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Wind waker map grid
Wind waker map grid







wind waker map grid

Filling out the map by churning through this sort of content mostly becomes a chore.Ĭompounding the problem was the fact that the traversal itself is slow and tedious. A little bit of geometry in a mildly unique configuration, and perhaps a chest of rupees or something equally unexciting as a reward. Sure the map is absolutely massive, but a lot of the grid coordinates had nothing interesting going on whatsoever.įrequently the little islands felt like something that a procedural generation algorithm could come up with. It's at that point where the emptiness of the world really becomes apparent. Once I got to the Triforce quest i just lost all momentum though. Getting out onto the open ocean for the first time and hearing the gorgeous music pipe in is pretty unforgettable. There's some really quite breathtaking moments in the first half of the game too. There's a string of good dungeons and the strength of the yet-to-be-played-out Zelda formula really pulls you through. The game also starts quite strong I feel, if you ignore the annoying and unnecessarily-punishing stealth section. The music is fantastic and memorable, they did some cool stuff with the weapons, and most of the dungeons were at least on par with the ones from Ocarina. I still used all my pocket money to preorder the game, and my memory of that first playthrough is still quite positive. I wanted what was in that Space World demo. Ocarina of Time was dear to my little preteen heart at the time, and it was a profound disappointment when I saw the art style of Wind Waker for the first time. My opinion of the game has always been a bit of a roller coaster.









Wind waker map grid