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Hands On: Zelda Spirit Tracks

Posted by Chris Cesarano, 38 days ago
  The Legend of Zelda: Spirit Tracks
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Zelda Spirit TracksOne might consider me biased. I haven’t really fallen in love with a Zelda game since A Link to the Past. Maybe it’s something about the franchise moving to 3-D. Maybe there was something magical about the Super Nintendo iteration that has been lost with time. Either way, while I certainly enjoy the series I find no love for it now.

On the other hand, I consider this perspective to be just what the franchise needs out of a journalist. Every other gaming outlet feels nothing but undying love for the mute elf in a green coat. Someone out there needs to tell the rest of the gaming world whether the latest title in the series is going to be worth all the hype or not.

So I sat down to play The Legend of Zelda: Spirit Tracks at VGXPO and see if it could revive my long lost love for adventure in Hyrule. Offered for play was a dungeon, a boss fight and some time on a train throughout the land. The only device required to play is the stylus, allowing the player to order Link around by pressing different points on the touch screen.

How this control scheme is still being used after Phantom Hourglass is beyond me. I never played the predecessor, but if this game improved in any way then Hourglass must have been a disaster. To move Link you press the direction you wish him to go. The further the stylus points the faster he moves. Sounds simple enough but this becomes frustrating when you only want him to move a few steps. Instinctively you may press the spot you want him to move to but then be forced to watch him tip-toe as slowly as possible. If you merely pressed a spot and he went there it may work better. Or, for argument’s sake, you could just let the player use the directional pad and save everyone the headache.

To strike a foe you have to get close enough and then slash or tap the screen. Merely tap or slash the enemy and Link will try and strike from where he is. If he’s nowhere near he makes no effort to move towards the monster. This is the first stylus-only game I’ve played where the character won’t move towards the enemy before attacking. Perhaps it is my fault for building old habits from superior game design. Shame on all you non-Nintendo developers for making me expect efficiency when I play a game.

The boss fight started out easy enough, but the second phase required you to use a wind effect at precisely the right time to fetch a spiked enemy and deal damage to the giant foe. If your timing was even slightly off it wouldn’t work. Players at the convention would try the correct strategy but fail due to timing, and as a result zelda DSi spirit tracksstart trying other ineffective ways to defeat the boss.

The train section was relatively interesting, but in the same sense a mini-game is. It’s fun for a few minutes, but if the rest of the game fails to deliver substance then there’s no point. All I could experience was a game with good ideas but pretty bad execution. Even Overlord Minions had tighter control in certain areas.

“You just have to get used to it!” you fans of the franchise may proclaim. Such a statement completely goes against Nintendo’s attempts to provide an accessible gaming platform. I should be able to sit down and immediately get it. What we have here is an interface that is only partly intuitive. It doesn’t work to my expectations. Hell, being able to use the D-Pad would have been much more effective. Instead we have a failed attempt at innovation for no greater reason than trying to be innovative.

If you are a Zelda fan then there’s nothing to stop you from getting the game. However, for any other gamer out there, this title isn’t going to be worth it. There may be some nifty ideas here and there, and puzzle and level design may continue to be excellent. The control just brings it all down like a flimsy house of cards. The engine expresses troubles that a smaller studio than Nintendo ought to be having, much like the currently flawed engine still used for the console counterparts. Just skip the game and use your thirty or forty bucks elsewhere.


Rating: 1.9, votes: 10
 
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  #1 Oct 14, 2009 14:09:53 38 days ago

Jim Cook
13 Comments

This raises an interesting question: Is a writer ’allowed’ to give purchasing advice based on a preview build like this? One would normally think the answer is no, but the preview also presumably shows the core game well enough, and if one thinks that core is deeply flawed... hmm.

At any rate, your thoughts are interesting despite (or perhaps because of?) a somewhat ranting tone. I also see someone has already voted your article a 1, suggesting you struck a nerve with the "8.8 crowd" of Twilight Princess fame. Or that someone just really took issue with your tone, perhaps.

 


  #2 Oct 14, 2009 15:40:06 38 days ago

Christophor Rick
13 Comments

I don’t see the ’tone’ Jim is talking about personally. It seems that he tried the game and the controls bombed on it. Hi, play most iPhone titles and see the same thing - good game killed by crap controls. The whole thing about using a touch screen to control a game is that generally...your hands get in the way, they’re not always that accurate and when they don’t work they make you want to toss the unit across the room. (I could rattle off a list of titles on the iPhone like this).

And for the preview, presumably they, Nintendo, chose a level they felt was complete enough to represent the game and the overall gameplay. So it looks like this will be another less then stellar Zelda title.... a shame because it’s such a stalwart of gaming history. They just need to properly utilize the touch interface which is tricky.


  #3 Oct 15, 2009 13:06:39 37 days ago

Jim Cook
13 Comments

I should explain. I didn’t even mean it as a criticism but rather something I like. I’m looking at things like his (admittedly strawman, but I suspect it’s accurate) look at thoughts on getting used to the controls and why that’s odd. There are a few other bits like this in the write-up.

Some people I’ve spoken with subscribe to the notion that the writer should always be a ’facts neutral, logic only, neutral tone professional.’ It’s an interesting ideal, but I think it’s fair to say the vast majority of industry writers either aim for it, or actually do it, and their voices kind of blend together. The PLAYER is never ’facts neutral, tone neutral’ like this; they have opinions, genres they like, genres they don’t enjoy, etc. When I read a review or preview, I like seeing some emotion and expression so I can get a feel for the writer’s opinions and weigh that with how I feel on things.

With this in mind, Chris Cesarano’s was helpful to me and I actually like the things I was citing in my comments above.


 
 
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