Author Topic: REVIEWS: The Legend of Zelda: Phantom Hourglass  (Read 11907 times)

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Offline TheYoungerPlumber

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REVIEWS: The Legend of Zelda: Phantom Hourglass
« on: November 12, 2007, 02:55:48 AM »
Is the hourglass half empty or half full?
 http://www.nintendoworldreport.com/reviewArt.cfm?artid=14785

 When Nintendo said Twilight Princess would be the last Zelda as we knew the series, I wasn't sure what to think. Now that Phantom Hourglass has been released, I'm still not sure what to think.  While this DS game provides many clever additions and twists to the Zelda universe, it also stumbles where its brethren are usually strongest, making it among the weakest of the Zelda games.    


Phantom Hourglass introduces a refreshing new control scheme, with some growing pains.  Using the stylus to control both movement and attacks feels natural and intuitive.  Tap a baddy to charge towards it and attack.  Draw a circle for a spin attack.  Pull out your map and write notes or doodle!  While I initially felt as though I was playing Animal Crossing Wild World, I quickly adjusted and grew to love this slick new setup.  The controls out at sea, which consist of drawing a route on the map, then defending your ship with your cannon, are also surprisingly entertaining. The D-pad (or face buttons for lefties) is optional but useful for quickly opening a menu, and the currently selected item (e.g. your boomerang) is at the ready with either shoulder button in conjunction with the stylus. In fact, the touch screen equivalents are counterproductive: inadvertent taps of on-screen buttons are an annoyance, and intentional taps are still less convenient than the D-pad and trigger finger shortcuts. Other minor control quips include being vulnerable when accessing the item menu, since the game doesn't pause, and that the roll gesture rarely registers.    


The Wind Waker presentation also pays off on the DS.  Sure, the game has some blurry textures (Link's eyebrows look really weird when the camera zooms in), but the cel-shading looks awesome.  Even when seven or eight enemies are on the screen, or the game renders 3D on both screens, Phantom Hourglass rarely slows down. Lighthearted storytelling with amusing dialog—especially between Celia the fairy and the self-centered pansy, Linebeck—keeps the plot interesting in spite of its simplicity.    


Unfortunately, like in Zelda 2 for the NES, the series-defying risks don't always pay off, and the game's quality therefore slips. The game unnecessarily strives to justify its touch screen controls through many puzzles that rely on the same basic premises of making note of a solution or hint on your map, then somehow using that note later. At first it's cute, but Phantom Hourglass has far too many push-in-this-order puzzles with solutions revealed on nearby stone tablets.  The presence of such tasteless puzzles in Super Paper Mario and now Phantom Hourglass is rather discomforting, as they should be beneath Nintendo. Dungeons are also significantly shorter than in prior Zelda games—I completed one of the later dungeons in fifteen minutes. The only exception, the Temple of the Ocean King, emphasizes what remains the series' weakest game mechanic: stealth.  While one could argue shorter dungeons are appropriate for a handheld game, dungeon length wasn't a problem for the prior four Zelda portables, and Phantom Hourglass doesn't really offer more dungeons to deliver a comparable amount of content. What's more, for the first time since A Link to the Past, dungeons recycle the same music.  In fact, most of the game's music, including the dungeon music, is unbelievably boring!    


All things considered, Phantom Hourglass is still an enjoyable game.  Eiji Aonuma and his team clearly worked hard to reinvent Zelda for a new era; only to some extent, the Phantom Hourglass team threw the baby out with the bathwater.  Hopefully Nintendo can retain Phantom Hourglass's victories while reclaiming the series' historic strengths as it sails into its next big Zelda game.

Pros:
       

  • Bold and enjoyable new control schemes
  •  
  • Many traditional Zelda items reinvented
  •  
  • Great graphics
  •  
  • Fun boss battles


  •        Cons:
           
  • Disappointing jot-this-down-for-later puzzles
  •  
  • Short dungeons
  •  
  • Weak soundtrack
  •  
  • Touch screen menus and buttons sometimes inconvenient


  •                Graphics:  9.0
           At times the textures are pixilated, and Link's expressions and the sea don't have the zest found in The Wind Waker, but the game is still vibrant and very impressive for the platform.  The Animal Crossing camera angle works well when exploring on foot, and the boss battles spanning both screens look fantastic.

                   Sound:  7.0
           Why has Nintendo forsaken me with such a mediocre soundtrack?  With so many memorable portable Zelda soundtracks from both Flagship and Nintendo, this game's music is a disgrace. One bland dungeon theme shared amongst many dungeons? Similarly repetitive cave and island background notes? For shame! Even the enjoyable sailing theme is reused on the title screen. At least there's some quality battle music, some of which is reprised from The Wind Waker.

                   Control:  8.5
           The Link to the Past formula, while solid, was starting to grow fatigued and gimmicky; Phantom Hourglass's touch screen controls are innovative and fun, both on and off the boat. However, the menu buttons on the touch screen can get in the way, especially in a fierce fight, and it is very difficult to execute a roll attack.

                          Gameplay:  8.0
           The touch screen controls open up many new possibilities, and Phantom Hourglass isn't afraid to reinvent items such as the boomerang and bombchu to better leverage the new interface.  Boss battles are regularly invigorating.  Unfortunately, clever controls are no substitute for good level design: frequent lackluster puzzles and very short dungeons detract from the experience.

     


           Lastability:  7.0
           The main adventure is fairly short at 10 to 15 hours, and without heart pieces, there aren't all that many side-quests to explore.  Of course, side quests have never been as prominent in the portable Zelda games as their console brethren, anyway.  Between the optional treasure hunting, ship part collecting, fishing, and mildly amusing multiplayer, completists should have enough to do.

     


           Final:  8.0
           Phantom Hourglass fosters the same love-hate relationship as Sonic Adventure 2: some parts are great fun, while others will leave many players cringing.  At times it is brilliant, and overall the good outweighs the bad, but not by as much as you'd expect from a Zelda game.      

    ::Michael "TYP" Cole
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    Offline Shecky

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    RE: REVIEWS: The Legend of Zelda: Phantom Hourglass
    « Reply #1 on: November 12, 2007, 04:19:14 AM »
    I'd rather have PH method instead of collecting Photos/Kinstones/Figurines/etc...

    Offline king of snake

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    RE: REVIEWS: The Legend of Zelda: Phantom Hourglass
    « Reply #2 on: November 12, 2007, 05:37:29 AM »
    As far as the rolling gesture goes:

    They tell you to make "little circles" at the edge of the screen, but really all you need to do is scribble the stylus back and forth at the edge of the screen. It works great.


    Offline stedaman

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    RE: REVIEWS: The Legend of Zelda: Phantom Hourglass
    « Reply #3 on: November 12, 2007, 05:42:49 AM »
    Bleh, needless to say I disagree again with this....quality game..controls are perfect..at least a 9

    Offline Rize

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    RE: REVIEWS: The Legend of Zelda: Phantom Hourglass
    « Reply #4 on: November 12, 2007, 05:47:47 AM »
    I started playing the game and quit.  I'm sure I'll pick it up later, but with all the better games out right now it's going to have to wait.  Then again, I never did get past the first level in Star Fox.  The presentation is flawless as usual for Nintendo and I appreciate that, but I'm just not feeling the game.  The stylus keeps getting in the way of my vision and the stock stylus isn't long enough to comfortably use it on all parts of the screen.

    Offline KDR_11k

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    RE: REVIEWS: The Legend of Zelda: Phantom Hourglass
    « Reply #5 on: November 12, 2007, 06:30:22 AM »
    After I started playing I didn't put another game into my DS until I beat PH.

    Offline Rize

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    RE: REVIEWS: The Legend of Zelda: Phantom Hourglass
    « Reply #6 on: November 12, 2007, 06:43:41 AM »
    I really just don't like the stylus control.  It works fine, I just don't like the feel of it.  It really disconnects you from the game having a giant stylus (in comparison to the characters on the screen) between you and the action.

    Offline UncleBob

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    RE: REVIEWS: The Legend of Zelda: Phantom Hourglass
    « Reply #7 on: November 12, 2007, 06:56:10 AM »
    I like the game and disagree with a lot of this review, but I do respect it.  Well written.
    Just some random guy on the internet who has a different opinion of games than you.

    Offline GoldenPhoenix

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    RE:REVIEWS: The Legend of Zelda: Phantom Hourglass
    « Reply #8 on: November 12, 2007, 06:57:21 AM »
    Strike two against Phantom Hourglass, ah how sweet it is!
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    Offline Kairon

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    RE: REVIEWS: The Legend of Zelda: Phantom Hourglass
    « Reply #9 on: November 12, 2007, 06:57:50 AM »
    I think the only disconnect is in your head, and that maybe if you simply played the game and left the analysis for later, you'd find that the stylus is a major non-issue. I never had any issue with the controls taking me out of the game, and I use an even bigger stylus than you: the log stylus that came as a pre-order bonus to Lost in Blue 2.
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    Offline GoldenPhoenix

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    RE:REVIEWS: The Legend of Zelda: Phantom Hourglass
    « Reply #10 on: November 12, 2007, 06:59:35 AM »
    Quote

    Originally posted by: Kairon
    I think the only disconnect is in your head, and that maybe if you simply played the game and left the analysis for later, you'd find that the stylus is a major non-issue. I never had any issue with the controls taking me out of the game, and I use an even bigger stylus than you: the log stylus that came as a pre-order bonus to Lost in Blue 2.


    Gee really, a disconnect in your head? I thought it was liver that was disconnected. Now your going to tell me that "fun" is all in my head.
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    Offline Kairon

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    RE:REVIEWS: The Legend of Zelda: Phantom Hourglass
    « Reply #11 on: November 12, 2007, 07:05:07 AM »
    Quote

    Originally posted by: NewsBot
    The game unnecessarily strives to justify its touch screen controls through many puzzles that rely on the same basic premises of making note of a solution or hint on your map, then somehow using that note later. At first it's cute, but Phantom Hourglass has far too many push-in-this-order puzzles with solutions revealed on nearby stone tablets.  The presence of such tasteless puzzles in Super Paper Mario and now Phantom Hourglass is rather discomforting, as they should be beneath Nintendo.


    I disagree heartily. In contrast, I found that the game actually held back from using pull-in-this-order puzzles. There may be just 6 types of puzzles like this in the entire game, possibly less, so how can there be "too many?" Actually, there are a variety of wonderful new puzzle types involving this ingenious draw-on-your-map feature, from connecting pairs of landmarks on the map to create intersecting lines, to feeding the player where un-marked stuff can be found in the ocean or on other islands (draw your own X, and any accompanying notes), to outlining invisible features that don't show up on the map to begin with. If anything, the game didn't use these innovative puzzles enough!
    Carmine Red, Associate Editor

    A glooming peace this morning with it brings;
    The sun, for sorrow, will not show his head:
    Go hence, to have more talk of these sad things;
    Some shall be pardon'd, and some punished:
    For never was a story of more woe
    Than this of Sega and her Mashiro.

    Offline Kairon

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    RE:REVIEWS: The Legend of Zelda: Phantom Hourglass
    « Reply #12 on: November 12, 2007, 07:05:47 AM »
    Quote

    Originally posted by: GoldenPhoenix
    Quote

    Originally posted by: Kairon
    I think the only disconnect is in your head, and that maybe if you simply played the game and left the analysis for later, you'd find that the stylus is a major non-issue. I never had any issue with the controls taking me out of the game, and I use an even bigger stylus than you: the log stylus that came as a pre-order bonus to Lost in Blue 2.


    Gee really, a disconnect in your head? I thought it was liver that was disconnected. Now your going to tell me that "fun" is all in my head.


    Well, if I can use a LOG stylus and not be discomfitted, is it really the stylus that's the problem?
    Carmine Red, Associate Editor

    A glooming peace this morning with it brings;
    The sun, for sorrow, will not show his head:
    Go hence, to have more talk of these sad things;
    Some shall be pardon'd, and some punished:
    For never was a story of more woe
    Than this of Sega and her Mashiro.

    Offline GoldenPhoenix

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    RE:REVIEWS: The Legend of Zelda: Phantom Hourglass
    « Reply #13 on: November 12, 2007, 07:06:46 AM »
    Quote

    Originally posted by: Kairon
    Quote

    Originally posted by: NewsBot
    The game unnecessarily strives to justify its touch screen controls through many puzzles that rely on the same basic premises of making note of a solution or hint on your map, then somehow using that note later. At first it's cute, but Phantom Hourglass has far too many push-in-this-order puzzles with solutions revealed on nearby stone tablets.  The presence of such tasteless puzzles in Super Paper Mario and now Phantom Hourglass is rather discomforting, as they should be beneath Nintendo.


    I disagree heartily. In contrast, I found that the game actually held back from using pull-in-this-order puzzles. There may be just 6 types of puzzles like this in the entire game, possibly less, so how can there be "too many?" Actually, there are a variety of wonderful new puzzle types involving this ingenious draw-on-your-map feature, from connecting pairs of landmarks on the map to create intersecting lines, to feeding the player where un-marked stuff can be found in the ocean or on other islands (draw your own X, and any accompanying notes), to outlining invisible features that don't show up on the map to begin with. If anything, the game didn't use these innovative puzzles enough!


    Drawing lines has been used in connect the dots, all these are is an interactive connect the dots, meaning they are NOT innovative. So take that Catbus man!
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    Offline GoldenPhoenix

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    RE:REVIEWS: The Legend of Zelda: Phantom Hourglass
    « Reply #14 on: November 12, 2007, 07:07:17 AM »
    Quote

    Originally posted by: Kairon
    Quote

    Originally posted by: GoldenPhoenix
    Quote

    Originally posted by: Kairon
    I think the only disconnect is in your head, and that maybe if you simply played the game and left the analysis for later, you'd find that the stylus is a major non-issue. I never had any issue with the controls taking me out of the game, and I use an even bigger stylus than you: the log stylus that came as a pre-order bonus to Lost in Blue 2.


    Gee really, a disconnect in your head? I thought it was liver that was disconnected. Now your going to tell me that "fun" is all in my head.


    Well, if I can use a LOG stylus and not be discomfitted, is it really the stylus that's the problem?


    You could be mentally deranged as well.
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    Offline Kairon

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    RE:REVIEWS: The Legend of Zelda: Phantom Hourglass
    « Reply #15 on: November 12, 2007, 07:13:29 AM »
    Quote

    Originally posted by: GoldenPhoenix
    Quote

    Originally posted by: Kairon
    Quote

    Originally posted by: NewsBot
    The game unnecessarily strives to justify its touch screen controls through many puzzles that rely on the same basic premises of making note of a solution or hint on your map, then somehow using that note later. At first it's cute, but Phantom Hourglass has far too many push-in-this-order puzzles with solutions revealed on nearby stone tablets.  The presence of such tasteless puzzles in Super Paper Mario and now Phantom Hourglass is rather discomforting, as they should be beneath Nintendo.


    I disagree heartily. In contrast, I found that the game actually held back from using pull-in-this-order puzzles. There may be just 6 types of puzzles like this in the entire game, possibly less, so how can there be "too many?" Actually, there are a variety of wonderful new puzzle types involving this ingenious draw-on-your-map feature, from connecting pairs of landmarks on the map to create intersecting lines, to feeding the player where un-marked stuff can be found in the ocean or on other islands (draw your own X, and any accompanying notes), to outlining invisible features that don't show up on the map to begin with. If anything, the game didn't use these innovative puzzles enough!


    Drawing lines has been used in connect the dots, all these are is an interactive connect the dots, meaning they are NOT innovative. So take that Catbus man!


    Innovation isn't always the creation of something never seen before, it's often the ABSTRACTION and SYNTHESIS of stuff that already exists, but realized in new and interesting ways.

    For example, the wiimote itself isn't very new. Nintendo didn't do magic, they just used stuff that ALREADY EXISTED and applied them to gaming, they've said it themselves. And take a look at the Sims! It's playing DOLL HOUSE! That's what EA even called the prikject internally for awhile, dollhouse! Sims is nothing but playing with dolls... on your computer! And it's often heralded as the most innovative game to come along in a long while!

    Bottomline is, there are many ways that PH innovates and presents new puzzle types that take great advantage and actually whets the appetite for more of this innovative feature. Someone should take it further, because as a kid I've always wanted to create my own hidden pirate treasure map, and PH takes me one step closer to doing so.

    BTW kids, you can use lemon juice to write invisible clues on paper! Write out or draw on the paper using lemon juice, and no one will see what is written. But get an adult to use a flame to heat up the paper, and your writing will magically appear! Your very own secret invisible ink for notes or treasure maps! *never attempt without parental guidance*
    Carmine Red, Associate Editor

    A glooming peace this morning with it brings;
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    Go hence, to have more talk of these sad things;
    Some shall be pardon'd, and some punished:
    For never was a story of more woe
    Than this of Sega and her Mashiro.

    Offline Kairon

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    RE:REVIEWS: The Legend of Zelda: Phantom Hourglass
    « Reply #16 on: November 12, 2007, 07:13:56 AM »
    Quote

    Originally posted by: GoldenPhoenix
    You could be mentally deranged as well.


    T_T
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    A glooming peace this morning with it brings;
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    Go hence, to have more talk of these sad things;
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    For never was a story of more woe
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    Offline Nick DiMola

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    RE: REVIEWS: The Legend of Zelda: Phantom Hourglass
    « Reply #17 on: November 12, 2007, 07:36:42 AM »
    This is one of those games that as I play it more I like it less. Most games don't do this to me. It was a pretty weak Zelda entry and if this is the direction Nintendo intends to take Zelda, count me out.  
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    Offline DAaaMan64

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    RE: REVIEWS: The Legend of Zelda: Phantom Hourglass
    « Reply #18 on: November 12, 2007, 07:39:43 AM »
    Love this game = no love for the review :P

    But hey whatever.
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    Offline TheYoungerPlumber

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    RE:REVIEWS: The Legend of Zelda: Phantom Hourglass
    « Reply #19 on: November 12, 2007, 07:49:07 AM »
    Quote

    Originally posted by: Kairon
    Quote

    Originally posted by: NewsBot
    The game unnecessarily strives to justify its touch screen controls through many puzzles that rely on the same basic premises of making note of a solution or hint on your map, then somehow using that note later. At first it's cute, but Phantom Hourglass has far too many push-in-this-order puzzles with solutions revealed on nearby stone tablets.  The presence of such tasteless puzzles in Super Paper Mario and now Phantom Hourglass is rather discomforting, as they should be beneath Nintendo.


    I disagree heartily. In contrast, I found that the game actually held back from using pull-in-this-order puzzles. There may be just 6 types of puzzles like this in the entire game, possibly less, so how can there be "too many?" Actually, there are a variety of wonderful new puzzle types involving this ingenious draw-on-your-map feature, from connecting pairs of landmarks on the map to create intersecting lines, to feeding the player where un-marked stuff can be found in the ocean or on other islands (draw your own X, and any accompanying notes), to outlining invisible features that don't show up on the map to begin with. If anything, the game didn't use these innovative puzzles enough!


    Actually, I was grouping all the puzzles you just mentioned together into that category.  I shouldn't have used push-in-this-order as the description here in my review.  Walk-in-this-order and dig-right-here were really intended in that statement as well.

    Also, thank you for not attacking me (yet), merely disagreeing with my review.  I hardly expect everyone to agree with me, because I know there were a lot of people angry at Zach.  I just felt this game deserved another review on the site, and others on staff who promised to write one have yet to do so.
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    Offline Kairon

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    RE:REVIEWS: The Legend of Zelda: Phantom Hourglass
    « Reply #20 on: November 12, 2007, 08:02:42 AM »
    Quote

    Originally posted by: TheYoungerPlumber
    Actually, I was grouping all the puzzles you just mentioned together into that category.  I shouldn't have used push-in-this-order as the description here in my review.  Walk-in-this-order and dig-right-here were really intended in that statement as well.

    Also, thank you for not attacking me (yet), merely disagreeing with my review.  I hardly expect everyone to agree with me, because I know there were a lot of people angry at Zach.  I just felt this game deserved another review on the site, and others on staff who promised to write one have yet to do so.


    Well, if you'd like me to I can try to devolve this thread into a flame fest! Just give the word and your faithful NWR forumites will converge on the thread like a swarm of locusts on a virgin field! &>

    *continues to grumble about how the puzzles were actually new and unique and how everyone's lost touch with their inner child*
    Carmine Red, Associate Editor

    A glooming peace this morning with it brings;
    The sun, for sorrow, will not show his head:
    Go hence, to have more talk of these sad things;
    Some shall be pardon'd, and some punished:
    For never was a story of more woe
    Than this of Sega and her Mashiro.

    Offline GoldenPhoenix

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    RE:REVIEWS: The Legend of Zelda: Phantom Hourglass
    « Reply #21 on: November 12, 2007, 09:19:47 AM »
    Quote

    Originally posted by: Kairon


    *continues to grumble about how the puzzles were actually new and unique and how everyone's lost touch with their inner child*


    Wow, just wow. Then again I guess if you meant the puzzles were dumb enough for little kids, then I'd probably agree (j/k). Seriously though it has nothing to do with losing touch with your inner child. If a puzzle sucks or isn't that innovative, I don't think it has anything to do with that.

    On another note, I personally think PH will be one of the most divisive Zelda's ever, while there were detractors in regards to TP it was overwhelmingly accepted, but PH seems to be splitting people. Now I wouldn't say it is Zelda 2 esque splitting but it still appears to be there.
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    Offline TheYoungerPlumber

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    RE: REVIEWS: The Legend of Zelda: Phantom Hourglass
    « Reply #22 on: November 12, 2007, 10:21:30 AM »
    *points to his Sonic Adventure 2 love-hate statement*
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    Offline Kairon

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    RE:REVIEWS: The Legend of Zelda: Phantom Hourglass
    « Reply #23 on: November 12, 2007, 11:10:08 AM »
    I think that we should have a Hot Topic about why Phantom hourglass is so divisive. It definitely isn't as obvious as why Zelda II was, and the reasons behind Phantom hourglass could come from many different areas, such as franchise fatigue, generational gap, the parallel innovation of touch screen controls, the pull (or lack of) of Zelda into RPG-esque content and stylings, and other things.
    Carmine Red, Associate Editor

    A glooming peace this morning with it brings;
    The sun, for sorrow, will not show his head:
    Go hence, to have more talk of these sad things;
    Some shall be pardon'd, and some punished:
    For never was a story of more woe
    Than this of Sega and her Mashiro.

    Offline GoldenPhoenix

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    RE:REVIEWS: The Legend of Zelda: Phantom Hourglass
    « Reply #24 on: November 12, 2007, 11:12:50 AM »
    Quote

    Originally posted by: Kairon
    I think that we should have a Hot Topic about why Phantom hourglass is so divisive. It definitely isn't as obvious as why Zelda II was, and the reasons behind Phantom hourglass could come from many different areas, such as franchise fatigue, generational gap, the parallel innovation of touch screen controls, the pull (or lack of) of Zelda into RPG-esque content and stylings, and other things.


    Actually I think it is the touch controls and how they suck for a game like this. No need for a hot topic.
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