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spemanig said:

curl-6 said:

Its not necessarily just aesthetic though; variation in terrain height can hide secrets, or allow you to get a vantage point to see your objective. Different habitats can play host to different creatures, items, etc.


But there were different habitats in Wind Waker... On the islands. There were secrets hidden by varying terrain hights... On the islands. There were varying creature, items, etc... On the islands. You see where I'm getting at? All the times that you needed those advantages had you on an island in Wind Waker. Obviously the scale is bigger in Zelda U, but you don't need a horse for that stuff just like you didn't need the boat for it in Wind Waker. The aesthetic behind the mechanic is different, but the way you go about it is the same. In Wind Waker, those places are made to look like islands and such, where as in Zelda U, they are made to look like cliffs and such. It's the same philosophy behind both. If you were looking at a debug screen with just simple polygons and no textures, they'd play pretty much the same. Wind Waker doesn't let you ride your boat up the cliff. That's the difference.

If Wind Waker had about 5 times as many islands I'd agree, but they were much too few and far between.