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The beginning is boring. Honestly, for five minutes the story is explained in an un-skippable cutscene. But not a characters-moving-great-graphics cut scene, but one of those annoying 'storybook' type ones. It was very boring, all I could do was try and decipher some of the hiragana and furigana subtitles, but even then they were going waaay to quick for me. It was boring. But then the game came.
It started out on Link's home island, in my opinion, the greatest place to demonstrate some of the greater graphical capabilities. It's basically a crescent shaped island, with one length being sandy beach and the other length high cliffs. It's a bright sunny day, the sea is gently lapping at the shore, the grass is so bright it's almost luminescent, and I kid ye not - it looks like a cartoon. Many games claim they can look like a cartoon, but I know none ever succeed. Cel shading was simply a quirky graphical style until Zelda, but this is beyond a quirk. it's great.
Initially, Link isn't actually wearing his cute little woodsman uniform, but normal shorts/shirt affair with his hair going skewiff. He looks funny, and because I couldn't understand a word of the conversation I didn't actually realise it was Link until his Grandma gave him his little green suit. Bless. But he looks and runs with style and grace. In fact, it's almost exactly the same as young Link in Ocarina of Time. The graphical style doesn't radically change the game, but what it does do is set it apart from others. I don't know how to describe this... well, basically, I get bored very quickly with games. I get annoyed at the constantly repeating textures of crappy games, and unless a game is very special I look elsewhere. Well, Zelda is simply brilliant. The landscapes are exactly that - landscapes. Not tiles placed in a particular order, but an island crafted from a huge slab of rock. Things go where you'd expect them to, and immediately the graphics and design scream 'quality'. It's a wonder to me... it's captivating.
And then I'm off, exploring the island. Link starts out on top of a big lookout thingy, with his little sister standing there with a telescope looking out across the sea. Following her lead, I can see silhouettes of other islands lining the horizon. They aren't just a background either - later on when Link gets his strange living-boat companion, you can actually travel to these places. Provided the wind's right, of course. I'll delve into that subject a bit later on.
So running around the island, Link encounters the various inhabitants. Oh wonder, oh joy. Each character is unique, not repeating skins a la GTA. Hooray. Though I understand only one or two things they say (namely, when given the yes and no options), it's still great talking to people. They act like characters in a play. They have the same great, fluid movement as those characters in Final Fantasy 7, six years ago. They move like real people, not jerky NPC's as they essentially are. Physics aside, even running around doing stuff is fun. Because everything is animated so well.
You've probably, no, undoubtedly read somewhere in magazines and the likes of Link's facial expressions. Yes, they do change, and yes, they are funny. It's not just a quirk, like the cel shading, but a really great part of the game. When link shimmys along a wall, whichever direction you're going in, he'll do snidey eyes towards that direction - one eye wide the other squinting. It's simply funny. If I pick up a urn thingy, Link's eyes will go really wide all of a sudden from exertion, then return to normal. It's a split second movement, but adds to the 'realism'. If you know what I mean. It's a living cartoon. Yep.
So I'm running around the island, sampling the various effects, such as the clouds of dust that spring up from the paths when Link rolls, or the reverberating thunk that comes from rolling into a wall. I'm having fun simply running around, uprooting bushes, when I find my first secret. The houses on the island are slightly raised, made out of what I'd say are 'traditional' bamboo pole thingies. Well, under the ramp up to one of them, I find a small gap. Being the experimental guy that I am, I try my luck. Pressing the R button to crawl, I find myself crawling through a little tunnel. Hooray, I think to myself. I'm doing well in the game even though I'm anything but fluent in Japanese. I get myself a heart piece. And also the laugh-out-loud moment of hearing the sound effects of Link crawling. Trust me - when you play the game, you'll laugh too.
Back to the 'plot', so to speak. I see the man who teaches the sword, he teaches the sword, I pass his tests. Fighting is a much prettier affair in the game now, with utterly huge visual effects spraying forth whenever I press against my opponent. Link's movements are unrivalled, looking like a dancer possessed by a demon. It's brilliant, seeing him twirl, roll and parry. Ahhh, Link, you haven't changed in the slightest.
So I go and talk to Link's grandmother, and a slightly long slightly short conversation ensues, replete with the staggering range of movement I've seen from other characters, and amusing facial expressions. Link is obviously sad that his grandma is saying goodbye. Wait, no, I'm wrong there. I don't know, she's sad about something. I dinnay speak the language.
After wandering around for a while, I start to get annoyed that I don't know what to do. I go back to Link's sister, who gives me a telescope. Happy that I'm getting somewhere, and that I also have my first special item (excluding sword and shield, of course), I decide to use the whatsamajigger. But I can't exit!!! I experimented with what the telescope was like, but I couldn't resume the normal view. After frantically pressing every button combination I could, I decided there must be a purpose. And I find there is. Along come a mighty band of pirates.
And I can't quite remember what happens, but a bird grabs a boy (or girl) off the boat, tries to fly away with him, but then a cannon shoots the bird down and it drops the boy on the top of the cliff. The mysterious, dark looking cliff with lots of trees. Though the communication between the game and myself was non-existent, I knew I had to rescue the boy. So I did!
Using my sword, I found that I could chop down the bamboo plants blocking the road, and continue up the bluff. Crossing the rickety rope bridge between the two tips of the crescent-like island, I found myself in first contact with the wind. It's very hard to explain how it is done, but it is. The wind is just... there. Leaves and other things fly in the wind, and give a strong impression of the wind. It's so well implemented. The wind is an integral part of the game - basically, the game's dungeons are other islands on a big map, across which you can sail in your boat. However, you can't just sail anywhere - only where the wind is going. It isn't until you get to the Fire temple island that you are given the wand of the wind, which can be used to dictate the direction of the wind.
So I find the boy, hanging by his underpants on the limb of a tree, swinging precariously in the wind. Bless. I get him down, though how I'm not quite sure, and suddenly an enemy appears. Hammering away at B, I manage to walk away the victor. And the the enemy disappears in a big puff of purple smoke. Cool.
And then I exit, with the boy, and everyone's happy until we see Link's sister on the other side of the bridge, waving at Link. She starts to cross, then the bird swoops down and picks her up and flys off. Link is startled (facial expressions...), and in a rather comedic moment, tries to run after her. Only to find himself hanging in midair, a la every-other-cartoon-in-the-world. With all the lavish effects you'd expect, Link's trail through the air as he falls, then the elasticy hood springing from being caught by the boy. Ahhh, bless.
From there, the game truly begins. Link sets off on the pirate ship, who I presume are friendly pirates. I'll take the opportunity now to describe some of the cool effects that happened on the island. Firstly, I'd like to point out that everything is 3D. There aren't any pathetic 2D trees and the like, but nice, solid 3D things. When cut, they fall apart and act like real 3D trees would. It's very nice.
When Link runs in the sea, it also looks nice. Only three colours are used - light blue, dark blue and white. However, it is one of very few games which can actually make proper waves, and they are so good-looking!
Additionally, light effects run rampant here, with pretty much every action you do having some kind of lavish effect. They aren't obligatory, but it's typical of Nintendo to put them into the game anyway.
Then comes a section of the game which is 'dark', as opposed to the light and vibrant first island. It's a stealthy bit, replete with more humour. Well, the ship Link's on follows the bird, and ends up at a dark fortress-type island. Hiding behind a big rock out to see, the people on board decide the only way to get Link up to the island is to catapult him. Complete with hilarious face and sound effects, Link is catapulted up to the island. Stealth ensues, and using methods such as hiding inside barrels and behind walls, Link makes his way through. He can't fight, because he drops his sword as he's flying through the air.
Link gets up to the top, finds his sister in a big cage, but then the bird comes and carries him away. Link is taken to Ganondorf, then tossed into the distant horizon. It's a good opening 'dungeon' bit, I suppose, quite like the stealthy bit in Ocarina of Time. Well, Link wakes up to find himself staring a living boat in the face. Scary, huh!
The third island is a village, but the most vibrant, intricate village I've ever seen. Ever. Ever! It's so great, full of character and full of life. Only a brief amount of time is spent here, Link simply needs to find a sail so he can ride on the boat, but there are shops, minigames and extra things that can be done which are great fun. The graphics are great, and it is a very unique village. The houses aren't stupid square blocks either, but each is a stylish, unique house. Only in Zelda...
After that, is the first sailing section. Travelling in the boat is relatively easy - you can climb on the boat normally, but if you want to actually go places you have to put up the sail. Simply stick it on X, Y or Z and press that button to use it. In this way, you aren't constantly moving, but can stop if you wish.
Then I'm off to the fire temple, and the little arrow on the back of the boat points me to an island full of winged people. I stumble about, confused as what to do, until I find the entrance to a temple. Hooray, no more text-based adventure for me! I stumble inside, and quickly finish the first, and easiest temple. It's great fun, I can tell you, and the puzzles are very unique. Though the game is otherwise fairly similar to Ocarina of Time, in the temples many things are radically different. It's a brilliant affair, so... fun.
And then comes the first boss. The highlight of my day... my week, my month. It is simply staggering, a brilliant example of workmanship. I'll tell all, since I did give the disclaimer at the beginning.
The first boss is a giant worm type thing. It's in a big rock cavern underground, with a large lava pit in the middle. Out of the pit comes a gigantic centipede type thing, made of grey bone. The lighting effects are truly phenomenal, and the gigantic nature of it gives it an awesome look. It has huge claws and a beady eye, and is simply breathtaking. Defeating it is relatively easy, but it is one of those really heart-stopping moments. Such a moment comes around only once in a few years, in the world of gaming, and this is one of them. It demonstrates the dedication and craftsmanship of the team who made the game, and also shows the unbelievable capabilities of the GameCube. It's simply staggering.
And that's pretty much where I'm up to. What I described in ten minutes took closer to two or three hours, but that's thanks to the aimless wandering I did. Needless to say though, my experience so far is brilliant, and my impression is of unrivalled beauty. The NTSC-uk review put the game spot on, and I'd give it 10/10, 100%, 100/100 any day. It is worthy of such a score.
The Legend of Zelda: Takt of Wind (as is written in English on the side of the box) is a great game. It is more than I expected, better than great, and one of the best gaming experiences I've ever had. I simply can't believe the scale of this epic, or the attention to minute details. This is the game which the GameCube was made for. This is a game you have to have.
Hai, Nihongo o shimasu.
I think.
> And don't forget the seagull! You did try that didn't you? With the
> screaming fruit?
Yes, I did! I had no idea what it was for until I was suddenly controlling a bird. I was like - :D
And don't forget the seagull! You did try that didn't you? With the screaming fruit?
The beginning is boring. Honestly, for five minutes the story is explained in an un-skippable cutscene. But not a characters-moving-great-graphics cut scene, but one of those annoying 'storybook' type ones. It was very boring, all I could do was try and decipher some of the hiragana and furigana subtitles, but even then they were going waaay to quick for me. It was boring. But then the game came.
It started out on Link's home island, in my opinion, the greatest place to demonstrate some of the greater graphical capabilities. It's basically a crescent shaped island, with one length being sandy beach and the other length high cliffs. It's a bright sunny day, the sea is gently lapping at the shore, the grass is so bright it's almost luminescent, and I kid ye not - it looks like a cartoon. Many games claim they can look like a cartoon, but I know none ever succeed. Cel shading was simply a quirky graphical style until Zelda, but this is beyond a quirk. it's great.
Initially, Link isn't actually wearing his cute little woodsman uniform, but normal shorts/shirt affair with his hair going skewiff. He looks funny, and because I couldn't understand a word of the conversation I didn't actually realise it was Link until his Grandma gave him his little green suit. Bless. But he looks and runs with style and grace. In fact, it's almost exactly the same as young Link in Ocarina of Time. The graphical style doesn't radically change the game, but what it does do is set it apart from others. I don't know how to describe this... well, basically, I get bored very quickly with games. I get annoyed at the constantly repeating textures of crappy games, and unless a game is very special I look elsewhere. Well, Zelda is simply brilliant. The landscapes are exactly that - landscapes. Not tiles placed in a particular order, but an island crafted from a huge slab of rock. Things go where you'd expect them to, and immediately the graphics and design scream 'quality'. It's a wonder to me... it's captivating.
And then I'm off, exploring the island. Link starts out on top of a big lookout thingy, with his little sister standing there with a telescope looking out across the sea. Following her lead, I can see silhouettes of other islands lining the horizon. They aren't just a background either - later on when Link gets his strange living-boat companion, you can actually travel to these places. Provided the wind's right, of course. I'll delve into that subject a bit later on.
So running around the island, Link encounters the various inhabitants. Oh wonder, oh joy. Each character is unique, not repeating skins a la GTA. Hooray. Though I understand only one or two things they say (namely, when given the yes and no options), it's still great talking to people. They act like characters in a play. They have the same great, fluid movement as those characters in Final Fantasy 7, six years ago. They move like real people, not jerky NPC's as they essentially are. Physics aside, even running around doing stuff is fun. Because everything is animated so well.
You've probably, no, undoubtedly read somewhere in magazines and the likes of Link's facial expressions. Yes, they do change, and yes, they are funny. It's not just a quirk, like the cel shading, but a really great part of the game. When link shimmys along a wall, whichever direction you're going in, he'll do snidey eyes towards that direction - one eye wide the other squinting. It's simply funny. If I pick up a urn thingy, Link's eyes will go really wide all of a sudden from exertion, then return to normal. It's a split second movement, but adds to the 'realism'. If you know what I mean. It's a living cartoon. Yep.
So I'm running around the island, sampling the various effects, such as the clouds of dust that spring up from the paths when Link rolls, or the reverberating thunk that comes from rolling into a wall. I'm having fun simply running around, uprooting bushes, when I find my first secret. The houses on the island are slightly raised, made out of what I'd say are 'traditional' bamboo pole thingies. Well, under the ramp up to one of them, I find a small gap. Being the experimental guy that I am, I try my luck. Pressing the R button to crawl, I find myself crawling through a little tunnel. Hooray, I think to myself. I'm doing well in the game even though I'm anything but fluent in Japanese. I get myself a heart piece. And also the laugh-out-loud moment of hearing the sound effects of Link crawling. Trust me - when you play the game, you'll laugh too.
Back to the 'plot', so to speak. I see the man who teaches the sword, he teaches the sword, I pass his tests. Fighting is a much prettier affair in the game now, with utterly huge visual effects spraying forth whenever I press against my opponent. Link's movements are unrivalled, looking like a dancer possessed by a demon. It's brilliant, seeing him twirl, roll and parry. Ahhh, Link, you haven't changed in the slightest.
So I go and talk to Link's grandmother, and a slightly long slightly short conversation ensues, replete with the staggering range of movement I've seen from other characters, and amusing facial expressions. Link is obviously sad that his grandma is saying goodbye. Wait, no, I'm wrong there. I don't know, she's sad about something. I dinnay speak the language.
After wandering around for a while, I start to get annoyed that I don't know what to do. I go back to Link's sister, who gives me a telescope. Happy that I'm getting somewhere, and that I also have my first special item (excluding sword and shield, of course), I decide to use the whatsamajigger. But I can't exit!!! I experimented with what the telescope was like, but I couldn't resume the normal view. After frantically pressing every button combination I could, I decided there must be a purpose. And I find there is. Along come a mighty band of pirates.
And I can't quite remember what happens, but a bird grabs a boy (or girl) off the boat, tries to fly away with him, but then a cannon shoots the bird down and it drops the boy on the top of the cliff. The mysterious, dark looking cliff with lots of trees. Though the communication between the game and myself was non-existent, I knew I had to rescue the boy. So I did!
Using my sword, I found that I could chop down the bamboo plants blocking the road, and continue up the bluff. Crossing the rickety rope bridge between the two tips of the crescent-like island, I found myself in first contact with the wind. It's very hard to explain how it is done, but it is. The wind is just... there. Leaves and other things fly in the wind, and give a strong impression of the wind. It's so well implemented. The wind is an integral part of the game - basically, the game's dungeons are other islands on a big map, across which you can sail in your boat. However, you can't just sail anywhere - only where the wind is going. It isn't until you get to the Fire temple island that you are given the wand of the wind, which can be used to dictate the direction of the wind.
So I find the boy, hanging by his underpants on the limb of a tree, swinging precariously in the wind. Bless. I get him down, though how I'm not quite sure, and suddenly an enemy appears. Hammering away at B, I manage to walk away the victor. And the the enemy disappears in a big puff of purple smoke. Cool.
And then I exit, with the boy, and everyone's happy until we see Link's sister on the other side of the bridge, waving at Link. She starts to cross, then the bird swoops down and picks her up and flys off. Link is startled (facial expressions...), and in a rather comedic moment, tries to run after her. Only to find himself hanging in midair, a la every-other-cartoon-in-the-world. With all the lavish effects you'd expect, Link's trail through the air as he falls, then the elasticy hood springing from being caught by the boy. Ahhh, bless.
From there, the game truly begins. Link sets off on the pirate ship, who I presume are friendly pirates. I'll take the opportunity now to describe some of the cool effects that happened on the island. Firstly, I'd like to point out that everything is 3D. There aren't any pathetic 2D trees and the like, but nice, solid 3D things. When cut, they fall apart and act like real 3D trees would. It's very nice.
When Link runs in the sea, it also looks nice. Only three colours are used - light blue, dark blue and white. However, it is one of very few games which can actually make proper waves, and they are so good-looking!
Additionally, light effects run rampant here, with pretty much every action you do having some kind of lavish effect. They aren't obligatory, but it's typical of Nintendo to put them into the game anyway.
Then comes a section of the game which is 'dark', as opposed to the light and vibrant first island. It's a stealthy bit, replete with more humour. Well, the ship Link's on follows the bird, and ends up at a dark fortress-type island. Hiding behind a big rock out to see, the people on board decide the only way to get Link up to the island is to catapult him. Complete with hilarious face and sound effects, Link is catapulted up to the island. Stealth ensues, and using methods such as hiding inside barrels and behind walls, Link makes his way through. He can't fight, because he drops his sword as he's flying through the air.
Link gets up to the top, finds his sister in a big cage, but then the bird comes and carries him away. Link is taken to Ganondorf, then tossed into the distant horizon. It's a good opening 'dungeon' bit, I suppose, quite like the stealthy bit in Ocarina of Time. Well, Link wakes up to find himself staring a living boat in the face. Scary, huh!
The third island is a village, but the most vibrant, intricate village I've ever seen. Ever. Ever! It's so great, full of character and full of life. Only a brief amount of time is spent here, Link simply needs to find a sail so he can ride on the boat, but there are shops, minigames and extra things that can be done which are great fun. The graphics are great, and it is a very unique village. The houses aren't stupid square blocks either, but each is a stylish, unique house. Only in Zelda...
After that, is the first sailing section. Travelling in the boat is relatively easy - you can climb on the boat normally, but if you want to actually go places you have to put up the sail. Simply stick it on X, Y or Z and press that button to use it. In this way, you aren't constantly moving, but can stop if you wish.
Then I'm off to the fire temple, and the little arrow on the back of the boat points me to an island full of winged people. I stumble about, confused as what to do, until I find the entrance to a temple. Hooray, no more text-based adventure for me! I stumble inside, and quickly finish the first, and easiest temple. It's great fun, I can tell you, and the puzzles are very unique. Though the game is otherwise fairly similar to Ocarina of Time, in the temples many things are radically different. It's a brilliant affair, so... fun.
And then comes the first boss. The highlight of my day... my week, my month. It is simply staggering, a brilliant example of workmanship. I'll tell all, since I did give the disclaimer at the beginning.
The first boss is a giant worm type thing. It's in a big rock cavern underground, with a large lava pit in the middle. Out of the pit comes a gigantic centipede type thing, made of grey bone. The lighting effects are truly phenomenal, and the gigantic nature of it gives it an awesome look. It has huge claws and a beady eye, and is simply breathtaking. Defeating it is relatively easy, but it is one of those really heart-stopping moments. Such a moment comes around only once in a few years, in the world of gaming, and this is one of them. It demonstrates the dedication and craftsmanship of the team who made the game, and also shows the unbelievable capabilities of the GameCube. It's simply staggering.
And that's pretty much where I'm up to. What I described in ten minutes took closer to two or three hours, but that's thanks to the aimless wandering I did. Needless to say though, my experience so far is brilliant, and my impression is of unrivalled beauty. The NTSC-uk review put the game spot on, and I'd give it 10/10, 100%, 100/100 any day. It is worthy of such a score.
The Legend of Zelda: Takt of Wind (as is written in English on the side of the box) is a great game. It is more than I expected, better than great, and one of the best gaming experiences I've ever had. I simply can't believe the scale of this epic, or the attention to minute details. This is the game which the GameCube was made for. This is a game you have to have.