The Wind Waker[b] is an 2002 action-adventure game developed and published by Nintendo for the GameCube.
The tenth installment in The Legend of Zelda series, The Wind Waker is put on a set of islands in a vast sea, a departure for the set. It follows show protagonist Connect as he attempts to save his sister from your sorcerer Ganon and becomes embroiled in a struggle to the Triforce, a sacred wish-granting relic. Inspired by allies including Maya captain Tetra–a incarnation of Princess Zelda–along with a talking boat named the King of Red Lions, Link sails the ocean, explores islands, and traverses dungeons to obtain the power necessary to defeat Ganon.
Gameplay is presented from the third-person perspective. The participant controls Link, that fights with a sword and shield, as well as other products. Like previous Zelda games, Link explores dungeons to resist enemies, locate things, and solve puzzles. The player must also explore the seas, and wind, which eases sailing, plays a prominent part and can be controlled with a magical conductor’s baton called the Wind Waker. While the sport retains the simple 3D gameplay of its predecessors, Ocarina of Time (1998) and Majora’s Mask (2000), ” The Wind Waker features a distinctive cartoon-like art design generated via cel shading.
Development began before Majora’s Mask was finished in 2000 and continued until late 2002. Nintendo’s Zelda staff did not need to keep on utilizing the realistic images of previous Zelda games, rather choosing a cartoonish aesthetic that would provide fresh gameplay and combat possibilities. Kenta Nagata, Hajime Wakai, Toru Minegishi, and Koji Kondo composed the soundtrack, which is composed of first tracks inspired by traditional Irish songs and reworked bits from older Zelda games. Nintendo introduced The Wind Waker at Japan in December 2002, in North America in March Wind Waker Rom 2003, and also in Europe in May 2003.
The Wind Waker received critical acclaim because of its visuals, design, gameplay, and narrative, and won several Game of the Year accolades. However, its art management proved divisive among players. This led to relatively weak earnings; the match sold 4.6 million copies, so much under the 7.6 million Ocarina of Time sold. Consequently, Nintendo changed instructions with another Zelda setup, the realistically styled Twilight Princess (2006). On the other hand, The Wind Waker’s reputation enhanced over the years, and it is currently considered one of the best video games ever made. The Wind Waker originated the”Toon Link” personality and obtained 2 sequels for your Nintendo DS, Phantom Hourglass (2007), along with Spirit Tracks (2009). A high-definition remaster, The Legend of Zelda: The Wind Waker HD, premiered for the Wii U in 2013.
1.1 Breeze and sailing
2.1 Background and placing
3.1 Game design
4 Release and advertising
5.1 Critical reception
5.2 audience response and sales
6.1 Sequels along with other websites
6.2 Later reputation
6.3 Wii U version
8 External links
The Wind Waker’s cel-shaded art design uses real-time lighting and effects like depth-of-field blur, which makes the game seem stylistically similar to a cartoon and putting it apart from other games from the show
The Legend of Zelda: The Wind Waker is a open universe action-adventure match with role-playing elements. The control scheme resembles the predecessors: the player moves the protagonist Link in three dimensions from a third-person perspective.  Link fights with a sword and shield as well as a variety of different weapons and things. He interacts with all non-player personalities and objects via the activity button.  Like the previous games, The Wind Waker features a targeting system allowing Link to”lock ” and face an enemy or target.  A brand new feature is the capability to transfer the camera program around Link.  Onscreen meters track Link’s health and magic; Link can expand his wellness by finding”heart containers” and container pieces in the sport.
The game world contains 49 gridded segments of this”Great Sea”, each containing an island or island chain. Some have to be researched to keep the story, while some are optional.  Like most Zelda games, The Wind Waker features several dungeons–big, enclosed places where Connect battles enemies, finds items, and also solves puzzles to last. Each dungeon quest ends with a struggle against a supervisor, a singularly powerful enemy.  In addition to the major story, the game includes many sidequests, minor objectives the player can optionally complete to achieve rewards. By way of example, Link can use the”Picto Box” — an in-game camera — to take pictures to fulfill quests. 
Through the game, Connect acquires weapons and items that provide new abilities.  Things are usually needed to reach specific places, defeat bosses or other enemies, and advance the narrative. As an example, the grappling hook is necessary to pass barriers and defeat the boss at the Dragon Roost Cavern dungeon; it can then be employed to enter formerly inaccessible areas everywhere. The”Tingle Tuner” is really a special thing allowing another player to control the character Tingle in case the system is linked to a Game Boy Advance by a connection cable. 
Wind and sailing
A significant section of the match is spent sailing between islands on Link’s ship, the King of Red Lions. The boat’s sail is driven by breeze that blows throughout the game world in one of eight directions; a tailwind behind the ship will give it high speed, while sailing from the wind is tough. Even the Great Sea contains enemies and obstacles different from those located on property; additionally, some things serve new purposes while Connect is aboard the King of Red Lions. The grappling hook, for example, serves as a crane for recovering sunken treasure.  Link investigates the ocean with the assistance of a sea chart, which is updated with information on every square and island. Through the game, Connect acquires additional graphs pointing the way to treasure chests and important locations. On property, dungeons feature comparable maps. 
Early in the game, Link receives the Wind Waker, a baton which allows him to control the breeze and exploit other powers by”conducting” particular melodies. The player handles the Wind Waker by transferring the joypads to alter pitch and time signature. The first tune, the”Wind’s Requiem”, enables Link to alter the wind’s direction, letting him sail anywhere. Connect can find five different tunes to your Wind Waker, that offer abilities like warping to other regions and turning night daily.
Wallpaper and placing
According to The Legend of Zelda: Hyrule Historia, Nintendo’s official Legend of Zelda chronology, The Wind Waker happens from the”New World” deadline,” one of several parallel timelines where Zelda games have been set following the events of Ocarina of Time. The game follows the”Adult Connect” timeline, after Link, the”Hero of Time”, defeats Ganon and time-travels back to his childhood. A crisis emerges when Ganon returns, but Link doesn’t. Centuries later, the folks live on islands in the Great Sea. They conserve Link’s narrative as a legend, but his kingdom’s destiny remains unknown. The most important character, a young boy named Link, resides on Outset Island, in which boys dress in green like the Hero of Time if they come of age.
While Connect is observing his coming of age, a gigantic bird drops pirate captain Tetra into Outset Island’s forest. Link rescues Tetra from monsters, but the bird takes off Link’s sister Aryll. Tetra promises to assist Link locate his sister, and then sail to the Forsaken Fortress, where the bird, the Helmaroc King, was carrying girls with long ears. Connect finds Aryll and other kidnapped girls, however, the Helmaroc King catches him and carries him into a guy in black, who orders Link thrown to the ocean.
Connect is rescued at Windfall Island by a talking boat, the King of Red Lions, that explains the bird’s master is a returned Ganon. To defeat him, Link must get the Hero of Time’s ability, which requires the 3 championships of the Goddesses. The King of Red Lions subsequently takes Link into the Tower of the Rings, in which he faces trials earlier descending beneath the ocean to some castle suspended in time. Here Link finds out the Hero of Time’s weapon, the Master Sword.
Connect returns to the Forsaken Fortress. Tetra’s crew arrive and rescue the girls, but Ganon easily overpowers Link and Tetra: the Master Sword has already lost its power. Ganon admits Tetra’s Triforce necklace also realizes she is the incarnation of all Princess Zelda he’s looking for. Link’s Rito allies and Valoo save Link and Tetra out of Ganon. Even the King of Red Lions attracts the two back to the underwater realm, explaining it is the legendary kingdom of Hyrule, which the goddesses submerged long ago to contain Ganon while the people fled into the mountaintops. The King of Red Lions shows himself to be Daphnes Nohansen Hyrule, the final King of Hyrule, and Tetra is his own heir, Zelda, director of the Triforce of Wisdom.
Tetra stays in the castle while Link and the King travel into the two sages who provided the Master Sword’s power. They discover Ganon’s forces killed them both, therefore Link should wake new sages: the Rito Medli and the Korok Makar. The sages restore the Master Sword, but the King learns that Ganon has abandoned the Forsaken Fortress and anxieties an attack. They then monitor the eight shards of their lost Triforce of Courage, once retained from the Hero of Time, and the gods recognize Link since the Hero of Winds.
Link and the King return to Hyrule to find that Ganon has captured Tetra. Connect follows them to Ganon’s tower, beating Ganon’s minions before Ganon overcomes him. Ganon joins Link’s along with Tetra’s Triforce pieces together with his own Triforce of Power, forming the complete Triforce, which will grant his wish to dominate the world. Before he can act, the King of Hyrule appears and fantasies that the Goddesses clean Ganon and Hyrule away. The King then grants Link and Tetra hope for their own future. Link and Tetra battle Ganon using the Master Sword and magic arrows as water slides them around ; with the final blow, the Master Sword turns Ganon into rock. Link and Tetra climb to the surface since the King and also Hyrule are submerged. They’re reunited with their friends; a post-credits scene indicates the heroes sailing away to find a new land.
The Wind Waker was an early project developed for the GameCube
Nintendo’s Zelda team initiated programs for a new game early in the evolution of the GameCube system, until Majora’s Mask has been completed for the Nintendo 64 in 2000. Eiji Aonuma, director of Majora’s Mask, returned to helm the project, whereas Shigeru Miyamoto and Takashi Tezuka functioned as manufacturers.  Early concepts typically followed Ocarina of Time’s layouts, together with graphics enhanced for its new system’s abilities.  The group hastily created a brief clip of Link fighting Ganondorf to get a demonstration at the 2000 Space World exposition, where Nintendo announced the GameCube. The clip resonated with fans and commentators who expected it previewed another Zelda game.
Even the Zelda group, however, had exhausted its thoughts for this style and format.  Aonuma hated the demonstration, discovering it derivative of previous Zelda games.  The team researched other instructions until designer Yoshiki Haruhana produced a cartoonish drawing of a youthful Link that caught their attention. Design manager Satoru Takizawa drew up an enemy Moblin at a similar style, and the team captured to the new gameplay and combat possibilities afforded from the stylized animation aesthetic. To achieve this appearance, they used cel shading on 3D models, providing the look of an interactive cartoon.  The developers built the game with Alias/Wavefront’s Maya 3D application and a custom game engine.
Eiji Aonuma, the match director, pictured in E3 2013
With this decision, evolution went rapidly. The group quickly decided the setting would be islands in a sea, determining it would offer fascinating visuals and mechanisms in the cel-shaded fashion. This in turn motivated the central sailing feature.  Some features drew skepticism; for example producers Miyamoto and Tezuka requested an explanation for those characters’ exaggeratedly large eyes. The group jokingly suggested having Link shoot beams out of his eyes before deciding to get him concentrate his gaze on important objects nearby, providing hints to observant players about what to do next.
Nintendo presented a demo clip of the new game in the 2001 Space World, August 23–26.  Response to the cel-shaded layout was divided. Though some attendees appreciated the new appearance, there was backlash from disappointed fans who’d hoped for a more realistic Zelda along the lines of this 2000 presentation.  Miyamoto was amazed at the answer and decided to limit showing further info about the match until the team completed a playable demonstration, hoping to shift focus from the pictures to the match.
Miyamoto introduced a playable demonstration at the next year’s Electronic Entertainment Expo (E3) on May 22–24, 2002, along with another forthcoming GameCube Zelda, Four Swords Adventures. Miyamoto encountered glitches while he attempted to demonstrate Link’s new ability to utilize enemies’ dropped weapons. However, reception was more positive than that for the Space World presentation.  The sport received the 2002 Game Critics awards for the Best Console Game at E3. IGN editor Fran Mirabella explained the cartoon look”works really well” and that”it seems very similar to Zelda”.  The whimsical style was in comparison to A Link to the Past and promotional artwork from past Zelda games. The E3 demo also introduced new features, such as the ability to link with the Game Boy Advance and get support from Tingle.  But, the art direction continued to divide audiences.
Development continued through late 2002, with targeted release dates of December from Japan and early 2003 from North America.  During the final phases, two dungeons that dropped behind program were trimmed and cut with a quest to regain Triforce pieces across the Great Sea.  On October 15, 2002, Nintendo showed the game’s Japanese subtitle, Kaze no Takuto (Breeze Baton), to emphasize the function of wind in the match.  At the gap between the Japanese and North American releases, the artists reworked several segments, notably shortening the extended Triforce pursuit. 
The music at The Wind Waker was written by Kenta Nagata, Hajime Wakai, Toru Minegishi, and Koji Kondo.  The audio team was substantially larger compared to other contemporary projects to adapt Nintendo’s desire for a high quality of work in the hurried development program.  Koji Kondo, the principal composer for The Legend of Zelda series, also led to the score but did not serve as sound manager.  However, the score comprised some of his pieces from old Zelda games, changing them to emphasize the time between the tales. 
The soundtrack is primarily ecological; it modulates between various tracks based on place, time and different ailments.  Much of the rating is inspired by traditional Irish music and is complete lighter as well as more optimistic than previous scores from the collection.  The advancement of MIDI technology enabled the soundtrack to closely approximate the sounds of real devices than has been possible in prior installments. The score features waves, strings, brass, percussion, and also for the very first time in the Zelda series, wordless vocals. The vocals are particularly prominent in the songs Link conducts using the Wind Waker, singing in D major.  Shigeru Miyamoto reportedly played the mandolin included in the”Title Theme”.  Scitron Digital Content released a two-disc, 133-track soundtrack album, The Legend of Zelda: The Wind Waker Original Sound Tracks, on March 19, 2003.
Release and promotion
The Wind Waker was released on December 13, 2002 at Japan, respectively  on March 24, 2003 from North America, and on May 2, 2003 at Europe.  To promote the launch, Nintendo provided a bonus disc for a pre owned bonus that comprised a GameCube port of Ocarina of Time in addition to its own previously unreleased expansion, Ura Zelda.  Ura Zelda, largely a version of Ocarina of Time with a few modifications, including fresh dungeon challenges, was developed to the Nintendo 64’s 64DD peripheral, but was shelved when that procedure collapsed. Ura Zelda was named Ocarina of Time Master Quest at North America and Europe.  Ocarina of all Time/Master Quest disks became popular things in their very best in North America, having some customers making and cancelling preorders to receive them. To prevent this issue in Europe, Nintendo released the item only in two-disc packages together with The Wind Waker.
In May 2003, Nintendo Found The Wind Waker with limited variant GameCubes from North America and Europe.  On November 17 that year, Nintendo found another promotion via a compilation disc, The Legend of Zelda Collector’s Edition. The disc comprises ports of the first Legend of Zelda, Zelda II: The Adventure of Link, Ocarina of Time, and Majora’s Mask, as well as a Wind Waker demo and two featurettes. The Collector’s Edition was included in another GameCube package and was made accessible to existing GameCube owners who registered their system or subscribed to Nintendo Power. 
 Review aggregator site Metacritic calculated that a score of 96/100 based on 80 reviews, signaling”universal acclaim”.  This was the fourth match to Be Given a perfect score from the Japanese magazine Famitsu, and additionally earned perfect scores from Java and Video Games, respectively  Game Informer, Game Pro, Nintendo Power, and World GameCube.  It received high marks from a number of other reviewers as well, even though it did not reach the amount of critical acclaim that had greeted Ocarina of Time.
While frequently noting lovers’ ambivalence regarding the cel shading, critics praised the game’s graphics. Reviewers likened the game into a playable cartoon, with many positively comparing the animation to the movies of Disney and Hayao Miyazaki.  In particular, critics loved the characters’ unique expressiveness, respectively  and discovered that the nice information and environments added richness to the game universe.  Electronic Gaming Monthly’s reviewers discovered that the animation quality unparalleled in matches and also wrote that”The Wind Waker’s fresh look is as effective as it is unique”.  Matt Casamassina of IGN explained that though some enthusiasts hold distaste for those graphics, Nintendo’s execution represented the pinnacle of the GameCube’s capabilities and of cel shading technology.  Jeff Gerstmann of GameSpot explained that disbelief concerning the visuals was”unfounded” and wrote that the character style”adds emotional weight” into the storyline.  One Nintendo Power agency wrote that although he was originally skeptical, the visuals worked”brilliantly, framing the most enjoyable game play experience I have had because Ocarina of Time”.
Critics also recognized the gameplay, in particular the responsive control system, fluid combat, and puzzles.  Several testimonials noted that the similarity of its own gameplay to the Ocarina of Time, however they praised enhancements like the ability to move the camera, play counterattacks, and use enemy objects.  IGN reassured gamers who past visual differences between The Wind Waker and Ocarina,”these 2 games are extremely much alike”.  Game Informer wrote that the gameplay expanded upon this in its predecessors to become”far greater, deeper, and more complicated”, while Electronic Gaming Monthly said that”Wind Waker’s core gameplay is the very best the show has ever had”.  On the flip side, Edge said that while the match would amazement new players, its similarity to past Zelda games meant that veteran players might discover it”‘merely’ brilliant”  Famitsu wrote that the game’s user friendliness would appeal to novice players.  IGN praised the controls, the particularly interactive environment, and the wide range of game activities, which”can be implemented with a precision that few other games could provide”.  GameSpot appreciated the breadth of items which may be used.  Electronic Gaming Monthly stated that the high assortment of choices for progressing through fights and puzzles retained the game from getting boring.  GamePro’s Star Dingo enjoyed the range of combo attacks and puzzles, calling the sport”a blend of vibrant artistry and timeless gameplay”. 
Other components that commonly received praise include the expansive game world and degree design, especially from the dungeons.  The storyline also received praise; Nintendo Power called the game”a masterpiece of storytelling and style”.  Several critics recognized the score and soundtrack,”  though some noted the lack of voice acting as a negative.
The sport’s most frequent criticism is the significant emphasis on sailing, especially later in the match when Link has to fend round the sea to collect Triforce pieces.  GameSpot composed that although the major quest”begins in a very brisk manner”, from the final third of this game, the”focus on sailing… is fairly dull”.  Edge wrote that the sailing was”convincingly organic”, however even with all the twist characteristic,”there’s a dreadful bunch of comparatively dull wracking activity”.  Others complained about needing to use the Wind Waker thus frequently to alter direction.  IGN composed that using the apparatus became”a dull nuisance” and the inability to bypass the corresponding cartoon was”more bothersome still”.  Many reviewers enjoyed the sailing; 2 Electronic Gaming Monthly reviewers loved the battle, exploration, and side quests available on the sea.  The other frequent criticism was that the match’s relatively low degree of problem.  IGN wrote that when the participant added enough hearts to Link’s health meter,”he becomes nearly invincible, that is a legitimate shortcoming as far as we worried”. 
 IGN gave it that the Readers’ Choice award for 2003 and called it Best Adventure Game for the GameCube.  It also won the Outstanding Achievement in Art Direction award in the 2004 Interactive Achievement Awards and obtained seven additional nominations, including Console Game of the Year.
Viewers response and sales
Player reaction to the match remained split over the cel-shaded design.  Reception was comparatively warm in Japan, where numerous media commonly borrow an arcade aesthetic, but was much more split from North America.  Many players appreciated the design and Miyamoto’s eyesight, while others saw it childish and also far removed from the more realistic layouts of previous games.  Based on Stephen Totilo of Kotaku, a lot of the backlash came from stress that Nintendo was dropping its edge by focusing on games for kids, as opposed to the more mature, thoughtful fare developed by rivals.
The Wind Waker produced the very prosperous pre-order campaign in Nintendo history at the time.  But, sales did not live up to expectations; director Aonuma noted that buys were unsatisfactory in Japan and North America. Japanese sales suffered from an overall decline from the video game market brought on by consumers switching away from matches, a phenomenon called”gamer ramble”.  The total market stayed strong in North America, however The Wind Waker’s sales were slow there and had declined markedly from the time they reached one million.  The Wind Waker marketed 4.6 million copies, so far under the 7.6 million record set by Ocarina of Time.  Nintendo of America blamed the game’s comparatively weak North American sales in big part to the cel-shaded pictures, that turned off most gamers, particularly older teenagers who left up The Legend of Zelda’s traditional crowd. Miyamoto further blamed a failure to present significant innovations to excite players that were established or attract new ones.
Sequels and other websites
Nintendo originally planned a direct sequel for the GameCube, created by Aonuma’s Zelda staff under the working name Wind Waker 2. However, Wind Waker’s underwhelming reception in North America, together with the downturn in the Japanese video game market, convinced Aonuma the sole path to success would be much more realistic Zelda game which will appeal to the stronger North American industry. He persuaded Miyamoto, that approved development of a superbly styled match utilizing the Wind Waker engineThe Legend of Zelda: Twilight Princess. Twilight Princess proved a significant victory for the GameCube and the recently released Wii.
The Wind Waker originated the version of the Link character called”Toon Link”, that appeared in several later Nintendo games.  The Wind Waker received two direct sequels for the Nintendo DS handheld system. Attempting to keep the Wind Waker’s story and artwork fashion, Aonuma created The Legend of Zelda: Phantom Hourglass from 2007, which follows Link and Tetra as they explore fresh reaches of the Great Sea.  The Legend of Zelda: Spirit Tracks (2009) is set afterwards, with a new Link and Zelda traversing a New Hyrule using a magical train.  Toon Link additionally returned in indirectly related Legend of Zelda games such as Four Swords Adventures (2004), The Minish Cap (2005), and Tri Force Heroes (2015).  He also features as a playable character in Nintendo’s Super Smash Bros. crossover fighting game series, and along with other Wind Waker characters, in the 2016 Legend of Zelda pastiche Hyrule Warriors Legends. 
Conductors of this concert trip The Legend of Zelda: Symphony of the Goddesses have used custom-made Wind Waker batons.  The Wind Waker also affected 2017’s The Legend of Zelda: Patches of the Wild, which includes a similarly stylized art design, but with more realistic proportions.  Breath of the Wild also contains species from The Wind Waker along with other references, causing some fans to assume that it follows The Wind Waker’s timeline.
The Wind Waker has to be acclaimed by critics. It’s emerged in various lists of the very best video games, including those gathered by Electronic Gaming Monthly, Nintendo Power, and IGN.  Nintendo Power called The Wind Waker the fourth best game to appear on a Nintendo console, while still Official Nintendo Magazine placed it 12th.  Nintendo Power recorded its ending as among the best in Nintendo history, because of the last battle’s climax.  UGO recorded The Wind Waker on their listing of the”Best 50 Games Which Belong On the 3DS”.  In a retrospective about the GameCube, IGN named The Wind Waker the fourth best game ever released for the system.
Later bits have noticed the Wind Waker’s divisive standing among enthusiasts improved over the years and that it has come to be regarded as a classic.  Many writers have stated that the sport and its stylized aesthetic obsolete well, whereas modern games with more realistic images often became obsolete.  The images that originally divided opinion have become a favourite feature; some previous skeptics have written about revising their first opinions.  Nintendo representatives describe this change as an especially dramatic illustration of this”Zelda cycle”, in which enthusiasts’ negative responses to Zelda games improve over time.  At 2013, Keza MacDonald of IGN composed the Wind Waker had outlived its initial reception and eventually become”popularly considered one of the best Zeldas”.
The inspiration came when staff converted elements from several games to explore the system’s capabilities in arranging a new Legend of Zelda setup. The programmers experimented with many Zelda games, but had been especially struck by how well The Wind Waker translated into high definition.  as soon as the team determined it would require under a year to remaster the whole game, Aonuma approached Miyamoto about developing it. He faced considerable reluctance from direction because of players’ combined response in 2003. But, Miyamoto greenlit growth as Nintendo staff were talking the”Zelda cycle” with this time and also the fact that opinions of this game had warmed through the years.  Aonuma functioned as manufacturer, although Daiki Iwamoto functioned as director.
The Wind Waker HD featured high definition images and enhanced lighting.  The programmers made some alterations to the gameplay too: they released a new item, the”Swift Sail”, allowing for quicker sailing on the Great Sea. They also streamlined the Triforce quest, enhanced the Picto Box, also replaced with the Tingle Tuner, which had demanded connectivity using a Game Boy Advance, using a Tingle Bottle thing that attached into the Miiverse before the shutdown on November 8, 2017.  In accordance with Keza MacDonald, the rerelease was”near-universally hailed as a masterpiece”. stremio download for windows 10 game boy advance emulator