E3: The Legend of Zelda: Spirit Tracks
Train to win.
Link's latest magical ability is the power to summon queues. Long queues, in fact. Queues that snake patiently around Nintendo's pristine white E3 booth while a lot of the other games on-show can be played with little or no waiting. After a strangely muted response to its unveiling at GDC 2009, the latest DS Zelda title appears to be picking up steam again: business as usual, then, as the mild-mannered pixie folk eclipse most of Nintendo's other offerings.
It's business as usual in the game itself, too. The playable E3 demo build is broken down into three separate sections, covering train travel, dungeon exploration, and a boss encounter. Taken as a whole, it's a surprisingly generous slice of adventuring, and one that showcases a game that's typically thoughtful, and typically traditional.
The train, replacing the Phantom Hourglass's cheerful little paddle steamer, would appear to bring the biggest changes with it, but the truth is, chuffing your way through the landscape feels almost entirely natural from the start. That's partly down to the fact that the controls - limited in the main to forward, reverse and stop - are very similar to the boat's, with a cartoon gearbox painted onto the right side of the screen.
But it's also because of the simplicity with which this particular train-set is constructed. The top screen shows a map of the local network, highlighting your eventual destination and listing the various junction points along the way. 'Switch' sections allow you to turn left or right, and a little on-screen rope can be tugged with the stylus to sound the horn, either to scatter the chunky pigs who like to sleep on the tracks or just because the chance to sound a train horn is something you should never really pass up.

Nintendo has yet to reveal whether Spirit Tracks will take you through Southampton Central as with most train journeys.
And, unsurprisingly, railways are a perfect fit with the cartoon aesthetic of the Wind Waker-style Zeldas, fitting into the toybox world with little fuss as you coast past forests of papery trees, firing your cannon with sharp onscreen taps to destroy rocks and collect rupees, or battle the deadlier elements of the local wildlife, such as the snaggle-toothed boars who attack in packs of three or four.
Heading into a tunnel banishes the breezy outdoor game world, and plunges you into the dark, mysterious side of Zelda, as the craggy stones overhead glow with a strange turquoise light. And, with no switches to worry about, Spirit Tracks tosses other difficulties Link's way, throwing in a meatier enemy in the form of a huge rocky toad, who crawls along the ceiling behind you, his glowing tongue - or is it an eye? -appearing unexpectedly out of the dark and presenting a handy target.
It's enough to suggest that Spirit Tracks will have no problems holding your attention on the open road, even without a huge, surf-flecked ocean to explore, and a chance to hack through a dungeon suggests that things are looking typically confident in that department too.
The twist this time revolves around a new use for the stylus - a mechanic that, in timeless Zelda style, is introduced in simple steps, before being twisted and toyed with until you're dealing with some brilliantly devious implementations. As Link makes his way through a fairly simple arrangement of puzzle rooms, he's joined by the hulking armour-clad form of a phantom, a giant automaton with a massive sword, who can be guided about by drawing a line on the floor.
At first it's a simple matter of using him to step on one half of a double switch-plate to open a door, but the uses the game puts him to steadily build up. Some are obvious - the phantom can be sent on ahead to attack electrified enemies for you - but some are significantly slyer, and after the third room, you're using your huge bodyguard as a portable shield while you pass by a series of hot vents, sending him through walls of flames to hit switches that lie on the other side, and sending him into lakes of lava, before hopping onto his head, and walking him across to the opposite bank.
For other, less imaginative teams, it would be an idea to be wrung dry in a few simple situations - Spirit Tracks manages to get almost an entire dungeon out of it, with no sense that the developer is even close to scraping the bottom of the barrel. And when the phantom finally steps aside, there's the dungeon's special item to mess around with, a weapon called the Whirlwind, which allows you to blow powerful gusts across a room, stunning enemies, turning those familiar acorn switches, and dispelling dangerous purple smoke.

Frogs on the ceiling? Must be Zelda.
A fairly standard variation on a handful of previous Zelda toys, the Whirlwind plays a major roll in the boss fight that takes up the last third of the demo. At the centre of the dungeon lurks a giant grey insect, with the buzzing wings of a dragonfly capable of lofting his tubby form into the air, and a set of deadly mandible positioned like antlers above his pinched little face. Again, striking at the glowing weak spot on his back is hardly a novel experience, but Nintendo's team adds a little bit of twitch skill, as you expose an area to attack by switching to the Whirlwind to blow away noxious clouds, and then varies the assault with a swooping move that knocks Link from his ledge if you aren't careful.
With the train ridden, the dungeon's puzzles untangled, and the boss defeated, it's time to move on and let the rest of the queue have a shot, but we're left with a sense that Spirit Tracks, as expected, is shaping up to be another careful entry in a famously cautious series. The adventure is never less than familiar, but Nintendo's fantasy is still capable of weaving a powerful spell from the moment you pick it up, whether it's due to the Pavlovian response brought on by the ancient mechanics, or simple admiration at the off-hand brilliance with which the game is constructed. The result, as always, is another chunk of simple delight; another sweet-natured adventure.









Comments (23) Latest comment 3 years ago
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Also, the Ocean King temple sucked so much ass I ditched that game altogether.
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I never actually complete them. 20 hours in wind waker roughly the same in twilight princess and a fair amount hourglass (somewhere near the end) but I just cant bring myself to finish them. Strange.
I really enjoyed Hourglass but I agree menage the sea king temple just became annoying towards the latter stages.
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The chicken thing was just to illustrate the pointless stuff you have to do before getting into the actual story. I can recall chasing a stupid kitty and feeding it fish in TP. How intersting. And I don't really give a freaking thing about the 2 people who never played Zelda or games in general before. Don't we get a manual in with the game? Look it up there instead of telling me to press x to jump. Games that go overboard in forced explaining the simplest mechanic imaginable annoy the fuck out of me. And Zelda is one of the worst offenders. At least give us an option like "would you like to cut the bullshit and get on with it"
@Lennon
i agree, I haven't finished a Zelda after ALLTP (which was bloody brilliant). I just got tired of the same temples in every game. With Hourglass I finally got the vibe again due to the new controls, but the Ocean temple really killed any joy I had in the game. And i'm def. not alone.
End rant
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I really don't get why people complain that Zelda games have no new ideas in them. I think they are all quite innovative:
Majora's Mask was different of Ocarina most notably for the mask idea and all the side quests they generated
Windwaker implemented the sea idea
Twilight Princess incorporated the ability to turn into a wolf, speak to dead people and have a wealth of new weapons
Phantom Hourglass gave us the briliant note taking feature and again some new weapons.
So like I said - I don't get your comment. I think Nintendo innovate a lot more than some companies do! The only thing that annoys me is generally only having Ganondorf as the main enemy.
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I don't know many that actually go and read through their game manuals. I find many, including myself, prefer diving right in and then going to the manual if there are problems so a tutorial is fine.
However I agree that for those that have previous experience there to skip these introductions.
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Disclaimer: is total Zelda fanboy.
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Ganon is the Bowser of the Zelda series. He's needed. I just hope they do something more with his character in the future. Wind Waker was Ganondorf's best appearance, because it showed a side of him that wasn't just "I want the triforce so that I can be evil."
He probably won't be in Spirit Tracks anyway. He's only ever featured in one handheld game, and never in his human form.
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Oh - and The Phamtom Hourglass was overrated. A good game for sure, but by no means a classic.
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I agree with you on this one. In contrast to the previewer, I feel that nintendo are now scraping the bottom of the barrel. Everything they offered this E3 seemed like I'd seen it before. Wii Fit 2, Motion plus, Galaxy 2, mario brothers that looked like the ds version but, with 4 players etc. etc. Resident Evil that looked identical to the gamecube version?!?!
I keep getting chills when I think about it. Dispite the great success of the Wii hardware. It is starting to feel more and more like the end of the gamecube years. I didn't want to buy any of the games they announced. Even a new Wii Zelda just made me think "Yea we'll be lucky to see that this side of 2012!"
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Individually the games are all great but it's the same thing over and over and over.
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The same can be said for most series.
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Strange that.. cant remember ever being asked to kick a chicken in zelda...
Fable on the other hand....
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Individually the games are all great but it's the same thing over and over and over.
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Have you an inclination that I like Halo and MS FPSs' for some reason?