The Wind Waker Manifesto or Why This Was The Best Zelda Game. I hope you enjoy it:
I am not a Zelda fan and yet I enjoyed Wind Waker particularly because I felt like it didn't pander to the fans and instead tried to do something different. Brass balls, indeed. I appreciated the fact that when Link walks past a villager, the two look at eachother and their expressions change. Link's head turns to face people and things of interest as he's walking by and the effect was lifelike. It was also a clever way of giving the player feedback. Animals, enemies and NPCs animated in a way that made them look alive and I'm not sure this would've been communicated the same way if they were covered in realistic textures. In fact, I felt the simplicity of the cartoon style allowed the characters expressions and animations to have more impact. Thus, I enjoyed this game for its craft. Up until Wind Waker, Link felt stiff and boring to me. He had no expression and no soul. He was merely my avatar and I had no connection with him. Wind Waker changed that.
I also liked the sailing of Wind Waker. Many people complained about this component of the game, but Zelda games have a way of opening up the world for you as you progress. When you combine the teleportation spell with the wind-direction spell, navigation can be kinda fun. There aren't many games that embrace nautical exploration, yet the game rewards you for reading the chart/map and using these spell tools intelligently, as the wind blowing in the right direction fills your sails and rushes you to your destination.
My only complaint with the game is that it's not particularly difficult at any point. I suppose I could've simply avoided the heart pieces but there are other, more interesting ways of making a game difficult. The Zelda formula is well characterized and you can guarantee that in a given dungeon you will find a new item, a boss that is vulnerable to said item, and a heart piece as the reward for killing said boss. A few more surprises would've been nice.