REVIEW: The Legend of Zelda: Spirit Tracks Updated!!!

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After the long wait, (even longer because I went to a store that doesn’t sell it until a day after it came out.) I popped my brand new Legend of Zelda cartridge in, and watched the opening sequence. Fiddled with the controls a bit, and my first impression is the writing in the game is wonderful, and it has very similar game play to The Phantom Hourglass. (If that comes as a surprise to you, you’re a putz.) Why fix something that isn’t broken?

Although I must say, I am a bigger fan of the classic controlled Zelda games, especially the first one. There’s just something about killing a room full of blue knights that makes me feel the game actually requires skill. Which I think lacks in most video games today. Even when something is ridiculously hard it is usually a matter of luck more than ability now. (That’s all I have to say about new video games, I promise.)

I do wish that Spirit Tracks did have options for controls without the stylus, as I’m a lazy gamer, and sometimes the stylus feels like work. But I must admit the controls aren’t nearly as awkward as you would think for almost total control with a pen. And at times controlling two characters.

The intro is really good, but at the same time a bit long. You’re looking at over an hour until you get the sword on your first play through. The reasoning for this is understandable in a way, they were just teaching you how to do everything you haven’t done before. So you learn how to ride the train, and how to control secondary people with your stylus etc. before you get the sword. And as stated, the story line, while taking a lot of time, is really fun.

Some of the new features are amazing, for example the spirit flute in this game responds to blowing in the mic, making you feel like you are actually playing the instrument, and it is done really well. And while I liked Phantom Hourglass, I wish that the spirit tower in this game tried to vary from its formula in a more direct way. Because it makes it feel at times as if you are playing the same game, (Even while controlling a phantom of your own.) I must say though having spirit Zelda with you improves the game immensely, just because her and Link’s chemistry is so entertaining.

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My number one worry about the game was that the train wasn’t going to be entertaining. As the ship in Wind Waker, was fun, but over used. The train is fun, and it can be tense at moments with some close calls, which is good. The problem is how frustrating it is when you fall on the wrong side of a close call and have to take a 5 minute train ride from the beginning again. All in all, since they give you the cannon really early, it has at least as many pros as it does cons. For all intents and purposes it might as well be a boat.

The save system is the same as any other modern Zelda title in the series, meaning you can save at just about any time, and it might kick you to the first room in a dungeon now and again. Which I think works well for a hand held system.

I can’t speak for everyone else, but my favorite part of Zelda games are the dungeons, and the puzzles in them. Basically in this game there are two types of dungeons, similar to Phantom Hourglass. In this one there are temple dungeons, and then the Spirit tower dungeons. Which I think offers a good contrast, at times I think there is too much running around between dungeons, but the track system actually keeps you pretty focused.

They have some new puzzles in the game that will keep you on your toes, especially with how easy it is to forget that sometimes you have to blow into the microphone (keeping in mind you had to blow in the microphone in Phantom Hourglass as well). They took away some of the hallmarks from the Zelda games that I generally like to see, but they kept the important ones, and I’m happy to admit it felt like a Zelda game.

The final thing I have to say about this title at this point, (As I am only half way through.) Is that I am proud to announce some good bosses. The last few Zelda games apparently forgot they give you fairies and potions, and therefore compensated so you never had to use one. I can only hope for the rest of the game, but I have had to use a few of them so far.

I plan on either updating this post in a few days after I’ve finished, or else write a new Review. In either case, look for it!

Buy your copy on Amazon, it’s worth it!

Update: Mild Spoilers ahead!

Well, I’ve now been through the game, and I thought I would share a little bit more, because now I know the game in and out like a woman.

First I’ll start by saying, by the end of the game I was a little sick of the train. I don’t think I would be sick of it if I stuck just to going to where I was supposed to, but when you add in a ton of side quests, it gets pretty redundant. Although they do compensate by making the tracks a little easier for you after you’ve past them, but then why not just let you skip them all together? (The teleport system they implemented wasn’t very useful.)

Next I would like to say, that I liked the dungeons, but some of them were a little short and there weren’t enough of them. This sums up what I feel about the weapons in the game as well. The whip is awesome, the sand wand is awesome, the boomerang is awesome. But…That’s about all the items you get.

The greatest disappointment I had with the dungeon aspect, was when you are riding the tracks into the final showdown, you are taken into a teleporter, in front of a massive establishment. But instead of it being a dungeon it is a few train mini-games that lead straight into the main boss.

The main boss was tougher than some, but once I figured him out, I still never needed to use a potion. Although I will say, other than his middle phase (Which I thought was boring, although it was the most deadly.) the last sequence really sent you through the gauntlet making you use the abilities you’ve accrued. (Maybe not as much as a Mega Man game, but swell for a Zelda game.)

I was saying earlier in the post that they took out some of the hall marks, the biggest one I missed was the acquisition of heart pieces. Although it wasn’t apart of the very first Zelda game, I feel it was missed. The also reverted to the same potion system as the first game, instead of bottles. Which I thought was awesome because it made the game that much tougher.

On a small side tangent, I didn’t like the way that you got the master sword in this game, (or Lokomo sword in this one.) As it was just given to you by someone that was holding onto it the entire game, weird.

The best part of this game, are the dungeons that feel different than other Zelda games with some new trails to keep you stumped. And the other thing that I think makes this game a solid investment is, the story and the characters. The scenes are really good, and I’ll just echo myself from earlier when I say that, Link and Zelda’s chemistry is great.

To wrap everything up in a tight package, this game is good, just not as epic as Ocarina of Time, or as fun as Link to the Past. I would think if you’re a Zelda fan it is a must have, even though it isn’t as long as some of the console releases, it is a great length for a portable game, with tons of extra mini-games and side quests. The train is better than I make it sound, because it aggravates me at times, and so our relationship is bitter sweet.

Overall on a normal DS game rating I would give this game 7.5 out of 10.

Although if I were rating it against The other Zelda games, Link to the Past being a 10, and Majora’s Mask being a 1, than I would give it a 6.

Have any questions? Feel free to comment.