Is there
anything a stylus can’t do? Perhaps the question should be rephrased: is there
anything it shouldn’t do? Developers have wrestled with that thought
since before the Nintendo DS shipped in 2004. The answer isn’t easy. If done
incorrectly in either case, gamers will think the developer took the “easy way
out” by using the traditional D-pad controls or by using the touch screen as
nothing more than a gimmick to increase sales.
I had visions
of what a stylus-controlled Mario would be like. But NEW Super Mario Bros.
wasn’t a DS experiment. It was created for gamers like myself that had been
waiting – much longer than we care to admit I’m sure – for a sequel on par with
the NES and SNES titles.
That’s why it
was shocking to hear that Nintendo’s big stylus-controlled game would not be the
new Mario, but instead the new Zelda, Phantom Hourglass. Early screenshots of
its semi-3D view did not reveal much about the gameplay. We discovered more the
following spring, and by the end of May 2006, the world finally knew what it
would take for Link to wield a stylus: nothing more than a simple touch.
Though that
does make the game less complex than series’ veterans will expect (or desire),
it is not unhealthy for the franchise, nor does it remove the very essence that
has made Zelda the best and most cloned action/RPG series. Rather, it does the
complete opposite. The controls – combined with memorable, DS-specific stages
and puzzles – take the game to an exciting and adventurous place. Much like the
levels you’ll explore, Phantom Hourglass could be compared to the various
islands in the Zelda series. It’s beautiful, remarkable, and sits a few hundred
feet off shore of its predecessors.
nsheathe
Your Stylus
Phantom
Hourglass is innovative in the way it has you perform familiar Zelda tasks.
Execute sword combos and spin strikes by drawing a line or circle on the screen.
You can also attack by simply touching the enemy. If Link is close, he’ll whip
out his sword and quickly kill the monster. If he’s a few steps back, he’ll
lunge forward and remove the threat just the same. Better still, when multiple
enemies approach, players can capitalize on the scenario by quickly touching
each enemy on the screen. Link will follow through with successive hits for each
foe, leaving his sword unsheathed – and no enemy unscathed.
Objects are
touchable in a similar manner. To pick up a garden bomb (the kind that blossom),
stand close and tap it once. Tap again to release, and to throw, tap a few
centimeters away from Link. Blocks and levers, which he will push and pull to
solve puzzles, are grabbed in the same way. Once a block or lever has been
grabbed, an arrow icon will appear. Touch it to make Link move in the arrow’s
direction.
This is an
extremely satisfying way to play an action/RPG game. The combat is unique but
distinctly Zelda. And it’s not just the attack elements that are based on touch.
You also control Link’s movement with the stylus. His face and body points
toward your stylus and follows your touch, allowing players to easily control
him through each environment. Speed is raised and lowered by the distance
between Link and the stylus. Touch close to Link and he’ll walk; touch close to
the edge of the screen and he’ll run.
Draw the boomerang across
these crystal balls to solve the puzzle.
Jumping is
automatic. Link’s roll move, the one used to bash into things, is triggered by
drawing small circles on the edges of the screen. This is not as intuitive as
the other stylus elements. It’s functional and doesn’t take long to master, but
you might not want to use it very often. Link moves fast when touching the edge
of the screen, regardless of the move you’re trying to perform. If there are
enemies, ledges, or any other nearby danger, you run the risk of running into
that danger (or off a ledge!) by mistake.
Basic movements
are only the beginning. Caves and dungeons are littered with touch-based
puzzles, many of which you’ll solve using Link’s trusted boomerang. In past
Zelda games, this weapon could be thrown one way. Phantom Hourglass gives you
the power to draw the boomerang’s path. It’s not limited to real-world physics,
so you can draw a few lines or circles and reverse its path or choose another
direction. It doesn’t go on forever, but its reach is pretty far, and its
multiple uses are amazing.
The boomerang
is one of several returning features that have been made new again with touch
screen controls. Players should discover the rest on their own. You can read
about Phantom Hourglass, stare at screenshots, and watch gameplay videos till
you’re blue in the face. You might be skeptical and think you’ll miss the D-pad.
But you won’t really know how good these controls are until you play the game
yourself.
Map Quest
GameCube’s
first Zelda title, The Wind Waker, expanded on the automated sailing features of
the previous Zelda games. For the first time players could manually travel
across the water. It was exciting but also tiring – The Wind Waker’s map was
larger than all previous Zelda games combined! And no, Link was not given a GPS…
Phantom
Hourglass reduces the chore of island-hopping by providing a semi-automated
boating system. To change locations, activate the route screen (which appears
when you enter the boat) and draw a line from your current location to the area
you’d like to visit. The boat starts to move, automatically, as soon as the path
is set. Water traps and other hazards add a bit of interactivity to your
travels, a gameplay style that’s also explored in Sonic Rush Adventure.
In addition to
boat-mapping, players can draw on any map they’ve acquired. Puzzles have been
integrated into the process, and while the game typically alerts you of the
things that should be noted, it’s wise to make a note of anything unusual. It
may be important later on.
Hours of Joy
It might be
cliche to say that a Zelda game is a work of art. Even so, how can Phantom
Hourglass be denied of that praise? Inside and out, the game is the very
definition of handheld beauty. I’m not just referring to the graphics. The
gameplay is gorgeous. It’s seeping with stellar combat and ingenious puzzles.
Long-time fans will be stunned by how well Shigeru Miyamoto’s masterpiece has
been converted into a touch-only adventure.
New fans may
not be lured by this game. Zelda speaks to the hardcore crowd, a group that’s
been collecting Tri-Force pieces since the 80s. But if you’ve ever wondered
about Link’s many journeys, Phantom Hourglass will do what its predecessors have
and turn you into an addict.
|
Gameplay: 9.3
The Legend of Zelda:
Phantom Hourglass is an immaculate creation of control innovation. The puzzles,
combat, and environments come together for another unrivaled chapter in the
Zelda series.
Graphics:
9.0
Cel-shaded graphics
that are one-of-a-kind on the DS. They’re gorgeous, detailed, and are perfect
for Zelda’s first DS outing.
Sound: 8.8
Nothing unexpected,
but still very impressive. Phantom Hourglass offers an excellent mix of sounds
and music from Zelda’s past and present, as well as some great new music that
ensure the DS’s speakers stay cranked at all times.
Difficulty: Easy/Medium
Phantom Hourglass is
not the most hardcore game in the series. It was partially designed for that
presumably new, never-played-a-game-before audience the DS has been bringing to
our industry. Though most of the puzzles are clever, there are a few that don’t
stretch past the obvious.
Concept: 9.5
There are three
kinds of “brilliant” in game development. One leads to entirely new genres –
Resident Evil led to horror, Konami’s Bemani games (DDR, Guitar Freaks, etc.)
led to the multiplayer and peripheral-based music games we have today. Another
leads to unique games within an existing genre (like Pikmin and ICO).
The final form
of brilliant is also the most uncommon. It only occurs when a developer is bold
enough to risk killing a great franchise for the sake of trying something
different. When it fails, a game is only remembered for being a disaster. But
when it succeeds, as The Legend of Zelda: Phantom Hourglass has, you have a game
that’s overflowing with greatness – and is remembered for all the right reasons.
Multiplayer: 7.5
A single and
multi-card battle mode gives you and a friend the chance to play as Link or
three monsters. Link’s controls mirror the rest of the adventure. His goal is to
collect and store the Tri-Force pieces. The monsters, however, control more like
a strategy game. You command three monsters by drawing their path across the
map. Their goal is to corner and attack Link.
The battle mode
is fun for a while, but like most single-player games that include a multiplayer
option, it clearly wasn’t where the developers spent the majority of their
resources.
Overall: 9.3
Building upon the
DS’s strengths to give gamers a new way to play a classic franchise, Phantom
Hourglass differs from every other action/adventure. It’s a spectacular blend of
touch-screen combat, brilliant puzzles, and Wind Waker beauty. A can’t-miss
adventure – one of Nintendo’s finest, and one of the year’s best.
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