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LostWinds (WiiWare, 2008/iOS, 2011/PC, 2016)

LostWinds (WiiWare, 2008/iOS, 2011/PC, 2016)

Subgenre: 2.5D Zelda-like (3D visuals, 2D gameplay)


Movement Mechanics: Triple air dash in any direction+some hovering if you keep mashing it (after upgrading the spirit early on), slipstream (draw a path that for example a torch's fire or a sapling you're holding onto moves (similar to Okami; after getting the cape you can use it on yourself for temporary flight )


Other: Overworld and dungeons, Pretty creative physics-based puzzles and movement (wind theme - the mouse/wiimote controls wind gusts which are used to make your avatar air dash in any direction (your main way of moving around, ) as well as to interact with various objects, can only move left/right with the KB/d-pad), Semi-automated regular jump for your avatar (jumps when moving off of ledges, jumps like in Prince of Persia rather than Mario)

  • Linear structure overall (can choose between two dungeons after the first two (after getting the cape), )

  • Some backtracking with new abilities and looping back around to progress

  • Fairly frequent save points (one slot per game, can be tricky to avoid using these)

  • One interesting tool used for progression (vortex - charge a mid-air object with kinetic energy which lets you throw it with more force at obstacles to break them+make crystals break - a bit like Ecco or Kirby Super Star and similar to the later Zelda: BotW as well)

  • Pretty good if easy puzzles overall (some systemic elements (burn a plant to create a seed then move it, plant it and water it to grow the plant in a different patch of soil), )

  • Various shortcuts (there could've been a few more out of later dungeons though)

  • Only one boss and it's easy

  • Pretty vague map (shows the general layout of rooms and connecting paths but no items or doors and no room shapes or topology) and no mini-map

  • Short

Some notable cons:

  • Destroyed walls don't stay removed

  • Various control/interface issues (overly slow mid-air movement right after using a wind gust, mid-air movement for objects and your avatar feels a bit restrained almost like you're on the moon or in water, sometimes inconsistent physics - can reach higher if you interact with a rock at the same time, can't place markers on the map, can't look around with the mouse - some leaps of faith, the camera tends to share its focus between your avatar and the enemies when near them and battle music plays, etc)

  • Combat feels bland and is too easy (not enough oomph when flinging enemies into the environment)

  • Collectibles don't affect gameplay and some are too easy to find

  • Some tedious aspects (some fairly long backtracking after falling down during a platforming segment, saplings automatically destruct a bit too quickly, no fast travel - boring backtracking out of dungeons, sometimes too far between checkpoints, etc)

  • Pretty one dimensional characters and generic story


Playthrough - Video Review - Mini Review (PC)



Influenced by: Zelda series, possibly Aquaria, Kirby: Canvas Curse?, Flow?, Bubble Ghost (GB)?


Influenced: Possibly Soul Bubbles, NyxQuest: Kindred Spirits?

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