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David Low
21 Oct, 2007

The Legend of Zelda: Phantom Hourglass Review

DS Review | The hourglass is half full.
The immediacy of the DS's touchscreen controls have certainly been one of the reasons for its record breaking sales. Those intimidated by sixteen button controllers have been attracted to the simplicity the touchscreen brought to puzzle games, as well as the new types of more intuitive interaction offered by Nintendogs and Brain Training. But apart from the touchscreen being successfully adapted as a pseudo-mouse in Metroid Prime Hunters, more traditional action games on the system have mostly remained 'd-pad and button' centric in their control schemes. The Legend of Zelda: Phantom Hourglass is Nintendo's attempt to marry their strengths as traditional and casual game designers. And it's a remarkable piece of software that truly manages to be the best of both worlds.

Plot wise, Phantom Hourglass is a direct sequel to The GameCube Nautical opus The Legend of Zelda: The Wind Waker, but unlike the 'small beginnings' early-game of Wind Waker, Phantom Hourglass starts with a bang. Picking up right where Wind Waker ended, the title screen shows Link on the bow of Tetra's ship, as they set sail on an adventure to find a new land. Boarding a ghost ship they were tracking, Tetra disappears, and in an effort to go after her Link falls into the drink, and washes up on an island. With the help of an amnesiac fairy, a mysterious old man, and a rascally sea captain (the delightful Captain Linebeck) Link sets out to find Tetra and discover the mystery of the ghost ship.

  
The Nautical theme carries over from its predecessor

The Nautical theme carries over from its predecessor
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What immediately sets Phantom Hourglass apart (and not just from other Zelda games) are its controls, as the game is controlled almost exclusively with the touch screen. You move Link by pointing where you want him to walk, and attack by tapping an enemy or drawing lines to swing Link's sword. You also select and use all items and refer to your map with the touchscreen, and apart from a couple of useful button shortcuts, the game is entirely stylus driven.

Initially it feels quite awkward to have to 'drag' Link where you want him to go, and it feels weird to be able to just tap an enemy to attack, but after a short while it becomes second nature, and the ease with which tasks can be accomplished makes the idea of d-pad and buttons controls seem quite cumbersome. Annoying features of puzzle adventure games, such as having to line up perfectly with switches/levers to hit them, have been completely eliminated by the streamlined controls. You simply tap the switch, and Link automatically moves to the correct position and executes the command. There's definitely a loss of the tactile feeling of a button-press sword swipe, but it's a loss worth taking for the incredible precision available. And it's actually quite satisfying being able to target an enemy with a simple tap, without having to line yourself up first. The combat engine is simply a marvel, and it's quite amazing the way movement and attack have been combined into one fluid system.

The touchscreen innovations don't end there though. As you go on, the new tools you pick up make more and more use of the touch controls, and they also feature heavily in the game's integration of the map into the puzzles. Writing on the map is just so obvious an idea, but is one of the best features ever seen in adventure games. But Phantom Hourglass isn't content to just make your life easier by not requiring memorisation (or an external notepad), it plays on this feature to create a whole new level of interactive puzzle. Using map points to draw lines, and digging where they intersect would be cumbersome without the feature, but here it makes you feel like a true adventurer.

  
Dungeons are as involved as ever

Dungeons are as involved as ever
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This also carries over into the game's travel sequences. Leaving Wind Waker's involved sailing mechanic behind, in Phantom Hourglass you're on a powered boat (driven by Captain Linebeck), and to travel you simply map a course on your sea chart, which Linebeck will then follow automatically. There are enemies to defeat and things to do as you travel, including fun fishing and treasure trawling minigames, as well as changing course on the fly to avoid pirates.

For a Wind Waker fan, Phantom Hourglass initially feels like a bit of a disappointment. Within the intro all of Wind Waker's characters and locations have been discarded, and soon Link is left alone in a seemingly much less expansive world. However, the exploration aspect remains intact, but with a different focus – instead of focusing on quietly discovering a world and its history and characters, there's a feeling of high adventure. The story is not as grand, but it somehow matches the world and gameplay just as well as Wind Waker's did, and there are still many memorable characters and events. It's not an overly long game, but it's certainly not too short either – it's pretty much the perfect length, as you'll spend just the right amount of time doing any particular task or using any particular item that it hasn't had a chance to become boring.

One slight downer is the way the game uses some of the DS's other features, like the microphone. At certain points you have to blow into the microphone, which is fair enough in context. But when you're asked to yell it's a bit too much, as could be the time when you have to close the DS to 'print' one screen on the other (depending on how laterally the player is inclined to thinking). These ideas are often used to break the fourth wall and allow the game to poke fun at itself, but could get annoying or frustrating for some players

Another thing that does break the spell a bit is that the game runs on a separate engine for the sea travel parts. Instead of the seamless world of Wind Waker, where you moved from sailing to land travel within the same engine, Phantom Hourglass employs an 'overworld' not unlike a 3D Final Fantasy game. The overworld resembles Wind Waker, with full camera control, and full views of islands as they approach in the distance, but when you dock and move to dry land, the game bears more resemblance to a traditional 2D Zelda, with primarily flat representations of the same landscapes.

But speaking of landscapes, Phantom Hourglass is an absolutely beautiful game, and a technical marvel on the DS. Everything is in full 3D and is presented in the same cell-shaded style as its prequel, but remarkably very few sacrifices have been made. The textures and geometry are obviously not as good as the still phenomenal looking GameCube game, and the generally overhead perspective is obviously more limited graphically, but the style has been maintained perfectly, as has the art direction. The world is just as full of life and just as appealing, and you'll want to explore it just to see it. Sound direction is also carried over intact, although with more of the strident and less of the whimsical, as is appropriate for this game's much different plotline.

  
It's an absolutely beautiful game

It's an absolutely beautiful game
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Many were wary of the direction Nintendo seemed to be taking with The Legend of Zelda: Phantom Hourglass. With claims the game would be 'easy for new gamers to play', many fans were worried the series would be 'dumbed down' for players graduating from Nintendo's casual supersmash hits like Nintendogs. But they needn't have worried. While Phantom Hourglass does offer a streamlined version of the Zelda formula, many of its cuts are welcome renovations of built-up conventions. The new interface is both approachable and revolutionary at the same time, the holy grail of game design. And underneath it is the most tightly designed Zelda since Link's Awakening. Phantom Hourglass is another must-buy in the hallowed series, and we can only hope this re-invigorated Nintendo can continue to walk the line between the new and old with such grace in future iterations.
The Score
One of the finest portable adventures ever created, and yet another high point for one of gaming's greatest franchises. 9
Looking to buy this game right now? PALGN recommends www.Play-Asia.com.

Related The Legend of Zelda: Phantom Hourglass Content

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22 Comments
5 years ago
good review, shame my DS was stolen, wont be playing this till i get a new one... should be soon-ish.
5 years ago
What the hell? You have to close the screen? Do you have to?

I don't want to have to close my DS. That's stupid. What were they thinking? *facepalm*
5 years ago
tikalal wrote
What the hell? You have to close the screen? Do you have to?

I don't want to have to close my DS. That's stupid. What were they thinking? *facepalm*
Whats wrong with it? Or were you mastering sarcasm.. icon_confused.gif I cant tell lol.
5 years ago
I'm not being sarcastic. I don't want to have to close my DS screen every time I want to draw on the map. What the hell were they thinking when they did that?

Can someone explain where you have to do this and how often?
5 years ago
i got the game only recently, and as an old-school point-and-click-adventure fan, it's a joy.
certainly more reminiscent of these games than traditional 2D Zelda games, imo.

someone should send Lucasarts a DS and this title and tell them to get porting with Monkey Island, Sam and Max, Grim Fandango and Day of the Tentacle (etc).
5 years ago
Nice review David. Although isn't the following a spoiler?
Quote
But when you're asked to yell it's a bit too much, as could be the time when you have to close the DS to 'print' one screen on the other (depending on how laterally the player is inclined to thinking).
I'm really looking forward to picking up a DS later this year.
5 years ago
Do you have to actually close the screen more than once?

If not then that's fine. I was under the impression that you had to close the DS everytime you made a change to your map doodling. To get it up there you know?
5 years ago
ObsoletE wrote
i got the game only recently, and as an old-school point-and-click-adventure fan, it's a joy.
certainly more reminiscent of these games than traditional 2D Zelda games, imo.

someone should send Lucasarts a DS and this title and tell them to get porting with Monkey Island, Sam and Max, Grim Fandango and Day of the Tentacle (etc).
That is the best idea I've heard for a while.
5 years ago
LeonJ wrote
ObsoletE wrote
i got the game only recently, and as an old-school point-and-click-adventure fan, it's a joy.
certainly more reminiscent of these games than traditional 2D Zelda games, imo.

someone should send Lucasarts a DS and this title and tell them to get porting with Monkey Island, Sam and Max, Grim Fandango and Day of the Tentacle (etc).
That is the best idea I've heard for a while.
bloody oath - the monkey island series would be sweet. full throttle too, i loved that game.
5 years ago
Spanca wrote
Nice review David. Although isn't the following a spoiler?
Quote
But when you're asked to yell it's a bit too much, as could be the time when you have to close the DS to 'print' one screen on the other (depending on how laterally the player is inclined to thinking).
Yes, but a spoiler worth revealing as I know a couple of people that found it slightly frustrating. Having already solved the same puzzle in Another Code (a game with more frequent novel/gimmick use of the DS's features) I got it straight away.

tikalal wrote
Do you have to actually close the screen more than once?

If not then that's fine. I was under the impression that you had to close the DS everytime you made a change to your map doodling. To get it up there you know?
None of these things happen very often, which is the problem, as some may not expect them. And no, regular note taking on the map is as simple as select and write.

ObsoletE wrote
i got the game only recently, and as an old-school point-and-click-adventure fan, it's a joy.
certainly more reminiscent of these games than traditional 2D Zelda games, imo.
While it does demonstrate some similarities, I wouldn't say it's more reminiscent of them then traditional Zelda, if only because there's so much action in PH. It's like a super-streamlined Zelda game plus the advantages of those games.
5 years ago
David wrote
Spanca wrote
Nice review David. Although isn't the following a spoiler?
Quote
But when you're asked to yell it's a bit too much, as could be the time when you have to close the DS to 'print' one screen on the other (depending on how laterally the player is inclined to thinking).
Yes, but a spoiler worth revealing as I know a couple of people that found it slightly frustrating. Having already solved the same puzzle in Another Code (a game with more frequent novel/gimmick use of the DS's features) I got it straight away.
Just to add to that, it also features as a 'puzzle' in Hotel Dusk where you have to close the DS briefly to solve a scenario. It only happened once, but it seemed very out of place there as well.
5 years ago
Well done guys, you've gone and spoiled puzzles across 3 different games now! icon_lol.gif
5 years ago
that Another Code/Trace Memory puzzle had me stumped for quite some time - a day or two at least.
i knew what it wanted, and i almost solved it myself (i think i was using the other screen as literally a mirror, looking at the reflection on the glass, without going the whole hog and closing the screen.

it's a bit like the Psycho Mantis fight in MGS - incredibly frustrating until you get the solution when you groan at the "pun".
5 years ago
I should point out for people who don't seem to realise... you never have to yell or even speak at all in this or most other DS games except Nintendogs. Blowing into the mic softly is registered as full pitched screaming.

So there you go.
5 years ago
Peveus wrote
I should point out for people who don't seem to realise... you never have to yell or even speak at all in this or most other DS games except Nintendogs. Blowing into the mic softly is registered as full pitched screaming.

So there you go.
Yeah I always 'blow' into the mic on those puzzles. You don't actually need to talk.
5 years ago
tikalal wrote
I'm not being sarcastic. I don't want to have to close my DS screen every time I want to draw on the map. What the hell were they thinking when they did that?
No, when you want to write on the map there is a pen and an eraser. So you can write/draw/erase as you please.

Really enjoying PH so far, although I'm not too far at the moment. A couple hours in. I have to say, at times I wish they included an option to use regular controls.
5 years ago
i take it the screenshots are from the japanese version, cause so many of them were completely different to what ive seen and ive finished the game now,
alot of the blowing yelling and closing the ds only occurs once or twice, i dont know what your getting so worked up about closing the DS its not like its a hard thing to do, but you neednt have worried you only do it once
5 years ago
Yeah but some people don't know, I had a friend who was stuck for ages on the blowing out the candles he was like WTF? then laughed hysterically when I told him the solution
5 years ago
puddingfork wrote
Yeah but some people don't know, I had a friend who was stuck for ages on the blowing out the candles he was like WTF? then laughed hysterically when I told him the solution
Lol i was stuck there for about 4 hours LOL. Was angry but at the same time relieve when i found out what you have to do. Could be a bit embarasing in public.
5 years ago
B3NBO wrote
puddingfork wrote
Yeah but some people don't know, I had a friend who was stuck for ages on the blowing out the candles he was like WTF? then laughed hysterically when I told him the solution
Lol i was stuck there for about 4 hours LOL. Was angry but at the same time relieve when i found out what you have to do. Could be a bit embarasing in public.
Took me 30 seconds
I am a very littoral (sp?) thinker though
5 years ago
It took me 5 seconds because someone had already posted it in the forums, would have taken me a while if they hadn't have though.

I think that the writing on maps is the greatest idea in video gaming, I always seem to have a bad sense of direction and having a set point where I need to be and know what I have to do really helps.
5 years ago
Still far to easy... bring back some hard Zelda!
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  Pre-order or buy:
    PALGN recommends: www.Play-Asia.com

Australian Release Date:
  11/10/2007 (Confirmed)
Standard Retail Price:
  $69.95 AU
Publisher:
  Nintendo
Genre:
  RPG
Year Made:
  2007
Players:
  2

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