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7/11/2025, 4:09:30 PM
>>715161785
>I fully recognize and acknowledge that Wind Waker is short, padded, and somewhat content anemic. In terms of items and dungeon mechanics, it is also not very complex or involved and doesn't move the formula much past what OoT and MM offered.
But at the same time it doesn't shit on the formula it's trying to recreate like TP does, and it doesn't neglect the "second half pivot" like Majora's Mask does, so ultimately Wind Waker is the only true OoT-clone they ended up making.
Twilight Princess has a lot of the structurals down but it just can't tell its own story worth a damn. it starts from the wrong end, and gets Ganondorf's plot confusedly destroyed halfway through the game, and it feels even more segmented than OoT and Wind Waker do.
OoT, ALttP and Wind Waker are the only Zeldas that are like, "You clear 3 dungeons, then something majestic happens", and then after that is like "Now the context is different, and Link has to become the hero who can defeat the bad guy." and then it builds to a finale that cements the underlying themes of the adventure. In OoT's case the themes were Time and "Growing Up", and in WW's case it's about something similar, but where it's more about Tradition and how adults impose their own childhood's values unto children despite the context of those values being lost due to time.
TP on the other hand feels much less mature in its prose, and kinda ends up being a wishy washy story about "Responsibility" or something, but where Midna is the only character that really shines. Skyward Sword and the DS Zeldas, and Minish Cap, is where Zelda narratives became self-indulgently childish in their own worlds instead of having a narrative agenda.
Breath of the Wild is sort of in the same vein as Skyward Sword narratively, where there's more text than ever, but they're saying way less with it. And its insistence on the "Champions" is never earned.
>I fully recognize and acknowledge that Wind Waker is short, padded, and somewhat content anemic. In terms of items and dungeon mechanics, it is also not very complex or involved and doesn't move the formula much past what OoT and MM offered.
But at the same time it doesn't shit on the formula it's trying to recreate like TP does, and it doesn't neglect the "second half pivot" like Majora's Mask does, so ultimately Wind Waker is the only true OoT-clone they ended up making.
Twilight Princess has a lot of the structurals down but it just can't tell its own story worth a damn. it starts from the wrong end, and gets Ganondorf's plot confusedly destroyed halfway through the game, and it feels even more segmented than OoT and Wind Waker do.
OoT, ALttP and Wind Waker are the only Zeldas that are like, "You clear 3 dungeons, then something majestic happens", and then after that is like "Now the context is different, and Link has to become the hero who can defeat the bad guy." and then it builds to a finale that cements the underlying themes of the adventure. In OoT's case the themes were Time and "Growing Up", and in WW's case it's about something similar, but where it's more about Tradition and how adults impose their own childhood's values unto children despite the context of those values being lost due to time.
TP on the other hand feels much less mature in its prose, and kinda ends up being a wishy washy story about "Responsibility" or something, but where Midna is the only character that really shines. Skyward Sword and the DS Zeldas, and Minish Cap, is where Zelda narratives became self-indulgently childish in their own worlds instead of having a narrative agenda.
Breath of the Wild is sort of in the same vein as Skyward Sword narratively, where there's more text than ever, but they're saying way less with it. And its insistence on the "Champions" is never earned.
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