We need to talk about the Wind Waker problem. Where to start. The game is called Wind Waker, that's the name of the music item that is used to control the sailing that you do for a large part of the game. When Nintendo remastered it, they implemented the swift sail. Not only does this cut the time spent sailing in half, it also supplants the Wind Waker of its use in sailing too. So we're looking at a flawed concept from inception, if a remaster decides to start gutting core features, and it's portrayed as a positive.You spend a lot of time sailing, pirate themed, so collecting treasure has a big focus right? every chest you pull up is pretty much guaranteed to be rupees. This game introduced massive size wallets to hold thousands of rupees, which is a large step up from the 500 rupees in the previous games. So you're expected to collect a lot of rupees, they are a uniform treasure, you get them sailing, you get them in dungeons, in towns, all over, and they contribute to your collected funds. In the original the point of this was to use them to translate the triforce charts, the second to last progression of the game before going to the final boss. So this is pretty much Wind Waker's best use case of non-linear progression, you find progress to be made all over the game world. The remaster reduces how many rupees would be required in half, and also doubles the amount of rupees that can be carried in each tier of wallet.I could go on and on about this game, but it's clearly a game at odds with itself, and poorly executes everything. The remaster guts features and fans of the game tend to praise it for doing so. It's clear that even among fans, nobody really likes Wind Waker. They like the facsimile of it instead. Have you ever heard anyone talk about how much they love sailing around and exploring islands? that should be a bigger aspect of the game I imagine.
what is bro yapping about
>>737710007Holy essay