Playing The Wind Waker inspired me to build a boat. There, I've said it. It still sounds a little silly - to me at least - and I'll get to that. But can we at least acknowledge that the game made a convincing case for the joys of sailing?
A lot of discussions surrounding the Wind Waker end up preoccupied with the surface of things: with the clear, white-crested waves that smother almost the entirety of the series' beloved landscapes, and with the round-headed, squat-bodied art style that replaces the murkier, more organic visuals of Ocarina of Time or Majora's Mask. Let's duck all of that for a minute, though, and slip beneath the surface: down into the depths of Hyrule's freshly poured oceans, where a chunk of the old world survives, sealed tight inside a neat little bubble.
If you're going to start working in games development, you might as well begin on one of the greatest games of all-time. That was the rather serendipitous position Eiji Aonuma found himself in, hired by Nintendo to work on the momentous first 3D instalment of the Zelda series.
A brief word of warning: Anyone who hasn't played Wind Waker yet (where have you been?) should be aware that there are rather hefty spoilers nestled in the first and last paragraphs. If you don't want the ending ruined for you, you might want to avoid it. And another brief word: Looking for part one? Da-da-Da-DAAAH!