This entry is a little
late, but I had a busy week and a birthday to contend with. I sat around
playing games, ate a bunch, and then sat around playing games in a food coma.
It was great. Besides, if you look at
the history of this blog, the real anomaly is that I have a regular
update schedule to miss in the first place. So you should probably be in awe of
how far I’ve come, and showering me with praise and money. And free ice cream.
And while you’re out, would it kill you to buy me a birthday present? Also, I
think we’re running low on milk and...I feel I’ve gotten off track here.
Sorry, I don’t get
paid enough free ice cream to stay on topic.
Anyway...
It should be clear
from my several other articles,
I really like the Legend of Zelda. Unfortunately, there’s a trend in the Zelda
games I’ve reviewed on this blog. I’ve only been writing articles on the games
I’ve played through recently, and it stands to reason that the last Zelda games
I’d bother to beat are the ones I have the least drive to do so. I played Zelda: Phantom Hourglass when it first
came out back in 2007. I gave up midway through and recall feeling frustrated
about it. This is odd because reviews for the game praise it a lot. Were those outlets too caught up in
the hype of a new console and the well-known series pedigree? Having finally
replayed it to the end, was I wrong? Or did I feel the guilty pleasure of
validated complaints, like in Zelda 2?
Weeeeeell...it’s not AS
bad as Zelda 2. At least, not in the same ways. Yeah, not the strongest praise.
So now that I’ve gone and
spoiled the verdict for you, let’s backtrack a bit. Phantom Hourglass was the
first handheld Zelda worked on by Nintendo in-house instead of outsourcing it
to Capcom. (This will be relevant much later). Phantom Hourglass was also the
first Zelda game released on the Nintendo DS. This is important because the
game choose to have its controls entirely restricted to the touch screen.
Shoulder buttons could be used as shortcuts and Start still pauses, but
everything else is handled with the screen.
Some people had issues
with these controls, and I’m no exception. They didn’t bother me that much, but there’s no denying I
would’ve preferred normal buttons. There are a couple things made easier with
touch screen controls. Drawing paths for your boomerang to fly worked great, and
aiming a bow or grappling hook is definitely faster and more precise with a
touch screen. But the bread and butter of controls, movement and combat, are
worse off. Buttons are simply more precise. You just tap enemies to attack, so
you can’t control your angle of approach well. You can also slash in place by
swiping across the screen, but that’s even less precise. Keep in mind that this
is Nintendo, whose first-party efforts make the absolute most of non-standard
controls like touch or motion. It’s not terrible, but it’s a bit muddled and
that’s likely the best they could do. These controls just don’t suit this type
of game well.
If you tap slightly
off from the enemy you’ll run right into them instead of attacking them. Oh
yeah, that’s ideal.
So the controls are less
responsive than normal, but it’s not a problem most of the time, as the game is
properly designed around them. They’re sometimes a bother, but never that bad.
The worst they get is in the many touch-based minigames they forced into the
experience, like fishing, salvaging and target shooting. The game would be
better off without some of those. You can pull up your map and write on it with
the touch screen, a feature that’s heavily relied upon. It’s pretty clever at times,
but on the flipside the game throws enough remember-this-number-sequence and draw-intersecting-lines
puzzles at you that you’ll be sick to death of them by the end.
Apart from those issues
the gameplay is...good. Fine. Perfectly acceptable. There’s nothing really
wrong with it, but reading between the lines you can tell not much made an
impression on me. The islands, towns and caves you explore are fairly small and
lack much interesting scenery or things to do. The side quests in the game are uninteresting
or repetitive. The dungeons, with a couple exceptions, are engaging enough. The
combat feels neglected, but there are some good puzzles and each dungeon has
its own mechanics to work with. They’re not very strong on theming though. They
feel like tile-based, video-gamey, someone-made-this-in-a-level editor spaces.
But hey, these are all
problems that 2D Zelda tends to struggle with, especially on handhelds. The
experience is still pleasant enough, and there are even some pretty enjoyable
boss fights in the latter half of the game. If this review ended here, I’d call
the game a pleasant experience that was good but didn’t leave a huge
impression. Unfortunately, I’m not done yet. There were three major things in
Phantom Hourglass that drove me absolutely insane. They soured my opinion on an
otherwise good game and left it feeling merely average. And the first of those
problems is...
The Ocean King Temple
The Ocean King Temple is
the main unique gameplay element in Phantom Hourglass. It is a gigantic, 13
floor dungeon that you have to return to again and again, getting deeper and deeper
each time. You have to go there a minimum of five times in the game, more if
you’re not efficient with your trips. Every time you enter you have to clear the
floors you’ve already done over again. The entirety of the dungeon is on a
timer, as only the titular Phantom Hourglass protects you from its life-sucking
energy. The temple is patrolled by phantoms, wandering knights who can’t be
hurt and will send you back to the start of the floor with a time penalty when
the strike you. It’s also filled with “puzzles” that are really just hitting
switches or ferrying different shaped pegs into appropriate holes.
Seasoned gamers may
recognize this as the WORST POSSIBLE COMBINATION of mechanics they can think
of.
I really don’t know what
they expected to happen with the Ocean King Temple. Stealth segments in games
not dedicated to stealth, with complicated stealth mechanics, are poorly
recieved. Gamers don’t enjoy being timed, especially on segments more puzzle
than action-based. And no one likes repeating the same gameplay over again,
especially when it’s stressful. There’s no hidden joy to the temple either. It’s
exactly as bad as it sounds. Half your time there will be spent dully waiting
in safe zones where phantoms can’t chase and your time doesn’t tick down. The
other half will be spent trying to simultaneously rush yourself, carefully
avoid enemies, and be frustrated that you aren’t solving puzzles faster. There
really is no upside here, only things that stem the pain.
There are some shortcuts
that can save time if you’ve got items from later in the game. Maybe that’s why
they force you replay the same floors, but that doesn’t really make it
enjoyable. There’s also a midway checkpoint halfway through the dungeon you can
teleport back to, but it saves the time you took to get there. If you were slow
reaching that checkpoint, a likely scenario your first time through you don’t
have access to the shortcuts, you’ll have to repeat the early floors anyway to
save time. The temple has no unique puzzle mechanics or items, all of them are
used somewhere else in the game. The temple has a bland, uninteresting visual
aesthetic. The temple is stressful in all the wrong ways, inducing not terror
but eye-rolling, exasperated concern that, if you’re not careful, you’ll be
punished by spending more time there.
The temple SUCKS.
This was what made me
quit playing this game. Despite being the most unique part of Phantom
Hourglass, it’s also unquestionably the worst.
In fact, it’s among the worst things I’ve experienced in any Zelda game. The various elements that comprise it, the stealth,
the timed dungeon, the repetitive-solving, are all lackluster mechanics. Even
so, on their own they could’ve been at least tolerable. Combined these elements
drag each other down to make an at-best endurable, at-worst excruciating slog
of a gaming experience. It’s not fun. Instead, it’s just something you have to
push through to get to the good parts, and that’s a real shame.
I suppose they do have
one sorta unique mechanic: Floors that you have to walk on slowly. In timed
stealth segments. OH BOY.
So that’s the low point
of Phantom Hourglass. Let’s dial back the bile for a while and talk about
something much milder and more subjectively bothersome.
The Story
People have differing
expectations for story in the Legend of Zelda series. Some don’t really care
about it at all, and most don’t consider it the most important part of the
experience. But even if the story and setting of most Zelda games is
rudimentary, that doesn’t mean that it’s bad or doesn’t matter. A basic story
set-up well told and with memorable characters can really elevate an
experience. Unfortunately, Phantom Hourglass follows the trend of most handheld
Zelda games with a minimalistic and uninspired story.
Phantom Hourglass has one
and a half good characters. Linebeck is your companion and ship’s captain for
most of the game, and he’s great. He’s cowardly, self-serving and awkwardly
shifty, but also charismatic and likeable. Your fairy helper Ciela is fairly
bland on her own, but when interacting with Linebeck his charisma rubs off on
her and they have some amusing back-and-forth exchanges. This is not to say
that Linebeck is an amazingly complex or well-written character. But he doesn’t
need to be, and I don’t expect that from a broad archetypal tale like the
Legend of Zelda. He’s simple, but vivid and memorable, and it’s worth noting
they got him right.
He’s got a nice
character design too. You can see the dynamic these three have from this image
alone.
So now that I’ve given
the game its due, the rest of the story is completely forgettable. It’s
technically a sequel to Wind Waker, but that doesn’t matter much. Link and
Tetra are adventuring the high seas when they encounter the ghost ship. The
ghost ship has been retconned from a side area in last game to a mysterious
force of evil. You go on board to loot the ship, Tetra ends up kidnapped by it
and you end up washed ashore in some unknown island with none of your gear.
You then need to track
down three mystical whatevers to find the ghost ship and rescue Tetra. After
getting to the ghost ship, you find that Tetra was turned to stone off screen
(it’s never explained how) and that the ghost ship is actually powered by some
new evil monster the writers pull from nowhere, Bellum. To defeat Bellum you
need a special sword, so now you need to track down three mystical whatever
metals to get the sword to beat the final boss. I refuse to spoiler tag any of
this because it is the plain oatmeal of video game plots.
This story bothers me for
a couple reasons, but one complaint lies separate from the rest and contains
spoilers for Wind Waker. I’m going to see if I can put it in a spoiler tag for
those not interested or who haven’t played Wind Waker, as it’s a fantastic game
I can soundly recommend.
Spoiler start
End spoiler
Apart from that spoiler
section, it really disappoints me how bland the writing is. I’d say the worst part
is Bellum, the antagonist. Unless I missed something, it literally is not
mentioned at all in the first half of the game. When it is mentioned in the
mid-game exposition dump, there’s nothing noteworthy about it. It’s a big demon
eyeball thing that you need to stop, and that’s where it. Now big,
force-of-nature villains like this are common in video games, but the games
have a couple ways of making them more interesting.
And no, giving them
more eyes is not one of them.
One way to do this is by
giving the bigger evil an intermediary. They use some disciple or right-hand
man to handle all those “talking” and “being an actual character” moments. It’s
essentially this trope,
and quite a few other Zelda games use it. As I said in my article on the
writing of Final Fantasy 6,
characters are the most important part of writing. A sub-villain like this puts
a face and personality to the antagonist and actually gives you a reason to
care.
Failing that, the other
thing you could do is focus more on the effects the force-of-nature villain
causes. Show people being oppressed, show villages being attacked, or show some
aspect of the world being hounded by its presence. Have it fight you in some
reduced form at earlier points in the story, whether at random or set plot
moments. Whatever you do, impress upon the player the reach and consequence the
villain has, so that you can motivate them and strengthen their connection to
the world they need to save. If nothing else, foreshadow it as much as possible
without throwing it in the players face, giving little hints to build it up
over time.
Phantom Hourglass does
none of that. It’s story, setting and characters (beyond Linebeck) are all
bland. But I’ve spent enough time on this writing. There’s one last thing that
bugged me about the game.
The Music
Phantom Hourglass has the
worst soundtrack of all 16 Legend of
Zelda games.
It took some careful
consideration, but I’m convinced. There is only one, singular song I like in
Phantom Hourglass. Fittingly enough, it’s the theme of Linebeck,
the one character I liked. There are some other themes in the game that are okay,
like the regular and final boss themes. But besides that one song, the only
songs I’d call truly memorable are ones lifted straight out of previous Zelda
games like Ocarina of Time and Wind Waker. It’s not quite as bad as the music
of Four Swords Adventures in terms of recycling music, but I’d call it the
worse soundtrack.
This song plays on islands outside of towns or dungeons, and is probably the second-most
heard piece of music in the game. And it’s terrible.
Too short and repetitive to work well as atmospheric music, but completely
lacking in anything resembling a memorable melody. It leaves no impression, and
is at best generic and uninteresting. Just because you want a subdued theme for
wandering about doesn’t mean you have to resort to this. Look at the theme for similar situations in Spirit Tracks.
It fits the mood well enough and stands repetition well, but still has a clear
melody to it and its own unique tone. It’s about ten times as long as well. Remember
that this game was on the same console just a couple years later, so this isn’t
at all down to technical limitations. But that’s not the worst of it. No, that
would be this:
How long did you listen
to that before you got sick of it? 15 seconds? 30? A minute or two? Why don’t
you guess how much this song plays in Phantom Hourglass. Go ahead, give an
estimate.
...this music plays in
every single dungeon in Phantom Hourglass. It is the only thing that plays for
all seven dungeons, and the entire Ocean King Temple. This is easily over half
of the game. If I were to give an estimate, I’d say that you’ll be listening to
this music for, at minimum, six hours.
Possibly much more. Keep in mind this isn’t standard for the series. The Legend
of Zelda is known for having excellent music, and a variety of it at that. Not
since the first two games has the same music played for every dungeon, and
those songs were hugely iconic despite being on more limited hardware. Now that I think of it, even those
games had a different song for the final dungeon. So, knowing all this, I had a
question:
How? How did this happen? Well, I think I have an answer. Remember
waaaay back at the beginning of the article, when I noted that all previous
handheld Zelda’s were made by Capcom? That’s what I think the problem is. Being
the first handheld Zelda made by Nintendo, it was probably worked on by a new
team of developers. I speculate that this is where a lot of its issues stemmed
from, especially its music. For what it’s worth, I think they learned their
lesson. Spirit Tracks has a superb, varied soundtrack, and is notable for being
the only handheld Zelda game where main series composer Koji Kondo helped
create the music. The most recent Zelda handheld after that, Link Between
Worlds, also has fantastic music.
I enjoyed the gameplay
and writing of those two games much more than Phantom Hourglass as well. Spirit
Tracks still had stealth sections, but non-timed, non-repeating and with more
mechanics unique to those segments. The gameplay had a bit more variety and the
story was more involved and better executed. Link Between Worlds was a
wonderful blend of new and old Zelda conventions and I’d call it the best 2D
Zelda to date. So the future of the series is bright, Phantom Hourglass was
just an unfortunate, transitory stumble along the way. It had some fun bosses,
an enjoyable sidekick and decent puzzles, but everything else was merely average.
A good game, but Zelda has trained me to expect more than that.
Looks like compared to
its peers, Phantom Hourglass didn’t stand a GHOST of a chance!
...sorry.
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