it's like the game and its world have been given new life. Not necessarily better life, but new life. The combination of the Picto Box, Tingle Bottle, and Miiverse turned the game into something else entirely for me and all the smart GamePad functionality make this game superior to the original interface-wise. In fact, The Wind Waker HD is the best use of the Wii U's unique controller that I've seen yet; subtle, helpful, not gimmicky or intrusive but only enhancing, this functionality is what the Wii U GamePad should be used for and proves that it was a good idea after all...it's just ironic that a remake of a ten-year-old GameCube game is the title to prove it. Basically, the GamePad brings the dual-screen experience of the DS to a home console, and many of the ideas that work well on that handheld can also work well on the Wii U. I'm excited that Aonuma has said that The Wind Waker HD, with its huge open world, great control systems, and everything else it does right is the testing ground for the new original Wii U Zelda game, as in my eyes this can only mean great things. I always say that there's no easily definitive "best" Zelda game, and while I adamantly hold to that idea, The Wind Waker is without a doubt among the best, and in many ways could be considered the strongest game in the series. It's a magical, delightful, emotional journey that you'll never forget. It intelligently ties into previous games in the series (Ocarina of Time in particular), reaches deep into the series' lore and meaningfully expands it, and in many ways is the bittersweet story of old ways having to die in order to make way for a new generation, in order to give the world a future, in order to give it hope. Possible spoiler warning if you've never played the game...but back in 2003, the ending of the game was to me a way of the developers saying that things would never be the same for Zelda. Back then, the future of the series was open to any possibility and anything could happen. The Wind Waker was literally a game changer for the series; it altered everything that players thought they knew about the world of Zelda. It sacrificed the old ways in order to give an aging series new life. I couldn't wait to see where the series went next. Unfortunately, due to Nintendo caving in to fan demand (which I wish it would never, ever do), that bright, uncharted future was abandoned somewhat by subsequent titles, but now...now there's another chance. With The Wind Waker HD's release, the future is now once again full of possibilities, and once again I find myself excited about where the series will go next. The future is unpredictable and full of wonder and discovery and I can't wait to see what kind of adventures Link and Zelda will have next...




...Actually, I've already been experiencing the first of those new adventures...an adventure inspired by the past, but full of hope for the future...













Thursday, October 3, 2013

The Power of Video Games: How Pikmin 2 Helped Me Fight Depression


This is going to be a much more personal one. In my last "The Power of Video Games" post, I talked about how Ecco the Dolphin for Sega Genesis instilled a sense of fascinating terror in me that has followed me into adulthood. This time, I'd like to talk about a much different video game and quite a different experience.

I've been struggling with various anxiety conditions for as long as I can remember and as I've been told, anxiety can often open the door for depression to sneak in. Unfortunately, for the past two years, this sort of situation has been exactly what I've been dealing with. It got pretty bad last year, after my dog and best friend, Max, fell suddenly and rapidly ill over the course of a few weeks and then was diagnosed with severe, terminal cancer and consequently put to sleep all in the time of a single day. After this, coupled with a post-college stagnation in my life and a worsening resurgence of many of my anxious hang-ups, I began to get depressed.

Max

Now, depression isn't "feeling sad". It's not lying in bed for a few days after a break-up or crying all the time. I've heard and read about the symptoms of clinical depression, but really I can only describe my own experience and "sad" isn't the way to put it. Activities and situations that would normally make me happy and bring me joy began to bring me nothing at all. I began to have trouble getting out of bed and mustering the energy to do much of anything at all. I would try to go out with friends, but I would feel isolated in social situations. I don't think most people really noticed because I'm naturally quiet a lot of the time anyway, but there's a big difference between being my normal quiet and introversive self and feeling depressed. I would feel exhausted by social activities and feel like I had nothing to offer or to say at all. Afterwards, I would go home feeling lonely and worthless.

Likewise, activities that would normally bring me enjoyment during my personal time started to fall flat. This includes reading, writing, and of course, video games. I tried playing a lot of games, but I found myself struggling to really find that "sweet spot", that rich sense of immersion I normally get from the medium. There were moments of enjoyment here and there, sure, but it wasn't like before. There was just this sense of emptiness in me that seemed to be swallowing any and all positive vibes.

Late summer of last year, I decided to play three GameCube classics in anticipation of their upcoming sequels the following year. First up was the original Luigi's Mansion, and following that I decided to tackle the Pikmin series. I've owned the original Pikmin since its release, but never finished it. I started anew in the game and after finishing it, I picked up its sequel, Pikmin 2, which I'd never experienced on GameCube and which had conveniently just been re-released with enhanced pointer controls on the Wii.

I was able to get through Luigi's Mansion and Pikmin without much trouble since they are both relatively short experiences, but Pikmin 2 was another story.

I remember starting the game and enjoying what I initially played quite a bit. The improvements and new features compared to the original game caught my attention and this updated interface, lack of the 30-day time limit that made the first Pikmin feel rushed, and gigantic, real-world objects like a Duracell battery and a crushed soda can charmed me so much that I remember scolding myself for never having played the game before.

"Why have I never played this before?"

But then things hit a wall. Pikmin 2 is a much longer experience than the first game and try as hard as I might, I began to struggle to play to play the game for any lengthy period of time. As depression tugged at my ankles more and more and I began to sink deeper and deeper, I found it hard to do much more than sleep. I had to force myself to try to play Pikmin 2, but I began becoming overwhelmed and having to turn the game off after about half an hour of play. Real-time strategy games have never been my expertise, but Pikmin's unique premise and charming world attracted me. I wanted to get into the game, but its strategic nature and high-risk style of challenge began to make me stressed and overwhelmed. I just didn't feel up to managing these hundreds of tiny creatures and conquering the game's many challenges. I knew there was something about the game that I liked, loved even, but I just could not muster the energy.

So to give a broader picture of my life at this point, I was basically just waking up, going to work, coming home, trying to find enjoyment in something, usually failing, and going to sleep. On days off, I would sleep most of the day, wake up, eat something, and then sleep some more. I tried spending time with friends, I trried gaming, I tried doing other thing I enjoy, but everything just "fell flat". That seems to be the best way to describe it because that's how it felt, and how I felt. Just flat, empty. I didn't really have anything to look forward to and I just felt like nothing.

But then something happened.

One night, I was lying in bed around 9 o'clock at night. If you know me at all, you know that this is nowhere near my normal bedtime and is very unnatural. Like many other days, I didn't feel like doing anything and I simply just gave up, crawled into bed, and shut the lights off. But I knew this was wrong. I wasn't really tired. I didn't want to do this. I knew I was doing exactly what I shouldn't be doing. I was angry at myself. I wanted to fight this.

Reluctantly, I opened my eyes, dragged myself out of bed, and I decided to try. To try to overcome this. I turned on the TV and booted up Pikmin 2. I just wanted to try to play it, if only for an hour. To try to get some enjoyment out of an activity that has typically brought me so much fulfillment.

I don't know if it was the particular part of the game that I was in, or if my mood was just right, or maybe it had something to do with Pikmin being unlike any other game I'd ever played and thus it ignited something lost within me; it was probably some miraculous combination of all of these things. Whatever the case, that night I finally broke the barrier and got into something. I forgot about being depressed, forgot about anxiety, forgot about everything wrong in my life, and I simply lost myself in the weird and wonderful world of Pikmin. Everything suddenly clicked and the game didn't seem so difficult anymore, playing it didn't seem like an insurmountable task. As I journeyed deeper and deeper into one of the game's multi-leveled cavernous dungeons, I began to feel something again.

For the first time in months, I really felt something. A hole being filled in. Accomplishment. Joy.


Working together

By the time I had finished playing that night, after about a five hour session, it was well into the early hours of the morning. I hadn't looked back once while playing. I just played. For me, at the time, to find myself having been deeply involved with something while feeling no nagging feelings or no fatigue, felt like a miracle.

And honest to God, it was all uphill from there. Don't get me wrong, I wasn't magically cured of all my anxiety and depression. I didn't open my window shouting about Christmas morning and go running through the flower fields smiling and laughing. Oh, I still had issues; oh I still do have issues. But after that night, after Pikmin 2 dragged me up and pulled me in, I began to feel better. No, not to feel better, but to feel more normal. I was enjoying a video game again, and I realized that I had only just scratched the surface of Pikmin 2, a lengthy, atmospheric, and challenging experience. When I finally finished the game towards the end of the year, I felt exhilarated. After conquering the game's terrifying final creature, rescuing my partner, Louie, and salvaging every last piece of treasure in the game, I felt a massive feeling of accomplishment. Not because I'd finished a video game, I've finished many of them, but because I felt like I had dealt a serious blow to depression, that I had spit in its face and fought back, that I had cut through all of its shackles and conquered something (and not only that, but legimately enjoyed something) that depression told me I could not.

After that, I began to enjoy playing games again. And after being able to enjoy myself when I was alone, I began to enjoy spending time with friends again. I began to look forward to things again, become excited about things that I'm passionate about again, and to feel some hope again. And there are no words that can accurately describe how good that felt and how thankful I am for these kinds of feelings that so many take for granted.

I am far from being in the perfect place in my life today, I'm still wrestling with depression and discontent, and I will always be fighting a war with anxiety. But I am far better at this present moment right now than I was one year ago. And although at the end of the day, it's because of my own perseverance and determination that I've been able to fight back against depression, it was Pikmin 2 that helped pull me back, and it's this strange, wondrous video game, this fresh, unique experience that was unlike anything I'd ever played before, that I ultimately want to thank today.

Thanks Miyamoto and Co.