Friday, March 8, 2013

Returning to the Sea

I really miss the ability to roll bombs. When I arrived on Dragon Roost Island for the first time, and had to clear away some rubble my first instinct was to clear the distance to a rock with a nice roll. Instead, all Link can do in The Wind Waker is lob bombs in a general sort of arc.

Ah well, at least the exploration is still relatively fresh.

Delving into long since forgotten about caves and then catching vague memorized glimpses of what's available beyond the limits of my current inventory is almost as thrilling as revealing those secrets the first time around. That, and the sheer immensity of the sea promises a great deal of adventure.

I think that's what really captures the imagination when playing The Wind Waker. Skyward Sword has a big open sky, but what's in the sky? Nothing but clouds and clouds and clouds. And what's in a big rolling sea? Monsters, and treasures, and uncharted isles, and adventure - that's what.

Along with its timelessly whimsical art style, perhaps that's what makes The Wind Waker an enduring Zelda title. Human curiousity is so much more aroused by sea than by sky. It's almost as if we're seafarers rather than sky searchers by nature.

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