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The Legend of Zelda: Phantom Hourglass

by Mike Gamin - May 10, 2006, 4:30 pm EDT
Total comments: 6

We knew the controls would be different. Do they work?

When Phantom Hourglass was revealed at GDC this year, many people were excited to see the Wind Waker art style live on. More people were curious as to how players would control Link. Well I was able to play through all five of the demos available on the show floor and the best way to describe the game is, ‘different.’

In Phantom Hourglass you are actually controlling the fairy that you see flying around Link. You touch the screen, the fairy flies under your stylus, and Link runs after him. 95% of the time you will only use the stylus to play this game.

Link attacks in two ways. If you tap on an enemy, he will run to him and make one controlled swing. This works well for enemies that take just one hit. If the enemy survives though, Link will be left vulnerable. This technique requires a certain level of timing. Don’t send Link to his doom. You can also just slide the stylus back and forth on the screen rapidly when Link is close by. This will make him randomly slash around, which is the best way to cut all of the grass. Although this system works, I wouldn't desribe it as comfortable. I felt quite detached from the whole experience. Though it is still quite active, it has a certain RPG / Turn-based feel to it that doesn't feel right in a Zelda title.

As in other Zeldas, there are plenty of pots and barrels that Link can pick up and smash open. To do this with the stylus, you simply tap on the item you want to pick up and then tap on your target to send it flying. If you tap right next to Link, he will set it down nicely and it won’t break.

The demos available were very interesting. Four of them showed off the different parts of the main game. The fifth showed off a surprisingly fun multiplayer mode. The main game feels like a classic top-down Zelda. Puzzles are interesting. In the overworld demo you are sent on an information gathering mission. It starts by showing you five locations on a map. You are prompted to open up your own map and take note of these locations. Upon traveling to each of these locations, you will be given clues that you can also jot down on your map. Once completed, you return to the start and, using the clues, you can move on to the dungeon. It wasn’t as much a puzzle as it was a fetch quest. The clues were very obvious. In the demo itself, it was a lot of fun. The ability to write notes on your map and have them be constantly displayed on the second screen is quite cool. Hopefully this ‘fetch the clues’ type of puzzle won’t be overused in the final game.

The boss fight was very well done and took place on both screens. As the boss flies overhead, Link has to throw bombs into tornados to knock him down. This is where the stylus control makes sense. While playing I imagined myself trying to do the same task with classic Zelda controls. Aiming would have been very frustrating if that were the case.

Much to the chagrin of many, boat travel returns in this game. It is handled significantly different though. You never actively steer the boat. Instead, you plot out a course first and then man the canon while the boat makes the trip. At any point during your travels, you can alter your course. This comes in handy if you see points of interest on an island. Canon control is a breeze with the stylus. Tap a spot, and you shoot there. The demo showed off one at sea boss fight as well. It is a surprise attack. Firstly, you have to plot a new attack pattern. For me, this was a repeated ‘U’ shape around him. Once you have a good route, you let the canon balls fly. It was very effective and is definitely an improvement over sea travel in Wind Waker.

Easily the most surprising part of the Phantom Hourglass demos was the multiplayer one. It is basically a game of Capture the Flag, or in this case, Capture the Triforce. There is one significant twist though. Instead of having both players going after Triforce pieces together, players alternate between offense and defense. When on offense, you control Link just as you do in the main game. You run to a piece of Triforce, pick it up, and take it back to your base. Your opponent will try to stop you though. On his screen he sees an overview of the entire map. On this map, he has three different soldiers to control. This is done by giving them orders with the stylus. You must trace a path and they will take that path. If they see Link, they will take him down and the round will end.

Link also has a map showing the entire screen. When Link is not carrying a Triforce piece, he cannot see the soldiers on his screen, but the soldiers can see him. Once he gets hold of a Triforce piece, these roles reverse. He becomes invisible to the soldiers, and they become visible to him.

Points are scored based on the size of the Triforce piece brought back to base. The bigger the piece, the slower Link will walk, and more points will be awarded. There was only a two player setup on the show floor, but representatives said that four people will be able to play when the game ships.

Overall I am still undecided as to how I feel about the controls. I can’t help but ask, “What’s the point?" Don’t count it out yet. It may only feel weird because it is different. There are aspects of the game that fit the scheme incredibly well; combat just doesn’t seem to be one of them.

Talkback

Dirk TemporoMay 10, 2006

I really don't like the sound of those controls. Why couldn't they have just made it control normally? =/

mantidorMay 10, 2006

The basic combat sounds like Diablo, which is not a good thing, but it has puzzles and the cannon combat sounds to be better than Wind Waker's.

Ian SaneMay 11, 2006

Those controls sound horrible. It sounds like someone said "make Zelda use the touchscreen". Nintendo shouldn't force a game to use the touchscreen just to try to sell the concept. If anything the awkward implementation just makes the touchscreen look weak. I think it would look better for them to just admit "hey this touchscreen can do some cool stuff but it just doesn't work well for Zelda." When they try to use it for everything it looks like they're scrambling to justify their decision. It looks like they're stuck for ideas. A lack of ideas would be better than several lousy ideas.

SvevanEvan Burchfield, Staff AlumnusMay 11, 2006

Ian, for once I can rebuke you: the controls fit Zelda almost perfectly. It is extremely intuitive, the word awkward never entered my mind. Nothing on Wii or DS sounds intuitive in description, but once played, for the most part, they work. So wait till you play, don't say anything more.

Pale's first impression was mixed, but I'm sold except for a couple aspects. I think Jonny feels the same way, and looking at the long lines at the DS booth, so does everyone else.

Avinash_TyagiMay 11, 2006

Gamespot seems to like it:

Quote

Based on what we played, The Legend of Zelda: The Phantom Hourglass is heading in the right direction. The game's mechanics are fresh and work well with the now-familiar visuals. We're curious to see just what's happening in terms of story, as the game is basically a follow-up to the Wind Waker. If the quest in Phantom Hourglass is comparable to the console Zelda adventures, then the DS title will most certainly rock the house.

PaleMike Gamin, Contributing EditorMay 11, 2006

I'm still convinced I would prefer button controls and I won't change my mind.

I've done a lot of thinking on the topic between both this game and Mario Hoops.

Both games use the touch screen when most of what they do could work on the buttons. I think Nintendo's reasoning isn't that they want EVERYTHING to use the touch screen. If you think about it, each of those two games has a good reason for the touch screen. Mario Hoops has very intuitive passing. Zelda has much nicer throwing control, canons fire awesomely with it, they want you to take notes on your map, which is also cool. In multiplayer you freaking draw paths for your troops to follow. All that stuff is awesome.

Now, we all know how crappy trying to switch between stylus and button control on the fly is. Nintendo/the developers probably felt that switching between isn't an option. Then it comes down to getting everything else to fit with stylus control or dropping the cool features the stylus allows for. I bet they made the right decision.

My impressions are honestly how I felt. Movement is only somewhat clunky but not bad at all. The only part that really falls apart for me is combat. Throwing stuff is awesome with the stylus. Drawing on your map is a lot of fun. It will definately allow for cool puzzles.

My point is... just because the combat isn't as nice as it coudl be without the stylus you should definately still try it out. It's a DS Zelda and combat is not the only part of the game. I've only played one boss, and it doesn't even focus on sword play. For all we know there may be less sword play in this Zelda than any other Zelda before it.

tl;dr version: I still don't like the combat, but it is only one small aspect of this game. Counting it out soley because you agree that it is somewhat strange is just silly.

PS: Don't think i'm just ranting after 5 minutes of play either. This game was something I wanted to play more than any other DS game and I played the hell out of it. I waited in line about 6 times for 6 sessions.

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The Legend of Zelda: Phantom Hourglass Box Art

Genre Adventure
Developer Nintendo
Players1 - 2
Online1 - 2

Worldwide Releases

na: The Legend of Zelda: Phantom Hourglass
Release Oct 01, 2007
PublisherNintendo
RatingEveryone 10+
jpn: Zelda no Densetsu: Mugen no Sunadokei
Release Jun 23, 2007
PublisherNintendo
RatingAll Ages
eu: The Legend of Zelda: Phantom Hourglass
Release Oct 19, 2007
PublisherNintendo
Rating7+
aus: The Legend of Zelda: Phantom Hourglass
Release Oct 11, 2007
PublisherNintendo
RatingGeneral
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