Phantom Hourglass Review 89
Of all the titles in the Legend of Zelda series, some of the most-respected have been for handheld consoles. Link's Awakening, the Oracle duo, and Minish Cap all manage to combine on-the-road gaming with a certain purity of Zelda-ness. Link's most recent adventure on the small screen, Phantom Hourglass, generally continues this tradition and introduces a number of new elements to the property. Unique controls, a true sequel, and cel-shaded graphics all make Hourglass stand out from 'traditional' Zelda games, and together the whole hangs together fairly well. Read on for my impressions of this pint-sized return to Hyrule.
- Title:Legend of Zelda: Phantom Hourglass
- Developer/Publisher: Nintendo
- System: DS
- Genre: Top-Down Adventure Game
- Score: 3/5: This game will appeal to genre fans. Not the strongest entry in the series, but worth your time.
On that gameplay front, Phantom Hourglass offers up more new elements than in any other recent Zelda title. Twilight Princess had Link swinging his sword with the Wiimote, but fundamentally the game played like pretty much every game since Ocarina. Phantom Hourglass makes full use of the DS's touch elements and microphone to produce a completely new play experience. Moving Link, attacking, throwing the boomerang, all are done with the stylus, and these elements were all polished to varying levels of success. Simple movement is effortless, and is an easy mental switchover from the D-pad. There are some moves done with the stylus that take some getting used to (like a circle at the edge of the screen for a tuck-and-roll), and those I found to be sometimes a bit clumsier. Actual combat is as easy as poking your enemy with the stylus, and those simple attacks also feel very 'right'. Some more advanced combat moves will require practice to get regularly, and some never quite felt spot-on to me. The best element of the touch controls is the 'drawing' gameplay, used for items like the boomerang and in navigating Linebeck's ship. The boomerang control feels like this is something that should have been in Zelda games from the very beginning, and it never got old using that simple 'low-level' item.
Beyond the controls, a lot of the gameplay additions were hit or miss. The phantom hourglass itself adds a time-based puzzle to the Temple of the Ocean King maps, requiring you to complete a series of puzzles in a specific amount of time. Given the handheld nature of the game I felt that worked really well. In fact, the handheld basis of the game was well respected throughout. Puzzles never required more than a minute or two of mulling to figure out, you can save whenever you want, and in most cases an entire island only required about 15-20 minutes of your time to complete. Sailing, on the other hand, was just as tedious as it was in Wind Waker. The designers took some deliberate steps to make the experience less onerous than in Hourglass's predecessor, but it still felt like far too much time was spent wandering the ocean or fighting off pirate attacks. Boss battles on the whole were fairly strong, often using DS touch elements in interesting ways. A few, like the requisite fight with Dodongo, felt like they made things different just for the sake of being different. The Gleeok battle, on the other hand, was a great use of the DS's charms to turn old hat into new fun.
Visually Phantom Hourglass holds up the standard of Wind Waker very well, which is highly impressive given that the latter is a GameCube title. I've always personally liked the cel-shaded style used in these games, but folks who found the style's use in the original game offputting won't find any comfort here. In fact, Hourglass goes a step further with the 'semi-cartoony' elements, giving Link some goofy expressions and over-the-top takes over the course of the game. If you go in expecting cartoon instead of Twilight Princess, none of these gags should be too annoying. Probably the only 'classic' element of the game is its auditory presentation. Sound FX are taken right out of Wind Waker, and the musical compositions are surprisingly sophisticated for a handheld game. I particularly liked the composition of the Zelda theme used for the title screen, a stirring combination with Wind Waker music elements set against an ocean scene.
It's strange saying that a Zelda title is 'merely competent', since I've over-the-top enjoyed most of the other entries in the venerable series. Link to the Past is still one of my favorite games, and so in some ways I feel like every new attempt to rescue the princess is held up to that gold standard. Here, sailing around islands that were once the mountaintops of Hyrule, I feel like the gameplay too was a bit flooded. Nintendo tried to cram a lot of new elements into one experience, and ended up with some that were spot-on, and some that weren't. I'm not even sure if the weaker components could have used more time; in this game, some things just felt out of place. Overall, though, it's hard to fault them for trying something so deliberately new. Phantom Hourglass is a fun handheld title, with a focus on quickly-resolving puzzle and action elements perfect for its format. It's well worth a look for anyone who has yet to tire of another try at the Triforce.
My short review (Score:5, Informative)
I didn't think the sailing was as bad in this game as in Wind Waker (which I still enjoyed in that game too). You would draw on a map point A to point B, and your ship would go there for you. The only annoying part was having to fight enemies on the way with your cannon (very basic bad guys - cannon fodder if you excuse me) on the way, sometimes it's just nice to sit back and check out the scenery as you sail. There were also six warp points that allowed you to get to point B very quickly, basically eliminating any long and tedious journeys.
I also thought the exploration was fun, and appreciated "uncharted islands" and such, really kind of felt like I was setting out on the new ground. There was an island shaped like a Nintendo DS though, and that breaking of the fourth wall was really out of place.
Anyways, my review is here [blogspot.com] if you're interested, just a little side site I run to more or less keep track of what games I beat.
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Re:My short review (Score:5, Interesting)
If you didn't like it at first, I'd play until you get the boomerang. It gets better after that but if you still don't like the gameplay by then, you probably won't enjoy this game much. It was an experiment by Nintendo and I personally think they did a good job with it. Not for everyone though.
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Re:My short review (Score:4, Informative)
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This Zelda game has been one of the more enjoyable Zelda's I've played in a while. It's style brought back a lot of "classic" Zelda feelings. It's not worth a perfect score, but I feel it was much better than "Twilight Princess" and hands-down worth buying* (if you liked the Wind-Waker).
The main reason? The DS Stylus. They new ways of doing things, with your weapons, really added a lot of flavor to the puzzles you could solve. There was a lot of use of the stylus that was just great stuff. Dra
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Actually, I quite liked that.
Yes, you're going through the same dungeon over and over again. But each time you do it you've got more equipment while going through the repeated parts to reach the new bit. Once you get kit like bombchus and the hookshot and the shovel, you can cut out huge slices of that dungeon - if you notice where to use them, that is. It's
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I suppose they could have scrapped the map annotation, but I thought it was a clever usage. Using your own notes to improve your speed in the dungeon is an interesting and new challenge for the series.
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I just started my second play through, and I'm trying to keep better notes in the temple of the Ocean King about where the shortcuts are for later trips, so I've taken to drawing little bombs where there are bombable
Touch screen issues (Score:3, Interesting)
I admit the control scheme is (when working properly) quite well-conceived and makes me happy. The boomerang and bow+arrow especially are fun, as is the boat cannon.
The game is great, although whoever came up with the idea of repeating that one Temple over and over (even with some shortcuts thrown in) is a total prick.
not the first sequel (Score:5, Informative)
Actually, it's not the first sequel. The second Zelda game was the first sequel:
"The Adventure of Link is a direct sequel to the original The Legend of Zelda" Wikipedia [wikipedia.org]
Re:not the first sequel (Score:5, Insightful)
TAoL really gets more flack than it deserves... I love that game...
Re:not the first sequel (Score:5, Funny)
Re:not the first sequel (Score:4, Interesting)
I think it gets less now than it used to. It used to be more of an odd one out - the side-scrolling action instead of the other games' top-down model was certainly weird. It didn't feel at all the same as the other games, and so it got a fair amount of abuse. I loved it myself - I'd played it first, and only got the others rather later, so I didn't see it as so strange - but I can understand the criticism.
That was the case while Zelda II was compared with Zelda I, LttP and Awakening. All top-down adventures clearly related to each other, leaving Zelda II out in the cold.
Then Nintendo decided to change the rules a bit. I remember feeling a certain trepidation when I heard what was being done. 3D? How'll that work? The whole thing was pretty much a complete rethink, making the difference between Zelda II and the other three seem rather less significant.
And then the game came out, and... well, there's Civilization II and Super Mario Bros. III, and maybe Half-Life, and that's all that stands comparison.
Now Zelda II isn't so much seen as an oddball, a black sheep of the family. It's a precursor to Ocarina, ahead of its time. Fighting side on? You do it in Ocarina, when you're not viewing it from behind instead. Using magic spells? Well, that's what the ocarina's for. And better yet, Ocarina explicitly endorsed the awesomeness of Zelda II: Rauru. Ruto. Saria. Mido. Nabooru. Darunia.
Now, I'm looking forward to the second (or the first exclusively) Wii Zelda. I hope to find out at last just who Kasuto was :-)
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But then again, I like to draw connections to things that shouldn't really connect. Like how I consider The Big Bounce to be a sequel to Shawshank Redemption (hey, it stars Morgan Freeman on a resort island, he obviously let Andy Dufresne build up the resort, then he killed him and took over -
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Direct sequels... (Score:5, Informative)
-Moses
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While there are references to Ocarina of Time in Wind Walker, I felt they make it pretty clear that you are not "the Link" from Ocarina of Time.
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It seemed like many generations had passed.
I always assumed you were simply of the bloodline, not "the" link from Ocarina of Time.
I think the story even hints at, if not directly says, something to that effect.
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Such as the bloody great statue of the Hero of Time, and the stained glass windows of the Seven Sages.
And Ocarina itself reverse-referenced Zelda II, retconning the village names into people. And Twilight Princess also gave the occasional nod to Ocarina - take a good look at the photographs at the fishing pond.
Whacked touchpads (Score:1)
3/5? Seems a little low (Score:1, Insightful)
Every other ratings site has been giving the game 9+/10. I'm not an expert, but everyone I've showed it to ran out and bought it, so I'd say that at least a 4/5 would be justified.
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Link's Awakening and Minish Cap were much much better games.
On Sea Travel (Score:2)
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http://arstechnica.com/reviews/games/pirates.ars [arstechnica.com]
Deep Thoughs by a Lazy Coward (Score:3, Interesting)
Anyway, I recently beat the game so I'll add my 2 cents.
Its a very good game. The first time I put it in my DS I could not put it down and managed to kill 6 hours in a single sitting. The graphics were very good, the characters are nice and developed, and its got a great story to it.
There are of course some drawbacks. First, an option to use classic controls would have helped at some point, as its somewhat hard to control link in close quarters combat using just the stylus. It also would have helped if the L an R buttons could have controlled different items, like how in almost all zeldas since ocarina you cna have multiple gadgets equipped on different buttons somehow.
Second, the audio wasnt as detailed and thoughtful as in past zelda games. The same short tune plays in each dungeon, and its not even a really suspenseful tune. I finally got around to playing Twilight Princess a few weeks ago, and every dungeon in that game had a different, deeply immersive tune that added to the feeling of the game. Heck, even the first portable zelda: links awakening had unique tunes for the dungeons.
Third, and this has been mentioned before, you have to repeat the same dungeon like 6 times in the game, and only after the 3rd or 4th time through does a portal open up to take you back to that point the next time you enter. It wouldn't have been nearly as repetitive if each time through you unlocked one of these portals.
Now, this game did offer a lot of positives. Being able to draw routes for your weapons was absolutely brilliant. This is the only zelda game in which I actually enjoyed bombchus and regularly used them. Being able to tell your boomerang exactly where to go was great as well, and helped in many places. Being able to draw notes on the map was a great addition as well, and I hope they add that feature to the next Zelda on the Wii. Sailing was also much less of a chore in this game than wind waker, and the warp methods were actually useful, even tho I didnt manage to get all of them before I beat the game.
Humerously, when I started the game I actually had the same feelings as a recent VG Cats comic and literally said out loud "Oh no, not navi!" But the fairy in this game isnt that bad, and actually ads a decent amount to the game in the later stages, especially if you pay attention to one of the side quests.
Anyway, I think its an extremely well put together game, and a must-have for any zelda fan or DS owner. There were some shortcomings, but the freshness more than makes up for it. This anonymous coward gives it a solid 8.7 out of 10.
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Would have defeated the purpose. You'll note that the D-pad and Buttons are mirror controls, to accomodate left handed and right handed people at the same time; having someone holding the DS with their left trying to click the right shoulder button (or vice versa) would be too onerous.
My Review (Score:2, Informative)
I think its the best DS game I have played so far. The game play is highly addictive and the story works great if you have been following the game for the last few installments then you will be right at home.
5 out of 5 stars
Disappointing Review (Score:1)
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Return to Hyrule? (Score:5, Funny)
Apparently you didn't pay much attention to the plot while reviewing, eh?
Requiring the use of the microphone was a bad idea (Score:3, Insightful)
The game also breaks the 4th wall multiple times. When you are first starting the game I can understand why you might need to do so, but the game just keeps on breaking it and breaking it. The worst being when you had to close the DS to solve a puzzle. It just really takes you out of the game.
I think Nintendo broke a cardinal rule of alternative inputs here: If you use them, don't disable the more "traditional" inputs unless you have a good reason to do so. Phantom hourglass has yet to produce a good reason for why you cannot use the d-pad or hit alternative keys instead of blowing into the ds etc... Still an alright game, but pales in comparison to how much fun Minish Cap was.
Re:Requiring the use of the microphone was a bad i (Score:5, Informative)
Snap your fingers in front of the microphone. One of the NPCs even tells you about that trick ;-)
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Another use for the stylus ... (Score:2)
Re:Requiring the use of the microphone was a bad i (Score:2)
Yeah, requiring a lot of this stuff is just stupid. It's more gimmicky "don't we have some way to use the XYZ?" than it is "hammer for nail, screwdriver for screw".
On the other hand, they did the gesture thing really well. It actually works. There are other problems (like it becoming painful to hold the DS after awhile... play this on a flat surface), but this particular aspect works. This is what they should have done with Zelda:TP on the Wii, instead of the craptacular control scheme they came up wi
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Re:Requiring the use of the microphone was a bad i (Score:2)
There are two kinds of people. Those who find that when they meet metafiction it takes them out of suspension of disbelief, and those who find that when they meet metafiction it sucks them in further. Given that metafiction has always been used as a means of achieving the latter I suspect you're in the minority in your feeling. Or to put it more simply, the fact that I had to close the device to s
Re:Requiring the use of the microphone was a bad i (Score:1)
What about Battle Mode? (Score:3, Informative)
I've become hooked on Battle Mode. I won't review it here, but will offer my experience with it. The game itself is a lot of fun. The biggest drawback, however is that users disconnect when they are losing. When a user disconnects, it seems that they suffer a slight point loss while the player who was winning gains nothing. It's a real shame. If it were not for that, the experience would be top notch. I've learned to throw the rankings out the window and just play the game. I simply chalk the disconnect up as a win for myself.
Another thing that is sometimes frustrating is lag. I've yet to be able to figure out if it's a flaw in the game or the result of cheating. But it seems that sometimes lag suspiciously begins to occur just when the Link player is in a tight situation. The Phantoms and Link both freeze up. The Phantom player cannot draw lines to guide the Phantoms. Link appears motionless, but when the lag ends, he has "teleported". I can't help but think that this lag is brought on intentionally by the Link player. Maybe they are sitting by their wireless router and unplugging it for a second. Who knows, it might just be an issue with the game.
In any case, if you can play with a non-cheater (friend codes, or luck of the draw) and there is no lag, you'll be in for a treat with this game. It's short enough to play "just one more" again and again. Buyer beware!
I just finished it yesterday... (Score:2)
Where do you get these screenshots from? (Score:2)
OK, this is somewhat pointless, but I'm curious where they got the screenshots shown in this review from. Compare the boat screenshot shown first [slashdot.org] with the last screenshot shown [slashdot.org]. The first screenshot is from the final game. The last is apparently from some pre-release.
Notably, the health bars became hearts, the ship has only one speed ("Go") in the final versus two in the pre-release, and the cannon became always equipped versus selected in the pre-release shot. Plus, having played most of the way through
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Spoiler in the screenshots. (Score:1)
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PH mini-review (Score:2)
Phantom Hourglass (Score:1)
Freshly-Picked Tingle's Rosy Rupeeland (Score:2)
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This game just gets to be more and more fun. The classic zelda audio cues and tunes are so fun, too.
This is one of my favorite DS games EVER. i was a little hesitant about importing it, but i have no regrets. With 3-day shippng, it came to around $60, and i think it's worth every p
Side note Wind Waker question... (Score:2)
How did Hourglass change / improve on this, if indeed it did - assuming you think the sailing bit needed 'improving'.
Just curious.
SR
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I loved the sailing in Wind Waker, for exactly the reasons you say. To be honest when I first started reading people's complaints about it all I could think was "How are any of the negative things you people are saying about it not true of the endless walking present in virtually any other RPG?"
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Hell, I loved that part of the game. Sometimes I would just go on sailing and see what I found and forget about the rest of the game for a while. You always found something nice. Like the islands shaped like a paw print. It gave the feeling of a world a lot bigger than it actually was. I liked going to the islands and talk to the inhabitants just to s
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I would say it could/should have contributed to the immersion, but sadly didn't much at all. The problem with sailing in Wind Waker was that it was pointless, there was nothing to see on the water, nothing to do. Go into your boat, bring the wind into the correct direction, wait five minutes doing nothing and you reach your next island. Sailing sucked
Great game, but not portable enough. (Score:2)
While it is a good game (as the above review explains), it felt too much like a console zelda and not a portable zelda.
Specifically, the temple of the ocean king. Each time you enter it, it takes a good 20-40 minutes to get back out, and you can't save inside it. Well, you can, but you'll restart at the top when you load that save.
I mainly play my DS while waiting for class to start, or waiting to meet someone, or a few (20) minutes before I go to bed. So I
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Close the DS.
integrating eveything as an input. (Score:1)
I thought that blowing on the microphone to blow dust off your map was really cool. blowing out torches to unlock things was cool the 1st time, but it did get old.
closing the DS to emboss a pattern onto your map did take me out of the game, but i thought it was a really unique idea, I have never seen anything like that before in a video game, and I really enjoyed how creative this game is with the
How To: Do the Zelda Roll (Score:2)
sword control is great, but why is rolling so damned hard?
The explanation of how to do it seems a bit broken. Rolling works 100% of the time for me:
Tingles rupee land assumes that negotiating prices and constant system restarts when you get it wrong are fun
You do realize, though, that by restarting the game after a failed negotiation, you're only cheating yourself out of the fun of the game, don't you?
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i did sound overly harsh in my review of tingles rupeeland, i do enjoy the game quite a bit, the characters are hilarious (especially the bridge builder who leaves far too little to the imagination) but there are just some things that bug me......eg. bodyguards i hire from the second contanent disapear when i go home to save/co
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For me, he waits on the continent I leave him, unless I hire another bodyguard on another continent.
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Not really, all the puzzles you mentioned were already present in Another Code/Trace Memory around two years ago. While I enjoyed them back then when the DS was new, they got old very quickly, which really wasn't surprising since they are very gimmicky in nature and far to focused on the DS instead of the games story/world.
### taking notes on your maps? brilliant!
More like 'bloody obvious'. Now its nice to finally see it in a game, but it was one of the first th
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but it is neat!
writing notes on your map is bloody obvious, but no one has done it before, so you have to give credit to zelda. When you think about it, evolution is also 'bloody obvious' but it took people a long time to get around to understanding it.)
I must agree with the 2 screens things, many games just don't make good use of them. Zelda is probably the best exampl