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The Legend of Zelda: Spirit Tracks -- Spirited Change.
36752_1519184584690_1386800604_1423744_1678461_n
Friday, December 18, 2009
ARTICLE TOOLS

If you're asking yourself whether or not The Legend of Zelda: Spirit Tracks will entice a player who's fallen out of love with the series -- either because of its reluctance to change or because of franchise fatigue -- the answer is that it might.

If your frustration with the series is with its trademark structure, then you won't find much to love here; dungeons are still the game's main attraction, with the same sort of progression the series is known for (solve puzzles, get special item, solve puzzles with special item, use special item to defeat boss) intact. It's safe to say that you're not fond of or are tired of this formula, there's nothing here for you.

For those still interested in this style of play, the new dungeons are predominantly tried-and-ture affairs. Once you get a dungeon's special item, you'll quickly learn to use it in creative ways. The creativity of the actual dungeons isn't a high-point in the series, but that's likely due to both my increased intimacy with these kinds of puzzles, and with the reduced and streamlined approach needed in a portable Zelda game. The dungeons here are simply refined versions of the standard design.

For new players, the game offers an excellent point of entry. Getting from one Dungeon to the next is quick and easy, the train's restrictive nature (more on that later) means you won't get lost too easily, and the dungeons are simple and easy enough that with one or two exceptions, you'll plow through the game if you're patient enough to let the answers come to you.

If your frustration is with the story threads that connect the dungeons, there's a small amount hope. The story isn't unique by gaming standards, but by Zelda standards, it's potentially mind-blowing. You're still trying to rescue the princess, but this time, not only is Zelda's ghost following you, but saving her serves to stop the ressurrection of an anceint demon. Cheesy, yes, but it's better than re-hashing another Triforce story thread.

Zelda also serves an important purpose, gameplay-wise. The tower from Phantom Hourglass (not the exact tower, but a tower) returns, but not only do you not have to backtrack through sections you've already been through -- a major complaint lodged against the previous game -- but you're now able to more easily dispatch the Phantoms that patrol the tower's floors. And, once a Phantom is slain, Zelda can inhabit the lifeless suit, which becomes the big focus of the new tower's puzzles. 

You control Zelda by drawing a path from her to her destination, which she then follows. For what is primarily a touch-focused game, it works well enough, but there are a couple of pathfinding issues here and there. Zelda has her own strengths and weakness, which means that she isn't the solution for every problem. She can navigate through lava easily, but she'll fall right through sand, which Link can cross with ease.

Controlling multiple characters allows for a higher degree of creativity in the tower sections in the game, which ends up being both a good and a bad thing; good because it means the tower puzzle designs are a fresh coat of creativity on the rusting Zelda formula, and bad because it means the design of the actual dungeons aren't up to snuff with this new-found creativity. I was more eager about getting back to the tower and seeing what new challenges awaited me than about seeing what the next boss was (the bosses are fairly creative this time around, but again, they're not the best in the series).
 
If your frustration is with the touch control scheme in Phantom Hourglass, then Sprit Tracks won't change your mind. Guiding Link with the stylus is a suitable substitute for analog control, but it has its limits. When you're simply walking around areas and using and grabbing items it works just fine, but when the need for quick, precise control arises, the touch screen comes up short.
 
The boss sections in particular change the camera's angle, often to a more centered view that doesn't follow Link. This may not sound like a problem, but because the speed of movement is determined by the distance between Link and the stylus, the closer you get to the edge of the screen, the slower Link goes, which greatly hinders your ability to dodge attacks.

If your frustration is with the periphery aspects, then know that that area of the game sees the most radical changes. Reactions to the train will vary; on one hand, it streamlines the process of getting to your next checkpoint because there are a very limited number of places where you could possibly go. On the other hand, that same restrictiveness can work against the exploratory aspect of the series. I never felt like the game ever gave me a moment to stop and get some side quests done. The few side quests I found didn't really compel me to complete them as much as they usually do, mostly because I didn't feel like there was a good reason to, aside from the obligatory hearts (which, as in Phatom Hourglass, come in whole containers rather than pieces).

Additionally, the train sequences feel as needlessly frustrating as they do restrictive. As you ride the Spirit Train from one destination to another, you'll encounter several challenges that force you to interact while on a guided path. You must avoid enemy trains that will ram into and destroy your train completely, forcing you to restart the trip, and enemies ranging from maurauders to battleships will assault you from the sidelines.
 
I'm sure the purpose of this is to keep the player engaged while they're riding the train -- without these obstacles, you could very easily plot your course then return to your DS minutes later -- but because there are small number of paths you can take, it's more of a furstration than a distraction. Tackling and avoiding these obstacles prolongates the amount of time you're on the train, which itself is only a means to an end. The game gets very creative with its use of the train towards the end of game, but as whole, you're either going to love it for its efficiency or hate it for its restrictiveness.

Spirit Tracks isn't a revolutionary step in the Zelda seires, but it does take a number of steps to liven up an unchaging franchise. It takes the concepts introduced in Phantom Hourglass and fleshes them out in exceptional ways, but it also inherits some of its flaws, as well as some new ones. It caters more to die-hards and first-timers more than it does to detractors, but, depending on your reason for defecting, it's possible that it will rekindle your love for hitting switches and fighting monsters.

This review does not include the multiplayer aspects of the game, as I was unable to find anyone to play with in time.
 
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Comments (8)
No-photo
December 18, 2009 14:38
Nice Review
No-photo
December 18, 2009 18:06
No. Excellent review.
No-photo
December 18, 2009 18:24
Hmm, sorry. I'm not sure what comes after excellent on the periodic table of affirmations. Awesome? Fantastic? A string of profanity laden adjectives...and a chest bump? I do have a question, though. What if your reason for ignoring this game is that you're sick of Zelda & Mario games that are wrapped around what feels like an ultimately pointless gimmick. The train, touch-centric controls, FLUDD, etc. Is there any reason to bother really? Cause from what I read here, I'm guessing no. That, and I still hate cell shaded graphics.
36752_1519184584690_1386800604_1423744_1678461_n
December 18, 2009 18:36
The gimmick is a big part of the game, but the tower sections are almost worth it, I'd say. If that sort of thing is instantly going to turn you off, then I'd say no, don't bother. That said, I don't feel like the touch controls are a gimmick. They work very well for the majority of the game.
No-photo
December 18, 2009 19:36
Yeah I see what you're saying. I did like the tower in PH. And I don't deny the controls work well enough. But when it comes right down to it, is there any point where they'd be an obvious improvement over more basic controls?
36752_1519184584690_1386800604_1423744_1678461_n
December 18, 2009 19:53
Aiming The bow and drawing paths for Zelda and the boomerang, but that's about it.
No-photo
December 20, 2009 21:42
Am I crazy for thinking Phantom Hourglass the easiest Zelda and Spirit Tracks the hardest? At least Nintendo listens to their fans, because the final section of this game is up there with Ninja Gaiden as the most difficult game I've played this generation. In fact, I'm not even going to attempt to beat the final boss again. I agree with everything you said, except I'd say the train sections are a bigger problem than you hint at. Having to bring a bridge maker from one side of the map to the other is just lazy game design that forces the player to do something not very fun to progress. When you are solving a tricky puzzle or finishing off a challenging boss, it's classic Zelda and it's hard not to forgive it for some of the things it needs to improve on.
36752_1519184584690_1386800604_1423744_1678461_n
December 21, 2009 02:51
That final boss does go on longer than it should, and feels too much like trial and error. The actual difficulty of the dungeons themselves was fair, I thought; it was the later train sections that made me rethink my decision to review the game.
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