The Legend of Zelda: The Wind Waker review

I think most people already know a fair bit about this one. But for those who don’t, “Wind Waker” continues the tradition of 3D Zelda established in “Ocarina of Time,” bumping up the graphical output for the GameCube and building a much larger adventure in the process.

People were mixed on the cartoonish visuals at the time (and some still are I suppose), though frankly the thing is gorgeous, a better-looking Zelda than probably anything other than the two newer Switch titles.

It also boasts a killer soundtrack, a great sense of design and style, solid bosses and weaponry, a fairly unique story, and its sense of scale and exploration again only take a backseat to the two modern Zelda entries.

I think the sailing and digging for treasure bits are super repetitive, though I suppose I had more fun there than I would have expected. The bigger issue to me is how confusing some of the side quests are. That on the face of it could be okay … but the “side quests“ are actually tied into the main game. You’re required to complete them. So, them being cryptic is a frigging problem.

I’ve come to appreciate modern Zelda for its lack of these roadblocks. And yet, I think there’s a place for traditional 3D Zelda too. We can all point to our favorites within that. This one is below Ocarina and “Majora’s Mask” for me. Beyond that? Kind of a grab bag. These are great games, but mileage will vary some from title to title.

If you want a beautiful, longer Zelda, this might be your huckleberry.

Dave’s Score: 9/10

Soulcalibur II review

I’m shaking things up a little in 2026, thinking that since I write these little mini reviews on social media anyway, why not just do that on my own blog? Bonus: I can throw in a few more words.

Anyway, Soulcalibur II is the first game I defeated in 2026, specifically the GameCube version on Nintendo Classics Online.

It’s a one-on-one fighter that got its beginnings on the Dreamcast (and arcades). The first game was beloved, but never made it to other consoles. As the Dreamcast became a financial failure for Sega, the decision to port the sequel to other systems was made.

The hook of the series is that the combatants uses weaponry such as swords and clubs to wreck one another. The gimmick of this entry is the inclusion of special characters for each port. Here on the GameCube, you got Nintendo’s Link, of Zelda fame.

The game is a fun time, easy to pick up and play, with button-mashing serving the newcomer well. The little Namco touches like the hilarious narrator from the Tekken series showing up were a nice surprise. It’s also a solid, diverse lineup of characters, and I enjoy the dynamic of being able to knock your opponent off a cliff to get the win. No real negatives either to speak of.

In short, it’s a good fighter. Gonna keep playing to decide where I’d rank it among my all-time favorites, but I think it says something that I want to keep playing. Check it out if you have the means.

Dave’s Score: 9/10

Metroid Prime — Retro Gaming Essentials (No. 31)

Metroid Prime is a testament to the concept of “where there’s a will, there’s a way.”

For the better part of a decade, the idea that a game like Metroid Prime could even exist stretched the imaginations of developers and gamers everywhere. 

Could it be done?

A decidedly 2D concept, that of a large, atmospheric map that is gradually unlocked through the accumulation of additional powers acquired via backtracking and exploration, dependent upon tight, precise controls as well as highly specific memorization of not just enemy attack patterns but also more critically of the terrain itself … Metroid just didn’t seem like an easy thing to convert into a 3D space.

Also problematic was that Metroid, as a franchise, had never, not once, ever been a big seller.

We’re talking about a brand that had traditionally been outsold by such glorified tech demos as Pilotwings and Mario Paint (fine experiments in gaming to be sure, but not exactly the first games that roll off the tongue when talking about the greatest or even the most popular video games of all time). 

Overwhelming financial incentive to engineer such a difficult switch-up just wasn’t there.

So, thusly, a 3D conversion for Metroid wouldn’t happen for a long time.

Eventually, of course, it did. But by the time Metroid Prime released on the GameCube in the fall of 2002 to glowing reviews, Nintendo had lost its stranglehold on the gaming industry to Sony and the mighty Playstation 2, thereby ensuring that Metroid would, once again, sadly not sell a gazillionty copies.

I think this is important to note, as Metroid, to this day, remains a niche property, appealing to a relatively small audience. This is despite the fact that:

  1. Metroid games, by and large, are incredibly good. Like almost illogically good?
  2. Metroid Prime should have been an absolute gold standard, Grade-A system seller.

On that second point, my contention is that Metroid Prime would have had every opportunity to find an entirely different level of success above and beyond the 2.84 million copies it sold had it not been married to a gaming system that consumers just weren’t buying.

Speaking from personal experience as a PS2 owner back in the day, I had little incentive to double-dip and buy a second gaming system. I, like many others, knew there were only so many hours in the day to devote to gaming, and also, I was poorer than dirt.

So … no GameCube for me. The temptation to go against this very sound logic was literally one game: Metroid Prime.

And that just wasn’t enough.

The GameCube, still utterly beloved by generations of Nintendo stans, finished third in sales (21.74 million units sold) during its generation’s heyday, behind the aforementioned Playstation 2 (155 million!), and the new kids on the block, Microsoft and their Xbox (24 million).

Xbox’s system seller was Halo, a game that very much deserves its flowers (while the Playstation 2 had too many “system sellers” to even count – that system’s library is insane!).

But Halo – to this day a monster of a property for Microsoft (perhaps its most important) with over 81 millions copies sold – was simply no Metroid Prime. 

Was Halo excellent? 

Yes. (It’ll absolutely make an appearance on this countdown at some point.)

Was Halo revelatory

No. Not quite.

So … why didn’t Metroid Prime take off in quite the same way?

Well, we noted it being chained to a comparatively unpopular system, but beyond that, the game itself was a quieter, more thoughtful affair. “Cerebral” isn’t usually one of the first characteristics one might list when noting what mass audiences crave.

Nintendo as a brand was also no longer seen as cool or edgy in the GameCube era. Having hemorrhaged developers during the N64 days due to an odd commitment to cartridges (a commitment they dumped a generation later), Nintendo WAS at least trying interesting things with its main properties. Zelda was now a cell-shaded cartoon. Mario was wandering around a tropical resort with a water cannon on his back. Luigi had his own game, and it was very much unlike a traditional Mario platformer. Heck, even Mario Kart had a gimmick.

But some of those creative decisions alienated long-time fans while simultaneously failing to court new users. At best, some of that generation’s games might be characterized as colorful diversions (Luigi’s Mansion). At worst, they could be called actual missteps (Mario Sunshine).

But regardless, it felt like Nintendo was throwing things against a wall to see what would stick.

And it was within that type of environment, with spaghetti dripping down the walls, that they handed the keys to Metroid over to a subsidiary, Retro Studios, to take on an unenviable task: 

Make Metroid 3D.

They succeeded brilliantly.

Metroid Prime at a glance:

Genre: First-Person Action-Adventure
Released: 2002
Platform: GameCube
No. 10 in Nintendo Power’s “Top 200 Nintendo Games Ever”
Continue reading Metroid Prime — Retro Gaming Essentials (No. 31)