Zelda: TWW Reviews von US Sites!

  • Thread-Ersteller Thread-Ersteller Zodius
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Zodius

L06: Relaxed
Thread-Ersteller
Seit
2 Dez 2002
Beiträge
376
GameStyle schrieb:
First I must begin with an apology because it is extremely difficult to review any Zelda release. When Famitsu awards a perfect score, the recipient is not to be taken lightly: even if it was the most controversial game of the last few years. If this were a trial, the judge would have dismissed the jury due to the press headlines, as it is hard to remain neutral by it all. This game has divided many, yet there is no disputing its pulling power for Nintendo, who need all the help they can get.

The stopwatch on my corner table currently displays 29 hours, 32 minutes and only now have I paused the timer, because only now do I feel ready to judge Zelda: The Wind Waker. These last few days I’ve been blessed with no distractions, and no workload to disturb my quest. Zelda has been my existence. So much so that the bonus disk remains undisturbed. Not since Phantasy Star Online has another game caught my attention, and extracted my life such as this. Others may pick up a game and dash through it thereby missing most of the work and detail that has gone into such a world as this. I say it is only fair to judge once you have experienced almost everything. For a game such as this there is no 100% because there is so much to see and to experience. Such individuals/ sites/publications are not only cheating themselves, but you also. Still, I have tried my best, now let us begin.

It is difficult to know where to start, as such is the size and scope of Zelda: The Wind Waker. You soon realise that there are games, and then there is Zelda. The foundations may be similar to those in the N64 releases but the experience is totally new and revolutionary. The game design and detail is far beyond what other games offer, in fact it puts almost everything to shame.

The Legend of Zelda is entirely that, a legend that is passed down to each subsequent generation. Wind Waker is set 100 years after Ocarina Of Time. Those who lived through that turbulent period have passed away but the awareness of what happened still exists. So when evil appears in the land once again it is no surprise that a boy in green is ready to continue the tradition. Initially the story begins with your sister (Arilla) being taken away by a giant bird and this quest allows you to learn the controls and world in preparation of bigger and better things that lie ahead – similar to Kokiri Forest in Ocarina. Teaming up with pirates is normally not advised, but you find yourself working alongside this guild and this section allows you to leave the island for the first time. Travelling on the high seas is an unforgettable experience and brought back memories of a Viking cartoon I watched as a child. I will say no more on the story as it would be unfair but evil has returned and only you (through time) can defeat it. The cut sequences that continue the story are amongst some of the best I have witnessed and show that a different approach to Final Fantasy can work just as well.

There are plenty of distractions and submissions within this game but there is one area that has captured my imagination. We all feel an urge to explore and the Zelda games manage to satisfy our needs. Zelda: The Wind Waker goes even further by offering a sailing boat and with this you can explore. I cannot even begin to guess the size of the ocean but islands and outposts await you – if you seek them out. Unlike Skies of Arcadia here you are guided by the wind but the feeling it gives you is enchanting and relaxing – far better than riding horseback. The effects and graphics here are my favourite in the game as they display great imagination and style.

Life is in the details and beyond the story there is much that awaits you. For instance you have the alphabet which at first may seem like a novelty but does have a purpose. Then you have the link up function with the Game Boy Advance, similar to the system shown in Skies of Arcadia. Using the hidden underground areas of the N64 incarnation as its inspiration, you can use your GBA to guide you. Yet another reason to go back across old ground. The integration with the GBA almost turns The Wind Waker into a two player marathon as the handheld becomes a vital tool for earning rupees and acquiring knowledge.

The level of control offered and interaction has always allowed Link to be one of the most versatile gaming characters. It is the same in this game. The control system was perfected on the N64 with the inclusion of the Z-lock, items and buttons corresponding to buttons and automatic jumping. These are present once more but the C-stick gives you move control over the camera, even offering a fixed first person view: so you can appreciate every even more. This is good, as the camera is not as fluid as one could have hoped for, however the level of control and changing angles to highlight enemies manages to limit the damage. The integrated help system is also reminiscent of the N64 releases and for more experienced players proves to be an annoyance and personally I prefer the N64 controller.

There was much derision when the cell shaded Zelda was first revealed, much of it from America it has to be said. Now they cannot argue because Zelda: The Wind Waker looks glorious, far more detailed than any cartoon and you become more emotional involved because of it. I spent a few hours watching the inhabitants of this world, their facial expressions and reactions – all brilliantly implemented. Plant bombs and watch their reactions or even those of Link as the fuse burns to its devastating end: genius. It is as if your Gamecube is host to a real world, full of real people, eager to live on your television screen. Again, so much detail it becomes frightening.

Everyone will discuss the graphics, as I did at first but please try to avoid this trap because I suggest you listen to this game. Everything captures the mood of the game and your actions within it. Games today offer soundtracks which enhance their host and this is the finest example. For instance when fighting the music will emphasise the action, the blows and the moments of rest. It is so well done that you do not realise initially the influence your actions have, but then you experiment and Zelda again sets itself apart. Fighting is even better if you can believe it, with more variety and freedom when engaging foes. The Z-lock always kept you facing opponents but now you can roll and learn jump attacks – needed because enemies are far more intelligent.

Many of the puzzles will be all too familiar to many of you and only those, which involve the element of wind, feel at home here. Many friends disliked previous Zelda games because of the reliance on temples and large puzzles. I do not think there is much change here to entice such players into the Zelda world, as the formula is simple: explore, puzzles, temple, boss. The pattern applies once again but the exploration is bigger and better.

So I hear you ask why not a perfect score? Well the temptation is great as is the temptation to reveal all the wonders that await you, but many parts of Zelda: The Wind Waker feel more like an evolution than revolution. Just like Mario Sunshine the standard is excellent but like Mario you feel something is missing, for all your initial bewilderment many parts of the game are familiar to those who enjoyed the two N64 outings. This is no bad thing, but it is reason enough not to award a perfect score. Content yourself with the fact that Zelda: The Wind Waker is one of the finest releases in the last few years. It does not matter what score you provide as this is a fact. Now if you excuse me I have to return.

Die haben dem Game ne 9/10 gegeben, naja, war zu erwarten, dass manche Zelda TWW hart bewerten werden, war bei OOT auch schon so. Mich intressiert mehr, was IGN und GameSpot für Wertungen verteilen, das wird aber wohl noch etwas dauern, bis wir die erfahren...

Quelle
 
die wertung ist einem zelda spiel definitiv nciht würdig...naja selbst Oot hat eine 80% wertung abgesahnt , abwarten :x
 
Ein Platz in der Top Ten ist sicher drin, 90% sind nicht schlimm, MP hat auch einige 90% Wertungen aber die 100% und 95-99% Wertungen überwiegen, deswegen hällt sich das game zurzeit auf 3 und Zelda wird da sicher Ähnliches schaffen, zumal GameSpot und IGN ziemlich beeindruckt von dem game zu sein scheinen[genauso wie eigentlich jeder der es gepreviewt hat] :)
 
Content yourself with the fact that Zelda: The Wind Waker is one of the finest releases in the last few years. It does not matter what score you provide as this is a fact.

ach dieser satz macht doch einiges wieder gut. wahrscheinlich hat ihm einfach der cel-shading stil nicht gefallen und hat deswegen 9/10 vergeben. aber vom spiel her scheint er wirklich total begeistert zu sein.
 
das wird schon, ausserdem hätte duie amerikanische version bestimmt ne bessee wertung bekommen, die sprachbarriere is in die benotung sicher mit eingeflossen
 
Zodius schrieb:
Ein Platz in der Top Ten ist sicher drin, 90% sind nicht schlimm, MP hat auch einige 90% Wertungen aber die 100% und 95-99% Wertungen überwiegen, deswegen hällt sich das game zurzeit auf 3 und Zelda wird da sicher Ähnliches schaffen, zumal GameSpot und IGN ziemlich beeindruckt von dem game zu sein scheinen[genauso wie eigentlich jeder der es gepreviewt hat] :)
das coolste ist ja, dass mp eine 60er wertung eingestrichen hat! hat sich sicher ein fanboy ausgedacht, der nintendo eins auswischen wollte...
 
-=_Spitfire_=- schrieb:
Zodius schrieb:
Ein Platz in der Top Ten ist sicher drin, 90% sind nicht schlimm, MP hat auch einige 90% Wertungen aber die 100% und 95-99% Wertungen überwiegen, deswegen hällt sich das game zurzeit auf 3 und Zelda wird da sicher Ähnliches schaffen, zumal GameSpot und IGN ziemlich beeindruckt von dem game zu sein scheinen[genauso wie eigentlich jeder der es gepreviewt hat] :)
das coolste ist ja, dass mp eine 60er wertung eingestrichen hat! hat sich sicher ein fanboy ausgedacht, der nintendo eins auswischen wollte...

glaub ich auch! :lol:
 
Diese 9/10 wertungen sind einfach nur lächerlich.
Die sind absolut nicht aussagekräfrig.
Das bedeutet ja das ein Spiel immer nur 10, 20, 30 ....100 Prozentz bekommen kann.
Zwischenwertungen sind ja gar nicht möglich.
Zudem können 9/10 auch 95 Prozent betragen.
Also macht euch nicht ins Hemd.

Wer anderen eine bratwurst brät, hat ein Bratwurst brat Gerät!
 
*UPDATE*

Jetzt hat Planet GameCube auch seinen Senf dazu gegeben:
PlanetGameCube schrieb:
What makes a Zelda game different? If you released a new Zelda game without all the familiar names and characters, would people still recognize it? There are definitely certain gameplay elements that run throughout the series, but these can be and have been duplicated in other games (with varying degrees of success). However, what really separates Zelda games is an intangible sense of adventure, a thrill of exploration, and the feeling that what you do has epic proportions.

The Legend of Zelda: Kaze no Takuto embodies all of those qualities, while refreshing and often revamping the actual mechanics of the series. In one sense, this game is an oddball for the Zelda series, not unlike Majora’s Mask before it. Kaze no Takuto isn’t set in the traditional Hyrule, its progression definitely doesn’t follow the usual pattern of eight-dungeons-and-beat-Ganon, and its visual style is obviously a big step from the norm. But in spite of treading so much new and different ground, this Zelda has everything that makes the series fantastic, and many of its innovations will become cornerstones for the franchise’s future.

The biggest real change, and it is a drastic one, is that Kaze no Takuto has taken on a stronger RPG design than any of its predecessors. While battles are still real-time and there are no experience points or “leveling up”, the story takes a far more prominent role than Zelda fans are used to. It’s not that the game’s design has been compromised to account for more plot, but rather that the same amount of story progression always infused into the series is now much more effective. To put it bluntly, the story is great. It’s creative, motivating, and unpredictable. It looks at the Zelda mythos from an entirely new perspective, and longtime fans of the series will be delighted to see a new take on the legend.

The other RPG-like difference is the overworld. Technically, every Zelda game has had an overworld, but Kaze no Takuto takes the concept more in line with traditional RPGs. Regular adventuring areas are of similar size to those in any Zelda game, but instead of major dungeons being separated by five or six “screens” or a relatively small stretch of land, they are now separated by an immense span of water. Link and his boat have an unbelievably huge world to traverse, and travel becomes a major new theme for the game. For the most part, it works wonders. The sea is literally full of things to do, monsters to defeat, and places to explore. If your favorite part of Final Fantasy games is exploring the overworld for secret places, you will have many, many hours of fun in Zelda’s nautical landscapes. The sea and its often lengthy voyages further add to the epic feel of the game, and for the most part, this enormous overworld both fits and adds to the Zelda magic. The excitement and overwhelming freedom of sailing such an expanse is nothing short of thrilling for much of the game. Eventually, travel becomes more of a chore, especially once you’ve thoroughly explored the sea and found most of its secrets. By that time you’ll have learned ways of getting around more swiftly, but even by the end of the game, it can take five or ten minutes of sailing to reach your destination. It can be pretty frustrating by that point, but the designers should be applauded for keeping the sea interesting and mysterious for a great majority of the game’s length.

Kaze no Takuto sets a new standard for charm and emotional involvement in a video game. Naturally, people will have different reactions to the game’s attempts to pull on your heartstrings, but no one could deny the steps Nintendo has taken to give a special kind of personality to the entire game. Simple, almost silly details, like making Link’s eyes very large to show emotion, are surprisingly effective. Funny and endearing characters are practically everywhere, and even the meanest bad guys have their moments. It might seem like giving the game such a light-hearted style would take away from the serious moments, but the opposite is actually true. You become attached to these characters, and when misfortune befalls them, you feel sad, worried, upset. It feels almost bizarre when you realize that they’re just characters in a game. This might be the first video game in which the characters are actually characters, in the literary sense. The effect is subtle and honestly hard to describe, but it’s undoubtedly there, and it makes this review quite difficult to write, as I try to separate my observations from my emotions. Consider yourself lucky that you won’t have to.

Mechanically, Kaze no Takuto is heavily based on the 3D gameplay of Ocarina of Time and Majora’s Mask, but with numerous and very welcome improvements. Link’s movement is now more fluid, and previously complex tasks such as pushing blocks and navigating the subscreen have been simplified. A new “free” camera mode allows for customized views, which can be both functionally useful and creatively enabling. When you’re on the open sea and sailing at full speed, finding the most beautiful camera angle is almost its own mini-game. Best of all, the new camera freedom comes at no cost to the gameplay; the N64-style camera is still the default, and you can switch back to it at any time with the L-trigger.

Even better is the heavily reinforced combat system. Link’s swordplay is now more varied than ever, while still being very simple to execute. The new evasive/offensive moves are a brilliant addition, and some of the tougher enemies all but require them. The game seems to delight in throwing more and more monsters at Link, often in large groups that definitely won’t be taking turns. If you’re not careful, it’s easy to be surrounded and beaten to a pulp. The extremely impressive enemy AI adds a ton of variety to the fights, and even baddies from early in the game can surprise you. In short, combat has become a more interesting, more prominent, and more challenging aspect of the Zelda gameplay.

If you’re not already convinced that this is an excellent game, let me sum things up: Kaze no Takuto is a brilliantly designed, brilliantly balanced, and brilliantly innovative game. No other game I know of has its mix of style, charm, and deeply refined gameplay. No, it’s not perfect; the incredible dungeons are sometimes separated by lengthy and arguably uninteresting adventuring bits, especially late in the game. The change of pace is nice, but it’s taken too far, especially in one case. But that’s a minor complaint amongst a host of compliments that I could never finish listing. This is the best Zelda game yet, the best GameCube title yet, and definitely one of the greatest games of all time.

Pros:

Uh, pretty much everything
Okay, I’ll give it a shot
Revolutionary graphics, amazing sound, perfect control, involving story, intense combat, long and satisfying quest, immense overworld ripe for exploration, fantastic dungeons and boss battles

Cons:

Progression slows down too much towards the end
Travel by sea is occasionally tedious

Wertungen im Detail:

Graphics: 10.0

This is one of the best-looking games ever made. The characters and environments are packed with so many polygons that they often look soft and round, which fits perfectly with the style. The art design is astonishing and complete, consistently affecting every single aspect of the game. Amazing little details are literally everywhere, from the constantly shifting clouds to the glow of lava cast on nearby objects. The framerate is extremely solid, and the draw distance is made even more remarkable by the in-game depth-of-field blurring, which I don’t think has ever been done before.



Sound: 10.0

The Zelda series continues to provide some of gaming’s most memorable music. Kaze no Takuto combines sublime remixes of classic Zelda songs with many excellent new ones, and all are tuned perfectly to the action and emotion on-screen. The sound effects are great too, especially the strange but very cool musical notes that play with each sword hit. Character voices are still quite limited, but they are distinct enough to support and enhance each personality. I detest the large bird’s crying sound, but you get the sense that it’s probably some kind of inside joke among the development team.



Control: 10.0

More fluid and intuitive than ever, and that’s compared to one of the best control schemes around in the N64 Zelda games. Adding the R-trigger as an extra context- sensitive button works beautifully, and previously cumbersome tasks like manipulating blocks and changing weapon modes are now streamlined. The D-pad is now used to bring up the map, which greatly simplifies the subscreen on Start. Basically, everything has been rethought to make the game easier and more intuitive to play. It’s Nintendo quality all around.



Gameplay: 9.5

All of the classic Zelda mechanics are back, most with considerable refinements. Combat in particular has been expanded with more moves and more strategy than ever, and the change is very welcome. The ridiculously large overworld is at times too spread out for its own good, but generally it provides a wealth of exploration and a boost for the game’s epic scale. There are a moderate number of true dungeons, less than Ocarina of Time but more than Majora’s Mask. There are also many tasks between dungeons, most of them fun but one in particular not so great. The dungeons themselves are as good or better than any in the series, with very cool new items and old ones being used in fresh new ways.



Lastability: 10.0

Easily one of the longest single-player experiences on GameCube, Kaze no Takuto is also one of the most satisfying throughout. You could get through it in perhaps twenty hours if you went straight from one objective to the other, but who could resist the wonders of the open sea? The massive overworld is full of side-quests, mini- dungeons, and other fun diversions. An innovative connection with the GBA provides some multiplayer, although it’s not extremely useful and may prove unexciting for player two. It’s nice to have though. Finally, a very cool feature opens up after beating the game…



Final Score (Not an average): 10.0

No, it’s not absolutely perfect, but The Legend of Zelda: Kaze no Takuto is as close as anyone could hope for. This isn’t just a great new entry into the Zelda series; it redefines what a Zelda game is and should be, and it introduces an emotional factor that brings gaming ever closer to a true art form. Most importantly, it’s fun…as in smiles on your face at every turn, sheer exhilaration at the promise of the open sea, and utter delight at the ingenious puzzles and boss fights. This is adventure gaming in its purest form; Nintendo has once again set a standard that few others could hope to approach, much less surpass.

Quelle

Somit hat Zelda nen Schnitt von 95%, naja kann nur noch besser werden :)
 
*UPDATE*

So, nun haben die Spielverderber :hmpf: von NTSC UK, die selten ein gutes Haar an Cube Games gelassen haben[fast alle Top Titel stecken irgendwie bei 7/10 fest, wie zB. Eternal Darkness...] auch ein Review zu Zelda TWW abgegeben... -Naja lest selbst:

NTSC UK schrieb:
The Zelda series has, over the years, enchanted a whole generation of games-players with its refreshing style of RPG flavoured storylines, impeccably constructed puzzles and action. For many, the franchise defines not only Nintendo, but also works as a barometer for the games industry in general. Zelda also belongs to a small group of titles that have never failed to deliver. Historically, it is one of the few games that people invest in a console just to play.

With its didactic fantasies and alternative realities, Zelda is sometimes more like C.S Lewis and Lewis Carroll than anything else. Children and adults can find characters at once individual and universal - (in some sense, we are all Link). 'Kaze No Takuto' is no exception. The cast are memorable and there are some extremely comic moments. The characters in 'Kaze No Takuto' succeed because they hold up a succession of mirrors in which we see faint traces of our own lives – personal triumphs, despair and salvation. Of course, Link's vulnerability and sometimes wide-eyed naivety make him more endearing. When he has trouble finding a dungeon key or locating one of the numerous islands in the game, he feels more like us. If the hero becomes a complete success, then we often lose a sense of sympathy for him - he becomes less interesting. The hero has to be like the stripes on a barber pole, he seems to keep moving upwards, but actually he stays in the same place.

When a photo-realistic battle sequence featuring Link and Gannondorf was shown at Space World 2000, many believed this was the direction in which Zelda would continue. Fans of the series saw this as natural evolution. The following year, Link appeared in a short sequence that placed him in a cartoon world. Some were outraged that the designers had seemingly taken leave of their senses. If the series had to take this route reasoned the fans, then maybe the title should have been left in its original form. Considering that we live in an era of technological evolution, it's surprising how rarely people think in evolutionary terms. It's a kind of human blind spot. We look at the world around us as a snapshot when it's really a movie, constantly changing. Of course, we know it is changing, but we behave as if it's not. We are simply denying the reality of change.

On powering up the Gamecube, players begin an adventure that is without doubt a truly unforgettable experience. You will find yourself simply shaking your head in disbelief as one astonishing moment unfolds into the next. For those of us whose lives are stranded in the often mundane, everyday reality of life, Zelda opens like a pop-up picture book come to life - a world tantalizingly out of reach where (almost) everything is possible. Indeed, it now seems inconceivable that anyone would have preferred the 'Space World 2000' renderings to the apparelled beauty on offer here. It proves that what the gaming fraternity know about Zelda is a world apart from the vision of the artists and designers. We all need a little more faith.

The graphical style in this latest outing may possibly be how the artists always imagined Link's world to be. For once, the artwork on the box is the same as the artwork in the game. It's perhaps the vision they had all along, only now freed from technological constraints. The decision to give proceedings a slightly cell-shaded feel is entirely vindicated. The animation of the characters, the expressions on their faces (ranging from anger, glee and exasperation to wide-eyed astonishment) create a sense of realism and emotion that goes way beyond anything that could have been achieved by simply increasing the resolution and modelling everything in minute detail.

However a word of warning. In the week I spent playing through the game, an alarming number of Zelda fans who came to visit, dismissed the game after only 30 minutes (and had completely lost interest within an hour) with comments such as 'Oh no! It's a cartoon' or 'Why have they made it just for kids?' This is going to be a significant hurdle for Nintendo if they wish to emulate the success of the previous games in North America, and to a lesser extent Japan. Ironically, 'Kaze No Takuto' is the most compelling, life-consuming game experience I've had for maybe two or three years. Self- proclaimed 'fans' that cannot adjust to a graphical change of direction will be denying themselves something very special.

The graphics while having a colourful, youthful vibrancy also have a certain darkness, a world of malign shadows and hues. The designer's understanding of light is perfectly captured in this game. Many of the rooms in the dungeons have contrasting degrees of lighting. One moment, Link is bathed in the eerie glow of fire – the next he appears in natural sunlight - it's a transition that's often used to stunning effect. Japan's traditional arts arose from the darkness in which people lived. The constant pressure of darkness drove the nation to create neon cities of florescent light. Consequently, the beauty of shadows is no longer understood in modern Japanese life. It exists now only in the animated worlds of cartoons and manga. Bando Tamasaburo, a famous kabuki actor who performs and directs movies, has said on occasion that modern Japanese films have lost any sense of colour or depth - there are no shadows. In this latest instalment of Zelda, Nintendo's artists are reaching into the past, to a traditional art of darkness.

A well-established theme in the series has been Link's ability to manipulate time and place. In the previous instalment, ('Mask Of Majora') you controlled time - the elusive, intangible presence that pervades all our lives. On this occasion, you harness an elemental force of nature - the wind. The feeling of wielding power over which we have no control in our everyday lives is something very appealing. Another fascinating aspect of 'Kaze No Takuto' is that an intoxicating blend of differing cultural influences have been emptied into the creative furnace. For instance, the rocks and trees on the craggy cliff top of Pororo Island vividly bring to mind the coastal landscape of Japan as it once was. Then there is the Nordic influence in the masthead on Link’s ship, the lilting Irish melody and 'Bayeux Tapestry' montage at the game's intro and the Shinto 'Tori Gate' visible at one point. There is also reference to the numerous 'Kami' or Gods that are a hallmark of Japanese religion. Principal among these is 'Fuchin', the God of Wind. This deity is responsible for altering the wind direction, which in turn affects Link's means of travel. An observant player will notice many more cultural and religious references.

Like all the Zelda games, 'Kaze No Takuto' is imbued with a dream-like quality. All is perfect. Well-established game mechanics, characters and sometimes only slightly revised situations tend to cocoon the player from any misgivings the title may have. It allows one to float blissfully away on the placid surface of things. You carry out your duties, cut the trees, bait the pigs and get some essential sword practice. However, your eyes are never far from the expanse of ocean and the sound of the tide whispering the promise of adventure. Place a 'Delicious Fruit' on your head and a gull swoops down and nabs it. Link falls into a 'Zen-like' trance and sees the world through the eyes of the bird. Press the right shoulder button and (just before you resume control) Link is briefly seen frozen in that timeless 'Stop' moment – the 'meditational' calm that is Japan's special achievement. It's a relatively small touch but it's moments like these that elevate the game into a place where only the very, very finest belong. It may still be a marriage of technology and art, but in 'Kaze No Takuto' it starts to feel more like magic.

The dungeons are as immaculately constructed as ever. Every collected item has a purpose – some obvious, others less so. For instance, the hook rope you acquire while tackling 'Dragon Mountain' dungeon can also be used on the boat to bring up treasure from the depths. There are also some nice new additions, such as the Deku leaf. Unlocking the secrets in Zelda has much to do with observation. As a work of art, the player slowly unravels the secrets hidden within. In fact, the well of imagination in this title never seems to run dry. Just when you think there's nothing more, 'Kaze No Takuto' lets yet another bit of magic rise to the surface. Some of the musical themes have been re-worked, but they still sound fresh and unique. The piece that accompanies one's travels across the ocean is as sweeping and majestic as anything in 'Ocarina Of Time'. The sharp musical stabs that accompany the combat sequences are also curiously effective.

One area that could be considered a flaw is that as one progresses much deeper into the game, sudden narrative leaps are made. For anyone expecting dramatic unity, Zelda seems weak. Fans of the series who value logic will invariably dislike it. However, with its (very Japanese) emphasis on the depth of a single instant, Zelda creates an atmosphere of genuine, intense excitement, which is lamentably rare in other games. A series of set pieces later in the story will refresh the minds of even the most jaded gamers. Around forty hours of play (more for the numerous side-quests) will bring you to the somewhat ambiguous ending, one that's quite enigmatic for a Zelda game. It's a stunning final sequence nonetheless.

Like 'Ocarina Of Time', short cut-scenes have an emotional impact that makes the CGI efforts of other developers look overblown and pretentious. Again, it's that emphasis on the depth of a single instant. Link often poses dramatically, arms folded, in a very traditional stance. In Japanese artistry, this is used to accentuate the emotion of a single, fleeting moment.

For whatever reason, the camera seems remarkably less 'sticky' than in the relatively recent 'Mario Sunshine'. However, there is no sense of the camera floating as is evident in other 3D games. A nice touch is an audible alarm that is raised when certain enemies have spotted you. There are no significant problems with the controls while in combat or indeed, seemingly anywhere in the game. When your view becomes obscured, you will often curse your own skills rather than those of the designers.

The title is not really import friendly in the same way Mario Sunshine was to western gamers unable to read Japanese. While not containing an epic, convoluted plot along the lines of Final Fantasy, it is still an RPG nevertheless. It will be possible to work out some of the less-cryptic puzzles (through simple trial and error) and navigate your way through the easier dungeons, but you will inevitably come up against larger walls later on. There is also the problem of translation. Many words and phrases in Japanese simply do not have a direct English equivalent and a dictionary will just give you an approximation. To be able to understand the storyline in Zelda, one will also need to be familiar with verbs and their different tenses. This reviewer stumbled at one particular point for some time, because he initially failed to recognize the Causative/Passive form of the verb 'Tobu' - 'To Fly'. For this, and other language related reasons, you will miss out on the finer delicacies of the rather engrossing storyline unless your Japanese is quite good. Think post 'A-Level' rather than 'GCSE'. Some will buy Zelda now – others will wait until March.

With its clashing sense of illusion and reality, 'Kaze No Takuto' is at once very Japanese and not of Japan at all. It's a fantastic blend of many different elements and the game is all the better for it. When one picks up the controller, the ability to step into that time and place (never more hauntingly beautiful than in this latest instalment) never loses its allure. Even the most hardened of cynics would have to admit that this title is something else entirely. It's the stuff of dreams.

"An interviewer once asked the film director, Akira Kurosawa, why he wanted to make films. The director was lost in thought for a brief moment as he considered the question. "I longed for a world of beauty beyond my reach", he finally answered. Watching Kurosawa talking passionately about his art, surrounded by beautiful actresses and actors, against a 'Floating World' backdrop, I felt I knew exactly what he meant.

That was many years ago. I've never re-visited that moment in memory until now. What
has resurrected that feeling is 'Zelda No Densetsu – Kaze No Takuto'.

Like Kurosawa, I too have longed for a world of beauty beyond my reach. I may have just found it."



Tja, klingt bis dahin nicht schlecht oder? Naja ist es auch nicht.


Jetzt bin ich wirklich absolut von dem game überzeugt, denn wenn die sagen, es hat ne 10/10 verdient, ist dem wohl nichts mehr hinzuzufügen 8-)

PS: Zelda hat nun nen Schnitt von 96.7% Mal sehn wie hoch es noch geht, und ob Zelda OOT vom Thron gekickt wird...

PPS: Man sollte noch erwähnen, dass bislang erst 3[!] games die 10/10 von NTSC UK bekommen haben: Steel Batalion, Metroid Prime und eben Zelda TWW 8-)
 
Moppenheinz schrieb:
Also ich warte lieber auf die gamespot-wertung. da weiß man was man hat ;)

also wenn die miesmacher schon metroid so eine hohe wertung gegeben haben, dann wird zelda sicher auch eine ähnliche wertung bekommen. da mach ich mir keine sorgen.
 
uh lalala...

wer 2003 keinen cube hat, dem ist nicht mehr zu helfen. spätestens wenn metroid gebundelt wird, ist das ding ein MUSS. mit metroid, zelda und final fantasy CC. für mich noch f- zero, mario kart, project number 03, usw usw...

die xbox hat auch gute, aber der cube ist für gamer PFLICHT!
 
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