You know, if the Soulmaster ran Newgrounds he'd quadruple the character limit just to make sure this doesn't happen again. There's a reason he don't have a Twitter, boys and girls.
The American dislike for Tingle aside, Wind Waker remains a worthy entry in the Zelda franchise. For all its experimentation with the Zelda formula, for all its relatively minor missteps, the problems with centering a vital part of the game around a less-than-stellar treasure-hunting mechanic instead of around the much more interesting dungeon-crawling and combat, the general problems with fetch quests in general, whatever, it isn't enough to make this a bad game, or a bad narrative, or even a less-than-fun experience. While there is a lot of the setting that's basically the same water over and over and over (I like to compare this game to the Hoenn PokÃ©mon games, which were also released in Japan in 2002, in America in 2003, and featured minor formula and setting shake-ups up to and including way too many water areas that got tedious long before you were done with them), there are still forest and volcano levels, an ice area, et cetera. And then, we get to the graphics. I'm not sure if the trend towards brown-gray "realism" was even starting yet in 2003, certainly it hadn't completely taken over the industry like it did by 2009, but The Legend of Zelda: The Wind Waker was proud to give the finger to that whole realism fetish back then before it had gone to the ugly extremes you see nowadays. Let's not mince words here: every single thing about that cel-shaded world is fucking BEAUTIFUL. Not only the looks of it, but the sound of it. The feel of it. That game is an experience worth having for any Gamecube owner, whether or not you prefer its emphasis on overworld exploration to TP's heavier characterization and dungeon-crawling. At the very least, sitting down to play them both gives you a perspective on how far the Zelda gameplay and concept can be taken in either direction while still feeling as good as ever.
It's probably not entirely accurate to call these two games first-person shooters, in that while they do include shooting from a first-person perspective, the gameplay formula, structure, and overall appeal of these two games has a lot less in common with Halo or Call of Duty and a lot more in common with, well, previous Metroid games. And because of that, I find that they work a lot better than a more immediately mission-oriented FPS does. Their control scheme is a lot more intuitive to me than that of normal first-person shooters, they have much more emphasis on exploration instead of mission, again more like classic Metroid than like Call of Duty in that respect... And if you're into it, there's a lot to be learned about the setting from the various scannables. Seriously, that's like half of the fun. One has to wonder why this version of the FPS control scheme, clearly much less of an obstacle for new players to master than the more traditional one, didn't take over the genre... Then you remember that the original Metroid Prime didn't have any kind of multiplayer, Metroid Prime 2 only had a tacked-on multiplayer mode that was entirely local, and neither game allowed you to yell homophobic and/or sexist slurs at people over the Internet while committing lewd acts on the corpses of their opponents' in-game avatars. I can only hope that the day will someday come that the current first-person shooter culture, dominated as it is by Xbox Live users specifically rejecting the conventions of civilized society in their failed attempts to emulate their flawed, immature views of "masculinity" and "strength" and landing straight in a mud pit made out of immaturity and insecurity, will die and allow more first-person games like the Metroid Prime series to flourish without it hanging over their heads.
I shouldn't need to spell out, at this point, what's so appealing about the Super Smash Bros. games. The fact is that, if you're looking for a competitive party game for yourself and a few friends hanging out at one of your houses, and one of you has a Gamecube, you NEED this game. It's far from anything resembling a serious fighting game, more of a party platformer with fighting elements, but sometimes you don't need some ultra-serious tournament fighter. It's not about balanced one-on-one edge-of-your-seat action, it's about having a fun time with friends, and it's made pretty much perfectly for that. From the stage design to the characters' movesets to the items and their effects, everything was chosen to maximize fun content. It's not supremely deep, it's not something super-complex, but it's fun and fanservice for Nintendo lovers of all generations.
You know everything that I said Luigi's Mansion got wrong as a Mario game? Yeah, this one gets all that right. Diverse environments, gameplay that actually feels like a Mario game instead of tossing all its protagonist's established abilities out in favor of a gimmick, but which still includes the degree of differentiation from the previous Mario games that keeps it feeling fresh and new at all times. Oh, and Yoshi. Yoshi makes EVERYTHING better, because the gameplay variation caused by Yoshi-riding keeps things fresh. The "story" is a fairly simple thing meant more to set up the action than anything, but that's expected and allowed in a Mario game, simply because the series has always had such great games with the story limited to a few lines of text in a manual or the equivalent. And this is one of those great games. It also manages to get in hints of an anti-pollution message without alienating people like me who don't particularly care about environmental messages in general, which is a huge thing to say about a Mario game, since so many games with longer, more in-depth stories seem at odds with my own perspective in the degree to which they emphasize environmental preservation as opposed to human development and achievement (looking at you, Shin Megami Tensei: Strange Journey for the Nintendo DS). Yes, part of that is BECAUSE of the relative lack of story in relation to gameplay; cleaning up the pollution is more a gameplay mechanic rather than some demon saying humanity should be reduced to savages because a civilized humanity ruins the environment. Sometimes it may actually help to lay off the stories and focus on interesting gameplay, though that's obviously not true for ALL games.
If you haven't played this game? Play this game. It's great. It's a great example of how good a good Mario spinoff is, compared to the bad spinoff that is Luigi's Mansion. Paper Mario is an RPG, but not entirely a traditional dramatic RPG in the Final Fantasy sense. It's a fun JRPG, though not entirely without seriousness in its overall world-saving plot. Enemies tend to be drawn from the usual Mario rogues gallery, aside from the X-Nauts which as far as I can tell are new to this game. Actually, now that I think of it, why am I here right now instead of hunting down another copy of this wonderful game and playing it again? Because this game deserves it, and unfortunately my brother traded in our copy to GameStop years ago. And again, pay attention to the different environments in this game, the different skills of your partners, et cetera. This game's got a ton of options, as an RPG should. Many different viable combinations of Badges, partners, items, et cetera. It's sometimes fun just to play around with that stuff.