If youāve ever had the misfortune of drinking with me and bringing up the subject of video games, youāll have suffered through me telling you how Wind Waker isnāt just my favourite Zelda game of all time, itās my favourite game of all time.
Note I say my favourite, and not the best. For one, Iām not going to tell you what the best game is. Horses for courses, etc. And secondly, Wind Waker had some serious issues, which I was able to overlook in 2003 but which I concede are totally justifiable reasons to hate the game.
Iāll get to those later. For now, the good stuff. Apologies if this reads as something of a love letter to a decade-old game, but this is an HD version of a decade-old game, and I do love it, and plenty of people havenāt played this game and should, so indulge me!
At least as far as my tastes in gaming go, this is the perfect game. Itās escapism at its finest. Even Skyrim, the poster child for open-world questing, has its boundaries. Wind Waker laughs at the notion of boundaries. If thereās an island you can visit it, if thereās a door you can open it. You donāt need to dock to get out of your ship, you can justā¦jump out. Or fly over it. Pretty much anywhere.
There are no loading screens. Few segmented areas. For the most part, once the game loads at bootup, thatās it. The transition from the open sea to an island town and back to the sea is seamless, and wonderful, giving you a sense of freedom and cohesiveness to the world that no other Zelda game ā or maybe any game ā comes close to.
And what a world it is. I flirt between wanting to holiday there, or just move there entirely. The blue skies, the bluer seas, the rich green grass, the cool sea breeze! Thereās visible wind in this game! Not even Far Cry 3 can make a game feel so sunny. It must be physically impossible to feel sad playing this game. Or cold.
If itās not the world putting a smile on your face, itās the gameās combat. When people talk about Wind Waker, itās the aesthetic that starts the conversation, and sometimes even ends it, which is a pity, because that overshadows perhaps the gameās other strongpoint: a swift, elegant and even musical combat system thatās a joy to partake in. Itās smooth as butter.
Look at me. Iām talking about a 2003 game like itās a new release, telling you all about it as if you had no idea whatās going on. But thatās exactly how you should treat it, and I suspect is partly why Nintendo chose to release this game, ahead of others in the series, as its first Wii U remake.
The original was too ahead of its time. Visually, thematically, even its world design. People always call for Nintendo to be braver, more adventurous with its flagship series. Well, this was brave. People just didnāt realise it at the time.
I mean, without going into too many spoilers, this is a post-apocalyptic Zelda. Everything you knew and loved about the series, at least visually, is gone. Itās Link, as Mad Max (orā¦Waterworld).
It had a true open world. No corridors disguised as mountain ranges, no artificial walls dividing regions, no pause between sailing on the sea and walking on land.
Going back to it, in a world where weāve since played Twilight Princess and Skyward Sword, only reinforces Wind Wakerās boldness. This game, and not the two major entries in the series released since, feels the freshest.
So if youāve ever in the last seven years said Nintendo are too conservative, not willing to take creative risks with one of its most important properties, and havenāt played this game, you really need to.
Note however youāre not playing quite the same game. The visuals have of course been upgraded. Since the originalās were almost timeless, this led some ā including myself ā to question the decision to mess with stuff like the lighting. But what looked blasphemous in screenshots is just fine in motion. Actually, ājust fineā is selling this short. I know this is a 2003 game with hi-res textures and a few extra effects applied, but that doesnāt stop Wind Waker HD being one of the best-looking video games ever made.
Itās also got a few other neat little extras. The gameās camera, essential for serious toy collectors, now lets you take selfies. Really. The use of the Wii U controller also means you get the option of motion-controlled aiming (which works pretty well), and thereās even a first-person mode for walking around and using ranged weapons.
But hey. Enough with the sunshine. The game isnāt perfect, and the visuals arenāt the only thing thatās been changed. Two things stand out for most when talking dirty about Wind Waker: the tedium of sailing (which you do a lot of) and the soul-crushing banality of the gameās final quest.
Nintendo has tried to fix both of these things, with mixed results. Itās as though Nintendo only fixed them because people told them they had to. Doing so reluctantly, huffing, like a child only saying āsorryā because its mother told it to.
Sailing first. Very early on, you get access to the āswift sailā, a magnificent tool which not only makes your ship sail faster, but also removes the need for you to constantly change the direction of the wind every time you wanted to turn a corner (a massive pain in the ass in the original).
This fundamentally game-changing device is, for some reason, kept entirely secret from the player. Itās never hinted at, never announced. You will only find it (randomly in Windfall Islandās auction house) by accident, or by someone telling you (youāre welcome). Iām sure there will be many who buy this game and never find it, especially newcomers to Wind Waker, whichā¦kinda defeats the point of putting it in there in the first place, doesnāt it?
(If you do get it, and get it earlyā¦itās the best, as rather than rushing you through the game, which is maybe why Nintendo kept it quiet, it only encourages further exploration).
The other sore point ā and this one is sore ā is the gameās Triforce Quest. Near the very end of the game, youāre sent on a hunt to find the eight splintered pieces of the Triforce of Courage. In the original, this was the worst. By this stage youād built up a head of steam from adventuring and monster-slaying, had readied yourself to face Ganon believing your quest to be at an end and thenā¦surprise! Hours of tedium. Hours and hours of puzzle solving, sailing, finding sea charts and winching up chests off the ocean floor.
Nintendo says it has made this easier. And it hasā¦a little. A few pieces you needed to find a chart for then find the piece of Triforce have been fixed, so now you only need to find the piece itself. Hooray? The quest itself still sticks out though, is still far too long, and still involves too much needless running around. If they were going to really fix it, they should have fixed it.
Itās a shame. One of the reasons Wind Waker is so damn good is that itās a world you can lose yourself in for dozens, if not hundreds of hours. Thereās more peripheral stuff to do than youāll likely ever see or even attempt. It is the last Zelda game on Earth to require needless padding in its rear section, but between the Triforce Quest and subsequent trudge up Ganonās Tower, thatās exactly what it got.
Luckily, itās redeemed by a final battle that may not be memorable for its action, but sure is for its conclusion.
The 2013 version of Wind Waker, then, still isnāt perfect. But itās still my favourite game of all time. What was once the finest example of an open-world adventure in gaming, a true escapistās delight, is just as liberating, enjoyable and dare I say important today as it was in 2003.
Only now it looks better. And maybe more people will get the chance to appreciate it for the special game that it is.