Thursday, June 13, 2013

Triforce wrangling, part one

When Link falls down a hole in the ground does he scream because the length of the fall surprises him?
Or is it because he reaches the bottom and is terrified by what he sees? Why does he even scream when he falls down holes? Without a formal count, a solid guess as to how many he's dove down so far would be 30. Maybe Link's just always optimistic about his fall, but then ultimately disappointed and his scream is an expression of the inescapable loop in which he has found himself.

As you might've guessed, I'm in the thick of the Triforce wrangling section of The Wind Waker.

In a Developer Direct with Eiji Aonuma (posted as part of the E3 blitz), he pointed out that this part of the game ruined the experience's pacing and is something that many players complained about. I can see why, because it's unlike anything we've ever had to do in a Zelda game before.

But, it also suits the game very well.

The Wind Waker is supposed to be a game about an adventure in a flooded version of Hyrule, making sea travel essential. Plus, there's no shortage of treasure (and other) charts that show you where treasure (or subs, or Big Octos, or the Triforce Charts) are. Exploration via sailing is a huge, and necessary, part of the game. Sailing around Hyrule to find the Triforce charts, and the things themselves, is then a logical way to wrap the game up.

However, if the Zelda team does make a change to the Triforce hunt in Wind Waker HD, hopefully they give us direct access to the sunken surface of old Hyrule for it.

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