Thursday, May 30, 2013

Dungeon Disappointments and Cinematic Critiques

Though it would risk being hair-tearing infuriating, the co-op sections in The Wind Waker should involve some AI. It's bad enough if you have your companion fall into the hands of monsters, effectively sending them back to the dungeon's entrance, but having to corral them would have been a welcome challenge.

Just dropping Medli at the door, clearing out the baddies and whatever elements of the puzzle Link can handle alone, returning for her, and then solving the room isn't rewarding after a dungeon's worth of tandem trekking.

The dungeon's boss was ultimately disappointing, too. Fun, sure - how could fighting a giant poe you have to stun and then throw into brambles not be fun - but still disappointing. The Hurricane Spin sword technique may have made clearing away the poes that constituted this giga poe named Jalhalla far easier than chasing them down individually, but there should have been a second section.

Don't just give us a cinematic of the haunted mask getting trapped in a shaft of light, let us corral him into a shaft of light. Or, have the player open each eye with a light beam and then fire an arrow into them, thereby keeping with the idea of the dungeon's sun-and-moon light-activated doors.

Having a bit more of Medli in her farewell would also have been better. The long shot that's used for the whole scene is reminiscent of the opening shot during the scene where Link talks with Saria before leaving the Kokiri Forest in Ocarina of Time, but the mood isn't quite the same.

In Ocarina of Time, you get a strong sense that if Link could talk he would say "I'll come back," even if he didn't believe it. In the scene where Medli leaves to continue to pray at the temple there's much more finality and I don't think a long shot does that justice.

No comments:

Post a Comment