Sunday, April 14, 2013

A Vibrant Dungeon is a Fun Dungeon?

Something that The Wind Waker is strangely missing is the title screen that shows up before for bosses. For whatever reason, they aren't announced in this one. But, whatever the reason, I just trounced what I would call Dread Lotus Mega Baba (the boss of the Forbidden Woods). The fight wasn't a hard one, though it certainly required a lot of timing. Waiting for the boomerang to come back being what made it so, since the tendrils you cut down with your 'rang slowly grow back.

The seed ceremony's definitely one of my favourite scenes in the game, and so a fitting reward for finishing the second dungeon. Though, slowly I'm beginning to remember that the dungeons in The Wind Waker are neither the longest nor the hardest in the Zelda series. Somehow, for all their whimsy and imagination, they just aren't as harrowing as those in Twilight Princess or some of the ones in Skyward Sword. Perhaps the game's graphical style has something to do with that.

That's not to say that The Wind Waker's cell-shaded style reflects its being a kiddie (read easy) game. More along the lines of its colourful artistry being a welcome break from realism and thus making the dungeons more fun, and therefore shorter seeming. Skyward Sword also does a decent job of this, leaving Twilight Princess with the longest feeling dungeons, for the most part. Maybe there is something to graphical styles beyond polygons and definition.

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