After dragoon roost island you must go south to forest heaven, the boat won't let you go to other blocks outside of that route, except maybe back to windfall island.
Of course, you can visit the islands on the way there.
I believe you have complete freedom after the Forest Haven. After Dragon Roost, you are allowed to go back to Windfall, but trying to sail to any square not in the path from Windfall and Dragon Roost and Dragon Roost to Forest Haven is a no-go.
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It's hardly a massive loss in Wind Waker. Those main 4 islands are the only remotely interesting places in the game. After that it's just clone wooden towers and small islands with rocks on them (oh and that guy with the telescope who makes the noise of asian tourists)
It's hardly a massive loss in Wind Waker. Those main 4 islands are the only remotely interesting places in the game. After that it's just clone wooden towers and small islands with rocks on them (oh and that guy with the telescope who makes the noise of asian tourists)
I wouldn't be that harsh; there are certainly a lot of interesting nooks and crannies. It's just that the total content seems a bit thinner than what comparable Zelda games provide.
I'm a huge fan of wind waker. There's not so many invisible walls in there at all. In fact, there's a lot of things you can do without being zelda-ready for it, like warp into the closed fairy island before your time.
I don't consider the sea to be that empty at all, there's lots to discover. A few bigger and sizeable islands would have really sweetened the package, but it's already great.
Wind Waker is great. Only bad thing was some of the puzzles were really dumb and tedious. Everything about the last boss fight was amazing. Ganondorf really shined. He wasn't behaving like Bowser for once.
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And what of figuring out how to get into the cabana? And the islands with the hidden caves on them? I don't agree that Windwaker was less of a Zelda game, or feels empty. If you look at even A Link to the Past. There's the dungeons, Kakariko Village, your house, Hyrule Castle and perhaps the Lost Woods that are of any interest. Windwaker, comparatively is a giant ocean. It makes sense that it feels empty compared to the smaller total area of other Zelda games.
I don't doubt that Wind Waker is a much more fleshed out game than ALttP, but ALttP was on the SNES, lol.
Formally called brewsky before becoming the lovable, adorable Yoshi.
Now playing:
Final Fantasy XIV (PC) | The Legend of Zelda: Link's Awakening (Switch) | Celeste (Switch)
Some of the late-gen SNES games are still fairly big by modern standards though, like Chrono Trigger, Final Fantasy VI, and Seiken Densetsu 3.
I'm not talking size here. Wind Waker, if anything, was a cautionary tale about the virtues of size (that the rest of the AAA industry promptly ignored). I'm talking mostly about just the gameplay mechanics and level design. Also, ALttP has a top-down perspective. UGH
It should be noted that people hold Zelda games to a higher standard of criticism precisely because they so infuriatingly close to perfection that any flaw shines like a stain on white fabric.
I was just looking at the Hideki Kamiya's tweets (you know, the Zelda fan who made a legit great fan game) and he's the exact same way; absolutely infatuated with the games and critical of them with equal passion.
The point being that even if Wind Waker if a flawed or lesser favorite Zelda game of someone's, it's still a Zelda game.
That said, I do legit hate games that force me to stare down at the dirt for their entire runtime
Some of the late-gen SNES games are still fairly big by modern standards though, like Chrono Trigger, Final Fantasy VI, and Seiken Densetsu 3.
I'm not talking size here. Wind Waker, if anything, was a cautionary tale about the virtues of size (that the rest of the AAA industry promptly ignored). I'm talking mostly about just the gameplay mechanics and level design. Also, ALttP has a top-down perspective. UGH
Don't forget game physics. Wind Waker was definitely ahead of its time in that aspect. The way Link's feet adjusted to the difference in floor elevation; steps, slopes and such. There's plenty of games today that have characters clip through floors. There was procedural animation present in the games as well, and don't forget about all the interactable objects. The way you could pick up and use your enemy's weapon was another touch of detail that made it a little more believable, and the way those weapons interacted with the surroundings when thrown. I even recall that you can blow away the feathers of the Helmaroc King with your Deku Leaf, the feathers that are left after you defeat the boss. It's a little detail that I discovered a couple of years ago. It's something that you don't think about doing, but they went and programmed that in the game, despite knowing that most people would never know about this. There's plenty of stuff like that in other Nintendo games, but I think that Wind Waker is definitely one of the more polished games.
I even recall that you can blow away the feathers of the Helmaroc King with your Deku Leaf, the feathers that are left after you defeat the boss. It's a little detail that I discovered a couple of years ago. It's something that you don't think about doing, but they went and programmed that in the game, despite knowing that most people would never know about this.
The boss rains down feathers when you kill it regardless of what weapon you used.
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