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Phantom Hourglass Review

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.
Phantom Hourglass is a first for Nintendo in a few ways. Story-wise, it's the first time a Zelda game has directly referenced elements from a previous title. In this case, Hourglass is a direct sequel to 2003's Wind Waker. The first moments of Hourglass recap the end of the GameCube game, and sets the scene for the game's overall conflict. As befitting a handheld game, the story (at first) is a bit less epic than in games like Link to the Past. A ghost ship of some kind is haunting the waves, and snags Tetra/Zelda from the deck of her own vessel. Link hooks up with a scoundrel named Linebeck, who owns a paddleboat capable of crossing the seas. Together with the amnesiac fairy Ciela, the three adventurers explore the Temple of the Ocean King looking for clues as to where Tetra has gone. It's a brisk story, without a lot of deep characterization or extremely memorable moments, but it serves the gameplay quite well. Some Zelda games feel like a constant 'one more thing' struggle, as you finish X to get to Y but then find you you have to complete A to get to B before you can return to Y. Hourglass's fairly linear tale doesn't allow for many cul-de-sacs like that, and works just fine for a handheld title. My biggest complaint about the story is that the ending is fairly weak, especially compared to the finale of Wind Waker. I didn't feel as though I was satisfactorily paid off for my investment, and that's always frustrating. Gameplay-wise, the finale was great; I just wish they'd ended on a different story note.

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.

7 of 89 comments (clear)

  1. My short review by hansamurai · · Score: 4, Informative

    I recently finished the game and wrote my review on Sunday, giving it an 8 out of 10. I felt like that the new stylus driven gameplay aspects were great and really added to the series, but the game focused way too much on repetitiveness. You literally run through the same dungeon something like 5 or 6 times throughout the course of the game, and the dungeon is just kind of obnoxious. Plus the whole "phantom hourglass" only matters in that one particular dungeon, basically negating what could have been a cool concept or object nearly completely.

    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 if you're interested, just a little side site I run to more or less keep track of what games I beat.

    1. Re:My short review by Speare · · Score: 3, Informative

      If you pay attention, you will note that each time you visit the temple, you have a new tools at your disposal, and that new tool will let you open up new secrets in most levels of the temple. You can optimize your time by using these carefully. By the end of the game, if you learn all the tricks, you can traverse the whole temple in about 30 seconds of elapsed time. You also get extras like more treasure maps and ship parts for your troubles. I agree it seemed repetitive at first, but they really made pretty clever dungeon levels with layers of puzzles in them.

      --
      [ .sig file not found ]
  2. not the first sequel by Anonymous Coward · · Score: 5, Informative

    "Phantom Hourglass is a first for Nintendo in a few ways. Story-wise, it's the first time a Zelda game has directly referenced elements from a previous title.

    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

  3. Direct sequels... by Anonymous Coward · · Score: 5, Informative

    Actually, there were several Zelda games that were either direct sequels or directly referenced earlier entries in the series. Link's Awakening is almost certainly a direct sequel to A Link to the Past, Majora's Mask IS a direct sequel to Ocarina of Time, and talks about it quite a bit, and Wind Waker makes a lot of semi-obscure references to Ocarina of Time...

    -Moses

  4. My Review by zzottt · · Score: 2, Informative
    If you like any of the old Zelda games and you want to play Zelda in a new and fun way on the DS then this game is for you!

    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

  5. What about Battle Mode? by dmomo · · Score: 2, 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!

  6. Re:Requiring the use of the microphone was a bad i by meringuoid · · Score: 4, Informative
    And don't even get me started about having to shout.....

    Snap your fingers in front of the microphone. One of the NPCs even tells you about that trick ;-)

    --
    Real Daleks don't climb stairs - they level the building.