Thursday, December 10, 2009

Initial Impressions of the Legend of Zelda: Spirit Tracks

The Legend of Zelda: Spirit Tracks is an enormous improvement over Phantom Hourglass. Rereading my previous posts about Phantom Hourglass and Minish Cap really point out why. That central temple that you have to go through multiple times with a timer counting down, while also spending most of your time dodging invincible enemies?

Well, they took that concept, and cut out all the crap. Most importantly, there is no more timer - you still go through a big dungeon, but so far, I have not had to play through the same part twice (For reference, I've played through two sections of the tower). There are still those big Phantom guys that are invincible, but once you collect enough "Spirit Tears" your sword powers up and you can attack them - and then Zelda can possess them. You then control two characters - you can seamlessly switch back and forth to solve puzzles, such as having Zelda's invincible Phantom character carry Link over lava to hit switches. Or to have Zelda's Phantom character converse with another Phantom so Link can sneak by - which I always find amusing.

I have not had too much experience with new items yet - the item you get in the first dungeon involves you blowing into the microphone to send a whirlwind flying in whatever direction you're aiming. It has had some fairly interesting, if not totally straightforward puzzles so far. I haven't yet encountered a puzzle as awesome as the one in Phantom Hourglass though where you have to copy a map from the top screen onto the bottom screen, and the only way to do it is to physically close your DS. But I'm not that far into the game yet, so who knows!

The item I think is awesome, though, is the Pan Flute in the game. You hold your stylus on the screen to bring the Flute up to Link's lips, then you blow into the mic to play a note - you play different notes by sliding the Flute around the bottom screen to blow into different holes. It is a spin on the Ocarina from the N64 games, and frankly it is a blast to play. (It helps that the first song you learn to play anywhere comes with one of the cutest - that's right, cutest - animations I've seen in any game ever.)

Some of the same complaints I had about Phantom Hourglass still exist here, unfortunately. For one, you still don't collect individual heart pieces like in other Zelda games - which would be fine, but there are too few to collect, making for a less expansive game, in my opinion. It doesn't help that a few of them are absolutely wasted because they were put up for sale in a freaking store!

I am still, as always, torn regarding the overworld travel. All these cel-shaded Zeldas have their own unique way of traveling about - Wind Waker and Phantom Hourglass had their own spins on sailing, and Spirit Tracks has the train. The train seems more... focused, I guess, than the sailing from the other two games, but it still doesn't ring true to Zelda like a regular overworld and Epona would. It's not as if they couldn't fit an entire overworld on a DS cart anyway. The train is kind of fun, and since you are on rails, Nintendo is able to make each individual train ride seem more interesting and unique than the boat rides in Phantom Hourglass. In that game, you could take whatever route you wanted, so they just threw a squid at you every once in a while. So every time you'd sail (which was quite a bit) you'd sit there for like five minutes, shooting a squid every three.

Buckets of fun.

At least with the train, they have specific puzzles and stuff they can throw at you even during regular train rides taken not within the main narrative of the game. So, on one level, the train kind of sucks, but at the same time, at least it is worlds better than the sailboat.

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