Wednesday 12 September 2012

The Legend of Zelda: Wind Waker Inventory Evaluation.

Unit 5: Inventory Evaluation
http://www.zeldawiki.org/images/d/d7/TWWItemNav.png
The Legend Of Zelda: Wind Waker.

Wind Waker uses a menu based inventory which stores key items that the player collects after exploring dungeons and completing quests.



 The player can navigate though the inventory by controlling the cursor with the analogue stick. And assigning the selected item to the action buttons 'X,Y, R and Z'.

There are two windows of inventory. The first window is where the player can select items that they have found and use them whether they be for combat, solving puzzles or catching fairies in empty bottles. The second window navigates the players progression throughout the game. Items that are activated by the game cannot be used whenever the player feels like. This window also logs all of the songs and heart pieces that the player collects.

The inventory controls what items can be used and what items can't. Because of this the player cannot use random items from his environment to complete puzzles and defeat enemies. The player is forced to explore the game and fight to claim an important item, that way they can make progress in puzzles and combat sequences.

The player is able to activate the inventory by pressing the 'Start' button. The player can then use the analogue stick  to select the item that he/she wants to use and uses the action buttons to assign them to the action buttons 'X, Y, R and Z'. They can use the 'R' trigger button to switch to the second inventory window to evaluate how much progress they have made by checking their heart pieces or how many melodies they have learned. They can then use the 'L' button to switch back to the key item inventory. To return to the game screen they can press the start button.

The inventory is laid out into sections for the player to choose from;
-Items used at sea
-Misc items
-Storage for potions, fairies etc.
-Bags
-Projectile Weapons
-Items you can use to find hidden secrets (They may also be used in combat)
This way the player can pause in between game play and focus on their next move in a calm and quiet environment.

Personally I like the inventory. I believe it forces the player to explore, which is fundamentally the Zelda franchises strongest point. Exploration gives the game it's feel of adventure and excitment, and the results of this exploration element can often become a hunt for a treasure map or even a heart piece, which also makes the player want more!

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