[ 3 / biz / cgl / ck / diy / fa / ic / jp / lit / sci / vr / vt ] [ index / top / reports ] [ become a patron ] [ status ]
2023-11: Warosu is now out of extended maintenance.

/vr/ - Retro Games

Search:


View post   

>> No.9071525 [View]
File: 14 KB, 367x352, 1632605102895.jpg [View same] [iqdb] [saucenao] [google]
9071525

>>9071442
ok? keep bringing up your fag headcanon & stay mad. wont make your gay crush will like you back.

>> No.8175276 [View]
File: 14 KB, 367x352, 1328943986664.jpg [View same] [iqdb] [saucenao] [google]
8175276

I was still a kid when Wind Waker came out, so I never really got the huge fuss over the art style. At least not at the time. I think the basic character and their expressions look nice and Wind Waker Link definitely has a kid appeal that has clearly endeared him to a lot of people on this site. And everyone loves the swirly smoke.
But that's pretty much where the art style stops being good. Have you guys ever looked at the actual visual design of a lot of the locations in the games -- specifically the temples? All of them but Ganon's Tower and Tower of the Gods are really goddamn boring visually. Dragon's Roost Cavern, Forbidden Woods, Earth Temple, Wind Temple. There's absolutely nothing good about any of the art design of these. Then compare them to the N64 Zelda games; only Dodongo's Cavern has the same simplicity as all but two of Wind Waker's dungeons.

But that's not really that big of a knock against Wind Waker. The real issue with Wind Waker, as anyone can tell you, is that the puzzles are too easy, the combat is simplified down to QTEs and the base gameplay of sailing is boring at best. I replay OoT and MM about once every couple of years, but after playing WW two years back I firmly feel like I never want to touch the game again.

Navigation
View posts[+24][+48][+96]