Phantom Hourglass
It didn't take long for Link's next adventure to be released. The game had been in development since 2004, even while Twilight Princess was being development, and was actually meant to be another Four Swords game. When the game was finally announced in 2006, I found the concept interesting but was too engrossed in my anticipation of Twilight Princess to give it any real attention until after I was done with the game. That was when I started following the next adventure.
I'd had a DS since the month of its release, While I liked the concept and possibilities of the console, I didn't actually have or play very many games that extensively used the touch screen, most of them stuck to buttons or had an alternate button control scheme that I preferred. So I was curious to see a game that would actually delve deep into the handheld's capabilities and provide an all-new gaming experience based on that. Teasers of stuff like drawing a boomerang path or ship course were also pretty interesting, as well as the promise that the sea travel would be a better experience than in The Wind Waker, which this game was to be a sequel to.
So, how does this game, with its "revolutionary" play style stand up to the rest of the series?
It sucks.
Nah I kid. The engine they came up with was actually pretty impressive. My one complaint was that sometimes the touch screen could be obscured while there's action going on, but otherwise, Nintendo made a great control scheme for this game. That's not to say it wouldn't have been nice to have had some sort of alternate control scheme with buttons, but for the most part, that wasn't really a problem for me. It plays out pretty simply and intuitively: You hold down the stylus in the direction you want Link to run and tap objects you want to enter/open/speak to/pick up/read/attack. Drawing circles around Link does a spin attack, while drawing little circles at the edge of the screen while running makes Link roll. The latter is a bit difficult to get used to, but once you do, it can be pretty fluid. My other complaint is that it's sometimes difficult to hit a moving item you can't target, such as during a game of Dead Man's Volley; swiping the screen isn't as reliable as I'd like it to be. Lastly, you're given occasional panels to draw symbols on, which is normally fine, but sometimes it can be a bit finicky and not recognize your drawing, even if you drew the right symbol. But otherwise, it works pretty well. Not exactly a standard I'd want to return for several games, but for one or two games, it's acceptable. After all, we've had worse repeating conventions. Here's looking at you, episodic format...
Sure, the engine is great, but how does it hold up in gameplay? Well, there's the obvious new feature, and that's the ability to mark notes on your map. This is actually a pretty neat idea and one I'd be okay with returning in future games, and the 3DS and Wii U both offer the perfect opportunity for that. What this does, though, is eliminate the map and compass; you start out already having the map available for each dungeon, and the locations of chests are not marked, but you can pay Gossip Stones on each floor to learn their locations and mark them yourself, though this is not necessary. While I miss having to obtain the map, it's something that mostly goes unnoticed, though you do lose the ability to see which rooms you haven't visited yet.
Then there's the sailing. Now, it delivers on its promise to at least make sailing more compact and less tedious than in Wind Waker, by letting you plot a path ahead of time, then simply control the camera or attack enemies with a cannon by tapping them on the touch screen. Islands are also closer together and sailing doesn't take up as much time, and there are even a few navigational challenges you have to solve. But the "hands-off" approach to sailing itself made me feel a little more vulnerable, such as when I find myself needing to change course suddenly due to certain enemies, which would require me to plot a new course first. In the end, while I love the ease of using the cannon while in motion, I found myself longing for Wind Waker's sailing, which captured the atmosphere much better in my opinion. One excellent thing it did have, though, was the expanding of the salvage arm, essentially turning it into a minigame, and a fun one, for going after treasure. Definitely a good aspect. Heck, you could even fish in places too, if you found the fishing rod, so fishing fans can rejoice. Actually, I don't really remember how it plays out, since I didn't run into the fishing rod this playthrough, so I'm not sure how the controls work and if that caused any drawbacks or annoyances. Otherwise, fishing. Fun.
As for the game itself... Well, one thing I noticed quickly is that the game tends to point out obstacles silently too often, with the camera focusing on that object, when usually those are things you should really be able to figure out yourself quite easily. Ciela, the new fairy helper, is another of those who tend to point out the obvious, such as "fire hurts," but to her credit she's still nowhere near as bad as Ezlo. They also at least attempt to make her more interesting story-wise, which I'll get to down below.
Instead of being full 3D or full 2D, the game somewhat merges the styles. It's not a top-down adventure, more like a fixed angle, so it's similar in spirit to the 2D games of the past, just with a greater freedom of movement. Caves and houses are all entered from the front, and each island has its own goals or secrets to explore. Only a couple are lacking, but these are usually just there for plot or for some optional sidequest. Unfortunately, Phantom Hourglass doesn't seem to have very many sidequests, which is a shame; there are a ton of possibilities for sidequests with this new gameplay style. The game does offer some fun things to explore, though, so that's a plus.
As for dungeons, well, they've all got their neat and clever little puzzles, and are pretty fun to play, but unfortunately, the design of interior areas is kind of lacking and many areas look pretty similar, so each individual dungeon doesn't stand out too uniquely and most are forgettable. Which is a shame, because there are quite some fun ideas in there. There's also a ton of really neat twists on items, such as the grappling hook attaching to two posts and used as a tightrope or to launch yourself, bombchus having a path you can draw, hammers activating flip panels, and the boomerang as mentioned above. There aren't very many items in the game, but they're all used quite well.
Speaking of dungeons... one of the most infamous in the series is featured in this game: The Temple of the Ocean King. It's the central dungeon of the game, one you return to to obtain sea charts, letting you explore more of the ocean. The main gimmick is the titular Phantom Hourglass, which allots you a time limit for standing outside "safe zones" in the dungeon; once time runs out, you start taking damage until you die. The safe zones don't damage you and also hide you from the Phantoms, the Darknut-like patrolmen of the dungeon. They're invincible, and one hit will shave off one heart and thirty seconds off the timer, and you're sent back to the beginning of the floor. You navigate the dungeon without getting caught in order to access the sea charts, and you return to it four times after your initial journey to the first sea chart. Some people disliked this. I actually enjoyed it; finding new and faster strategies to get through the temple was fun, and after a couple of times you're given a halfway point to skip the first part of the temple. I do understand people's frustration with it... but I'm not afraid to sit here and say: I love it.
Anyway... The game obviously isn't without flaws. Nintendo tried really hard to pump out a good-looking graphics engine in attempts to recreate the feel of The Wind Waker, but... they didn't quite make it. It's not their fault, I'm sure the DS just wasn't powerful enough to handle it. The environments still do their best to look neat, but character models just look a bit strange. They did their best, the graphical style just isn't entirely pleasing. It works though. Before the fourth and fifth dungeons, there's not a ton of things to do, instead somewhat pointless questionnaires or interrogations. Discovering which Anouki was really a Yook was a neat idea, but the execution was just beyond confusing. There's also the fact that there's a terrible lack of good music just about everywhere. There are a couple of good themes, such as anything involved with Oshus or Linebeck, but most themes barely count as music, and other songs range from forgettable to interesting. Shame, really.
As for the story... it's fairly good. Tetra is kidnapped by a mysterious beast, called Bellum, that feeds on life force, and Tetra's was particularly strong. Link gets sucked into another world and learns that the creature has also reduced the Ocean King to a minor form, as well as captured the three spirits of Power, Wisdom, and Courage. Ciela, it turns out, is one of these three spirits, who split herself in half to escape the creature. After forging a new, more powerful sword, you can destroy Bellum and restore the Ocean King to his original form. It also follows the character development of Linebeck, one of my favorite characters in the series. He runs the ship that you use on your adventure, and totes himself as a "famous treasure hunter" while really being quite the weakling and coward. He and Ciela have some great interactions, and by the end, he pulls his own badass moment and has quite the character turnaround. Really great, memorable character, one of my favorites if not my favorite. Really enjoyed him. So at the very least, the story is fun. Not one of the best in the series, but definitely not one of the worst. They did a good job.
So Phantom Hourglass is definitely an experiment, one that was mostly successful in treading new ground but falling short in areas they excelled in before. It's not quite one of the best games in the series, it's more towards the middle, but still pretty fun and enjoyable. It needs some touch-ups, for sure, but still fun for what it was. Nintendo seems to have had similar thoughts, as their next game in the series uses the same style as Phantom Hourglass, with some updates. Does it truly improve, or just end up feeling more of the same? Well, that'll be the next one...