History YMMV / TheLegendOfZeldaTheWindWaker

23rd Sep '16 3:12:42 PM SenorCornholio
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** Jahalla, for being a humorous and light-hearted boss in contrast to everything else in his temple.

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** Jahalla, Jalhalla, for being a humorous and light-hearted boss in contrast to everything else in his temple.
23rd Sep '16 3:10:00 PM SenorCornholio
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** The third stage of Puppet Ganon. After an entire game of boss fights that were interesting and visually engaging but not particularly hard, and enemies that constantly dropped generous supplies of needed items, the [[spoiler:worm form that rockets around the room while you try in vain to shoot its butt with an arrow]], fought in a room that is not particularly forgiving with its arrow or magic drops, can feel punishingly difficult.

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** The third stage of Puppet Ganon.Ganon, which fittingly enough resembles and moves like [[VideoGame/TheLegendOfZeldaALinkToThePast Moldorm]]. After an entire game of boss fights that were interesting and visually engaging but not particularly hard, and enemies that constantly dropped generous supplies of needed items, the [[spoiler:worm form that rockets around the room while you try in vain to shoot its butt with an arrow]], fought in a room that is not particularly forgiving with its arrow or magic drops, can feel punishingly difficult.



** The Nintendo Gallery requires you to get a Deluxe Picto Box (Only accessible past a certain part of the game), which can only carry three pictures at a time, and get a full-bodied, front shot picture of every single character in the game. This includes bosses. And enemies. Ever tried to take a decent picture of something when it's trying to kill you? And the Red Wizzrobe only appears in one dungeon, moves around, and ''summons'' more baddies to attack you! And was it mentioned you have to wait a full day for every single figurine to be made? Oh, and the characters that you can't take a picture of (Great Fairies, sage spirits, etc.)? You have to buy them. According to the guide, there are 134 in total. That's 268 times you have to play the song of passing. Have fun. It's been fortunately improved in the HD rerelease, where a tiny "Good!" marker is added whenever you get a picture that will be acceptable for Carlov to turn into a figurine, and he can take 12 pictures a day instead of just one. Also, you can get pictographs from bottles on Miiverse, but if you miss the ones that can be LostForever, [[{{LuckBasedMission}} it'll probably take a LONG time to get the ones you'll need]].

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** The Nintendo Gallery requires you to get a Deluxe Picto Box (Only accessible past a certain part of the game), which can only carry three pictures at a time, and get a full-bodied, front shot picture of every single character in the game. This includes bosses. And enemies. Ever tried to take a decent picture of something when it's trying to kill you? And the Red Wizzrobe only appears in one dungeon, moves around, and ''summons'' more baddies to attack you! And was it mentioned you have to wait a full day for every single figurine to be made? Oh, and the characters that you can't take a picture of (Great Fairies, sage spirits, etc.)? You have to buy them. According to the guide, there are 134 in total. That's 268 times you have to play the song of passing. Have fun. It's been fortunately improved in the HD rerelease, where a tiny "Good!" marker is added whenever you get a picture that will be acceptable for Carlov to turn into a figurine, and he can take 12 pictures a day instead of just one.one (which, by the way, is now the amount of pictures the Picto Box can store, so you can potentially get most of the pictographs you need in one or two trips). Also, you can get pictographs from bottles on Miiverse, but if you miss the ones that can be LostForever, [[{{LuckBasedMission}} it'll probably take a LONG time to get the ones you'll need]].



** Getting a Heart Piece from Orca requires you hitting him ''500 times'' before he hits you three times. Even if you can get into the rhythm of hitting him then immediately mashing a and back when he blocks, there are times where Orca will ''still'' hit you before you can either jump out of the way or Link can pull off his counter dodge. Essentially, this can cause the entire thing to become a LuckBasedMission depending on whether or not Orca decides "no, f**k your counter! You die now!".

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** Getting a Heart Piece from Orca requires you hitting him ''500 times'' before he hits you three times. Even if you can get into the rhythm of hitting him then immediately mashing a and back when he blocks, there are times where Orca will ''still'' hit you before you can either jump out of the way or Link can pull off his counter dodge. Essentially, this can cause the entire thing to become a LuckBasedMission depending on whether or not Orca decides "no, f**k your counter! You die now!".[[note]]However, this can be averted if you simply do a combo or two and then block his attack; it takes longer, but it leaves yourself wide open less often.[[/note]]
23rd Sep '16 12:44:02 PM KingZeal
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* {{Irony}}: A meta example. The game features some pretty strong [[CentralTheme messages]] about new beginnings and the need to let go of the past. However, the backlash against the design choices made in The Wind Waker led directly into ''Twilight Princess'', a game that leans on the past so heavily it could easily be called Ocarina of Time 2.0.
23rd Sep '16 12:37:13 PM TokoWH
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Added DiffLines:

** Getting a Heart Piece from Orca requires you hitting him ''500 times'' before he hits you three times. Even if you can get into the rhythm of hitting him then immediately mashing a and back when he blocks, there are times where Orca will ''still'' hit you before you can either jump out of the way or Link can pull off his counter dodge. Essentially, this can cause the entire thing to become a LuckBasedMission depending on whether or not Orca decides "no, f**k your counter! You die now!".
** Getting the high score on the squid battleship mini-game to get a treasure chart that leads to a Heart Piece can be a massive pain, thanks to the fact that it [[LuckBasedMission all depends on the RNG of where they're place]]. Even with basic guesstimating ability based on square placement, it can still take you hours since you need to get ''under'', not ''tie'', the high score in order for it to count, and tieing the high score is, unfortunately, frustratingly common.
22nd Sep '16 7:51:00 AM darkhorse88
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* {{Irony}}: A meta example. The game features some pretty strong [[CentralTheme messages]] about new beginnings the need to let go of the past. However, the backlash against the design choices made in The Wind Waker led directly into ''Twilight Princess'', a game that leans on the past so heavily it could easily be called Ocarina of Time 2.0.

to:

* {{Irony}}: A meta example. The game features some pretty strong [[CentralTheme messages]] about new beginnings and the need to let go of the past. However, the backlash against the design choices made in The Wind Waker led directly into ''Twilight Princess'', a game that leans on the past so heavily it could easily be called Ocarina of Time 2.0.
22nd Sep '16 7:50:23 AM darkhorse88
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* [[Irony]]: A meta example. The game features some pretty strong [[CentralTheme messages]] about new beginnings the need to let go of the past. However, the backlash against the design choices made in The Wind Waker led directly into ''[[Videogame/TheLegendOfZeldaTwilightPrincess Twilight Princess]]'', a game that leans on the past so heavily it could easily be called Ocarina of Time 2.0.

to:

* [[Irony]]: {{Irony}}: A meta example. The game features some pretty strong [[CentralTheme messages]] about new beginnings the need to let go of the past. However, the backlash against the design choices made in The Wind Waker led directly into ''[[Videogame/TheLegendOfZeldaTwilightPrincess Twilight Princess]]'', ''Twilight Princess'', a game that leans on the past so heavily it could easily be called Ocarina of Time 2.0.
22nd Sep '16 7:48:01 AM darkhorse88
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* Irony: A meta example. The game features some pretty strong messages about new beginnings the need to let go of the past. However, the backlash against the design choices made in The Wind Waker led directly into [[Videogame/TheLegendOfZeldaTwilightPrincess Twilight Princess]], a game that leans on the past so heavily it could easily be called [[Videogame/TheLegendOfZeldaOcarinaOfTime Ocarina of Time 2.0]].

to:

* Irony: [[Irony]]: A meta example. The game features some pretty strong messages [[CentralTheme messages]] about new beginnings the need to let go of the past. However, the backlash against the design choices made in The Wind Waker led directly into [[Videogame/TheLegendOfZeldaTwilightPrincess ''[[Videogame/TheLegendOfZeldaTwilightPrincess Twilight Princess]], Princess]]'', a game that leans on the past so heavily it could easily be called [[Videogame/TheLegendOfZeldaOcarinaOfTime Ocarina of Time 2.0]].0.
22nd Sep '16 7:44:34 AM darkhorse88
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Added DiffLines:

* Irony: A meta example. The game features some pretty strong messages about new beginnings the need to let go of the past. However, the backlash against the design choices made in The Wind Waker led directly into [[Videogame/TheLegendOfZeldaTwilightPrincess Twilight Princess]], a game that leans on the past so heavily it could easily be called [[Videogame/TheLegendOfZeldaOcarinaOfTime Ocarina of Time 2.0]].
19th Sep '16 12:13:55 PM MyFinalEdits
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** To go into more detail about sailing, initially it was seen as {{Padding}} of the highest order, and the Great Sea was seen as an incredibly empty excuse for an overworld. The explosion in popularity of [[WideOpenSandbox open world]] games in the [[UsefulNotes/TheSeventhGenerationOfConsoleVideoGames Seventh Generation]] has led to more people re-evaluating the series in terms of their overworlds. Now, while succeeding games like ''[[VideoGame/TheLegendOfZeldaTwilightPrincess Twilight Princess]]'' and especially ''[[VideoGame/TheLegendOfZeldaSkywardSword Skyward Sword]]'' get criticized for increased linearity and arbitrary handholding, ''Wind Waker''[='=]s Great Sea is now praised for being one of the most open, in-depth overworlds with little barriers between story events, many useful treasures to find and discover, and balancing the openness with a well-written story while still retaining a larger degree of polish compared to [[VideoGame/GrandTheftAutoIII other]] [[VideoGame/TheElderScrollsIIIMorrowind games]] with open worlds released during the Sixth Generation. Indeed, the one sandbox game with sailing, VideoGame/AssassinsCreedIVBlackFlag explicitly cited Wind Waker as its inspiration and influence.
** This incarnation of Link also fell into this. After Link was an adult in [[VideoGame/TheLegendOfZeldaOcarinaOfTime Ocarina of Time]] and [[VideoGame/SuperSmashBros the first two Super Smash Bros]], there were many fans displeased upon release that the new Link was once again a little kid. He was even derisively referred to as Celda. Years later, he's been praised as one of the better incarnations for having [[DorkKnight a more expressive personality]] despite being [[TheSilentBob a silent protagonist.]] Nintendo themselves have even adapted these traits into [[VideoGame/TheLegendOfZeldaSkywardSword future]] [[VideoGame/TheLegendOfZeldaBreathOfTheWild games.]]

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** To go into more detail about sailing, initially it was seen as {{Padding}} of the highest order, and the Great Sea was seen as an incredibly empty excuse for an overworld. The explosion in popularity of [[WideOpenSandbox open world]] games in the [[UsefulNotes/TheSeventhGenerationOfConsoleVideoGames Seventh Generation]] has led to more people re-evaluating the series in terms of their overworlds. Now, while succeeding games like ''[[VideoGame/TheLegendOfZeldaTwilightPrincess Twilight Princess]]'' and especially ''[[VideoGame/TheLegendOfZeldaSkywardSword Skyward Sword]]'' get criticized for increased linearity and arbitrary handholding, ''Wind Waker''[='=]s Great Sea is now praised for being one of the most open, in-depth overworlds with little barriers between story events, many useful treasures to find and discover, and balancing the openness with a well-written story while still retaining a larger degree of polish compared to [[VideoGame/GrandTheftAutoIII other]] [[VideoGame/TheElderScrollsIIIMorrowind games]] with open worlds released during the Sixth Generation. Indeed, the one sandbox game with sailing, VideoGame/AssassinsCreedIVBlackFlag ''VideoGame/AssassinsCreedIVBlackFlag'', explicitly cited ''The Wind Waker Waker'' as its inspiration and influence.
** This incarnation of Link also fell into this. After Link was an adult in [[VideoGame/TheLegendOfZeldaOcarinaOfTime ''[[VideoGame/TheLegendOfZeldaOcarinaOfTime Ocarina of Time]] Time]]'' and [[VideoGame/SuperSmashBros the first two Super Smash Bros]], ''VideoGame/SuperSmashBros'' games (which modeled the character after his popular 1998 portrayal), there were many fans displeased upon release that the new Link was once again a little kid. He was even derisively referred to as Celda. Years later, he's been praised as one of the better incarnations for having [[DorkKnight a more expressive personality]] despite being [[TheSilentBob a silent protagonist.]] Nintendo themselves have even adapted these traits into [[VideoGame/TheLegendOfZeldaSkywardSword future]] [[VideoGame/TheLegendOfZeldaBreathOfTheWild games.]]
18th Sep '16 6:48:23 PM JulianLapostat
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** To go into more detail about sailing, initially it was seen as {{Padding}} of the highest order, and the Great Sea was seen as an incredibly empty excuse for an overworld. The explosion in popularity of [[WideOpenSandbox open world]] games in the [[UsefulNotes/TheSeventhGenerationOfConsoleVideoGames Seventh Generation]] has led to more people re-evaluating the series in terms of their overworlds. Now, while succeeding games like ''[[VideoGame/TheLegendOfZeldaTwilightPrincess Twilight Princess]]'' and especially ''[[VideoGame/TheLegendOfZeldaSkywardSword Skyward Sword]]'' get criticized for increased linearity and arbitrary handholding, ''Wind Waker''[='=]s Great Sea is now praised for being one of the most open, in-depth overworlds with little barriers between story events, many useful treasures to find and discover, and balancing the openness with a well-written story while still retaining a larger degree of polish compared to [[VideoGame/GrandTheftAutoIII other]] [[VideoGame/TheElderScrollsIIIMorrowind games]] with open worlds released during the Sixth Generation.

to:

** To go into more detail about sailing, initially it was seen as {{Padding}} of the highest order, and the Great Sea was seen as an incredibly empty excuse for an overworld. The explosion in popularity of [[WideOpenSandbox open world]] games in the [[UsefulNotes/TheSeventhGenerationOfConsoleVideoGames Seventh Generation]] has led to more people re-evaluating the series in terms of their overworlds. Now, while succeeding games like ''[[VideoGame/TheLegendOfZeldaTwilightPrincess Twilight Princess]]'' and especially ''[[VideoGame/TheLegendOfZeldaSkywardSword Skyward Sword]]'' get criticized for increased linearity and arbitrary handholding, ''Wind Waker''[='=]s Great Sea is now praised for being one of the most open, in-depth overworlds with little barriers between story events, many useful treasures to find and discover, and balancing the openness with a well-written story while still retaining a larger degree of polish compared to [[VideoGame/GrandTheftAutoIII other]] [[VideoGame/TheElderScrollsIIIMorrowind games]] with open worlds released during the Sixth Generation. Indeed, the one sandbox game with sailing, VideoGame/AssassinsCreedIVBlackFlag explicitly cited Wind Waker as its inspiration and influence.
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