The Legend of Zelda: The Wind Waker From ... - Douglas Wilson
The Legend of Zelda: The Wind Waker From ... - Douglas Wilson
The Legend of Zelda: The Wind Waker From ... - Douglas Wilson
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<strong>The</strong> <strong>Legend</strong> <strong>of</strong> <strong>Zelda</strong> transcended this quality <strong>of</strong> disposability, precisely because<br />
its areas interconnected to form one unified mega-environment. In the absence <strong>of</strong> any<br />
time limit, players could wander Hyrule on their own terms. <strong>The</strong> game required Link to<br />
explore and re-explore each area, whether in search <strong>of</strong> dungeon entrances and items, or<br />
simply passing through while trekking across the gameworld. Even in the maze-like,<br />
significantly less open-ended dungeons, players were forced to retrace multiple paths. In<br />
addition, <strong>The</strong> <strong>Legend</strong> <strong>of</strong> <strong>Zelda</strong> abandoned the notion <strong>of</strong> “multiple games” almost entirely.<br />
<strong>The</strong> <strong>Zelda</strong> game cartridge introduced a battery backup feature that allowed players to<br />
save their progress and resume their quest in the next play session. “Dying” now signified<br />
a minor setback rather than an unambiguous “game over.” Effectively, the save<br />
mechanism shifted the gameplay balance from performance to exploration and character<br />
development.<br />
In many ways, the 1988 sequel <strong>Zelda</strong> II: <strong>The</strong> Adventure <strong>of</strong> Link signified a step<br />
back towards the action-first design <strong>of</strong> Super Mario Bros. Despite a handful <strong>of</strong> small<br />
design changes clearly derived from traditional role-playing games (RPGs), players once<br />
again navigated Link through Hyrule in search <strong>of</strong> palace-dungeons. But this time around,<br />
the overworld was presented in a more map-like top-down view. Although it was no<br />
longer broken into discrete screens (the view panned slowly along with the player), the<br />
new overworld lacked the interactive potential <strong>of</strong> its predecessor. Instead, much <strong>of</strong> the<br />
action and exploration had been abstracted into a secondary sidescrolling mode. Towns,<br />
dungeons, caves, and battle sequences were now rendered in an entirely separate, pr<strong>of</strong>ile<br />
perspective and with different artwork. <strong>The</strong> sequel was first and foremost a <strong>Zelda</strong> game,<br />
but the new sidescrolling view channeled the jump-intensive “platformer” spirit <strong>of</strong> Super<br />
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