>>11814213>skyward swordThe fact that you still only have fixed swing angles and combos are gone makes it feel a lot less engaging. As a kid I was out of my mind with excitement to actually "hold" the sword, but it fell short. Okay now
>not retroMy memory is that movement in Twilight Princess was a lot more sluggish than Wind Waker. The scenarios in which you meet enemies out in the open are also less dynamic, being bokoblins in flat fields, whereas in Wind Waker you're fighting this guys on top of towers with kargarocs joining in, and you can actually bat this guys off the platforms, or you meet them in tight spaces in submarines or whatever. Thinking of moblins, bokoblins, and darknuts, each one has a unique range and way of going after you, plus unique personality, which is a lot of fun.
I still wish there were tougher and smarter enemies in Wind Waker, and more settings that took advantage of things like stealth, with tougher enemies incentivising it (I still think the first Forbidden Fortress entrance is super cool).
Seeing the scope of the romhack Indigo for Ocarina of Time, I'd really love to see something similar for Wind Waker. A small number of larger, more challenging islands with somewhat open-ended ways to approach them seems like a perfect bonus to the sparse exploration of the original game. Something with even more influence from Future Boy Conan maybe, and using things like the grappling hook and Deku leaf for exploration and verticality.