Since the moment I switched on my very first Zelda game, it has been my favorite series – one that I doubt could ever be dethroned. I have watched the series grow and progress since I was a child, and have been proud to see what has become of my beloved series. That was, however, until I got a hold of Phantom Hourglass. Honestly, I despised every aspect of it; it felt like a watered-down excuse for a Zelda title.
When I learned that the next DS Zelda on the horizon would be a sequel to Phantom Hourglass, I was less than thrilled, to say the least. After a brief play session at E3, I left feeling unimpressed and extremely apathetic, though being the Zelda lover that I am, I knew that I’d have to give it a fair chance. Now that I’ve made my way through the game, I can say that it is most certainly better than Phantom Hourglass. Though the game is generally enjoyable, I still have plenty of gripes with this new formula.
First, let's discuss the newest mode of transportation throughout Hyrule: the train. To put it simply, the train is no different than the boat. If anything, it becomes more annoying thanks to its rigid structure and the various annoyances on the tracks, like possessed trains on certain paths and the hiding rabbits that players must watch out for in order to complete a side quest.
My primary complaint with the boat was the massive time investment to travel anywhere in the world. The train is no different, if anything, it’s actually worse. Both forms of transportation have convinced me that the only proper way to commute in a Zelda game is on foot or on Epona, as it detracts from the game’s exploration. With Spirit Tracks, exploration is practically eliminated as one only needs to make sure they travel the various predefined paths in order to discover every small village, side quest area, or shop.
Unlike any previous Zelda title, players can now control the princess herself, one of the most integral characters in the series. The addition of Zelda to the formula creates a unique dynamic, one where Link is no longer the main focus. The interactions throughout the game between Link and Zelda portray her in a way unlike any prior games.
I have always seen Zelda as the strong woman who would do anything for her kingdom; even as a child in Ocarina of Time she was wise and strong. In Spirit Tracks, Zelda is a whiny little brat that bears no resemblance whatsoever to past incarnations. For me this was incredibly unappealing, as well as incredibly annoying throughout the game.
The one great aspect about bringing Zelda into the mix is the ability to control the phantom. While I was initially worried about both the Phantom aspect itself, and the main Tower of Spirits (this game’s version of the Temple of the Ocean King), I wound up incredibly pleased with both, as neither turned out anything like Phantom Hourglass. Unlike Phantom Hourglass, players are no longer timed when they enter the Tower of Spirits to search for the Spirit Track maps, which reveal the path to new temples. Instead, the Tower of Spirits allows players to solve some great puzzles, while utilizing the Zelda-possessed phantom to their advantage. Unlike Phantom Hourglass, I never felt as though traversing the tower levels was a tedious or incredibly obnoxious task; rather, the fact that I didn't have to redo everything over again, and was subjected to an entirely new set of puzzles was both refreshing and welcome.
Gameplay remains much the same in Spirit Tracks as it has throughout the series with Link traveling far and wide to save the world. Getting to a dungeon isn't always as easy as marking a path and setting out, rather many times Link will have to track down certain people, or perform certain tasks before he is able to start his journey. Since side-questing has always been a Zelda staple, I highly enjoyed having to explore different areas in order to do other tasks, although I wasn't fond of the sometimes very lengthy train rides. Once players learn how to get to an area, such as how to get through the Lost Woods, or survive a raging blizzard, they come to a new area where they may go straight to the dungeon, or roam around on the train to find new areas.
The one area where Spirit Tracks really shines is in the dungeon design. Brand new puzzles combine with classic items such as the boomerang, and new ones like the whip to create an incredibly fun experience. One in particular puzzle that combined old and new was in the second temple. The puzzle brought together the classic Zelda sliding puzzles with a musical element. Players had to slide bells on top of ice blocks into holes, then find a note sheet depicting how many times to hit the bell. Eventually more bells on ice blocks and notes came into play expanding on this wonderful puzzle.
Speaking of music, it once again plays an important role, as Link takes on a brand new instrument called the Spirit Flute, which is played by blowing into the DS microphone. Resembling a pan flute, there are many different things players can do with this. Initially players will be able to wake up Gossip Stones who, for a price, will reveal any unfound chests. Later, they will even be able to reveal hidden chests with a quick blow into the Spirit Flute.
While there is no question that I had fun with Spirit Tracks, the title simply feels lacking in some inexplicable way. The story seems incredibly rushed, the world itself seems thrown together and empty, the progression is far too linear, and a lot of the game feels like rehash from older Zelda games.
Although all of the classic Zelda elements are present, including the characters, the music, and the gameplay layout, I just can't help but feel that the soul of the game has been lost with this new play style. Additionally, without free exploration Zelda just doesn’t feel right. Despite my gripes, Spirit Tracks is a solid and enjoyable game. Unfortunately, I have come to expect more out of Zelda games, and this game, like its predecessor, will be one of the titles in the series that I will return to my game shelf, and never look back at again.
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