Now this is how you update a sword-and-sorcery classic, while also flipping the middle finger at convention.
by Scott Steinberg, 2/18/2008 12:00 AM
What's Hot: Production values; On-foot/seafaring exploits; Innovative use of touch-screen; Level design; Breadth of mini-games; Bonus multiplayer mode
What's Not: Some infuriating design choices; Need for backtracking; Puzzle difficulty across the board; Short overall game time
Crispy Gamer Says:
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Let's can the crap and cut to the chase: The latest in Nintendo's long line of award-winning action role-playing titles isn't just an essential purchase for returning fans -- it's also a must-play for any DS owner. Credit isn't simply due to the tale's pedigree as the first direct sequel to 2003 GameCube classic The Wind Waker, a sprawling dungeon hack that wowed with its killer cartoon visuals, wild seafaring exploits and epic ambitions. Rather, the most compelling reason of all to adventure here is the outing's elegant new structural leanings, with a distinct bent towards bridging the gap between casual and hardcore audiences -- and for that matter, the singularly magical way in which it exploits the DS' heretofore untapped dual- and touch-screen capabilities, setting a benchmark against which later handheld outings inevitably will be measured.
But before we get ahead of ourselves, a few key things to note that add to the title's familiarity and overall sense of atmosphere. One -- you again play a green-clad boy (for brevity's sake, call him Link -- we entered the name 'Pedro' instead) with an eye for swordsmanship. Two -- the plot resumes right where it left off in The Wind Waker, with you sailing the seas alongside gal pal Tetra, only to soon find her kidnapped by a ghost ship and yourself washed up on shore with only shimmering fairy Ciela and hilariously self-absorbed old sea dog Linebeck for company. Three -- you're quickly pitted against ultimate evil Bellum at the behest of kindly old man Oshus, a challenge that sends you sailing between islands on a ragtag boat or exploring trap-laden labyrinths. And four -- throughout the saga, you'll enjoy the same old sound effects (e.g. the catchy jingles associated with item recovery or discovering secrets), well-known enemies (hel-lo 3D, 21st century octorocks and pols voices) and gameplay (think puzzle-solving meets slash-happy combat) enthusiasts have come to know and love for over two decades.
Unexpected twists are legion, however. For example, a shockingly intuitive control scheme that's completely stylus-driven: drag to move; swipe to slash; twirl in circles to somersault or spin attack; and tap to dive at approaching foes. Likewise, it's imperative you utilize motion-tracking features at various points during the journey to take notes on maps, draw paths for bombchus (mouse-like living explosives) or boomerangs to follow, and scribble mystic symbols that teleport you to new areas or open sealed doors. Blowing or yelping into the microphone to extinguish flames or entertain acquaintances is also required, as is careful observation of one's surroundings. (Yes, students, there will be a quiz.) You'll even have to chart sailing courses with a sketch, point and flick to fire arrows, or poke away at the screen to hop sea walls and aim at baddies with your ship's cannon. Don't forget support for dredging sunken treasure from the ocean's floor in challenging crane arm mini-games that require physically maneuvering past submarine mines, too.
There's no d-pad control option, unfortunately, but apart from the occasional mid-melee hiccup, trust us -- you won't mind. Not that it would matter -- as further evidenced in the general configuration of level designs, which, while nowhere near as complex as in the past, still present a marked challenge for beginners and vets alike, the development team's attitude is simply unapologetic. Amusingly, it's an outlook that gets the game far at times. Exhibits include spectacular storytelling and brilliantly inventive boss fights (several of which use the top screen to depict you hurling into the air or to show enemies' perspectives on battles). One can't ignore dozens of available side-quests to enjoy either, including retrieving sword-enhancing gems, grabbing collectible ship parts, or exploring maps filled with hidden locales, i.e. DS-shaped stopovers. Similarly, few could argue with the sheer amount of content on offer to boot. From switch-flicking puzzles to walks across invisible bridges, target-blasting mini-games, and scenarios whose focus on specific weapons/brainteasers always keep exploits feeling fresh and new, there's no end to the variety of amusements put forth.
Filed Under: action, role-playing, 3-D, puzzle-solving, Zelda, The Legend of Zelda, phantom hourglass, action-adventure, Nintendo, Nintendo Entertainment Analysis and Development, Nintendo DS, DS, Wi-Fi, Nintendo Wi-Fi Connection, single-player, multiplayer, online, E (everyone), Link, Eiji Aonuma, Shigeru Miyamoto