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The Legend of Zelda: Spirit Tracks Hands On

DS Hands On by Johnny Minkley

26 November, 2009

Page 1 of 2. Page 2 ->

It's a minority view, but of all the great Zelda games the one I've enjoyed the most is Wind Waker. I found the divisive visual style utterly captivating, bursting with charm and revealing the perpetually tongue-tied Link at his most emotive and expressive. The scene in which he retrieves the Master Sword as colour bleeds back into the world remains one of the most enchanting sequences I've experienced in a videogame.

But above all, it was the boat, the freedom of the ocean, the journey into the unknown. Structurally, it was classic Zelda, but the visual metaphor made every trip feel like a voyage of discovery, happening upon strange islands with Columbus-like relish, with the spell only broken during the laborious fetch-quests towards the end. Simply rocking gently on a moonlit sea, gazing out at the stars gave a sense of vastness and isolation I've only encountered elsewhere in Shadow of the Colossus.

So when Nintendo announced the series' DS debut would return to this cel-shaded universe, with Link's home console adventures re-adopting a grittier aesthetic, I was ecstatic. Though the exploratory elements were curtailed, Phantom Hourglass didn't disappoint; and now its direct sequel, Spirit Tracks, is due to arrive next month.

Its creator, Eiji Aonuma, the man in charge of the series since Miyamoto took one hand off the reins following Ocarina of Time, makes a compelling case for the deployment of the cartoon style on handheld.

"On handheld devices like DS, for the grand universe of Zelda to be correctly depicted, cel-shading or toon-shading style is the most appropriate," he tells Eurogamer. "If we were going to apply photorealistic proportions between human characters and objects, the player character would have to be really small."

'The Legend of Zelda: Spirit Tracks' Screenshot 1

Being dead has its advantages. If 'soldier of darkness' possession can be considered one.

"Thanks to that kind of graphical style we are now able to put Zelda in an adventure where people can identify the most important items without difficulty in understanding proper distance or proportion between character and object."

And, of course, it looks gorgeous. Aonuma's in London to promote Spirit Tracks. The greying hair tells you he's no longer a young man, but the infectious smile and animated enthusiasm, regardless of the language barrier, communicates a sense of childlike wonder he shares with Mr Miyamoto, which infuses the games he makes. This perhaps explains the change of direction in Spirit Tracks.

The sequel shares the fundamentals of Phantom Hourglass - and Zeldas of yore - as closely as you'd expect. The primary structural change is the mode of transport: the high seas replaced by dry land, this incarnation of Link (the game's set 100 years after Hourglass) occupying the dream role of many a child since the industrial revolution: train driver.

'The Legend of Zelda: Spirit Tracks' Screenshot 3

Phantom control in action, its route mapped out by the stylus.

Broader exploration of the world, therefore, is now literally on rails, with new sections of the rail network opened up across the map as the player progresses. The steam-powered vehicle's controls are accessed via a panel on the right of the touch-screen, with forward, fast-forward, reverse and emergency stop. There's also a cute whistle to toot, by drawing the stylus over a rope in the top-right corner. Which can, I'm told, be used to scare off beasties, but also undoubtedly plays to the train driver fantasy. Toot, toot!

Out in the wild, the train operates much like the boat in Phantom Hourglass: a canon is acquired to blast enemies that appear sporadically, and routes across the network are pre-determined by scrawling appropriately on the map (though as junctions approach you are given the option to switch between tracks as you go).

Christian described the setting and opening scenes in detail back in his E3 preview. Frustratingly, during this playtest I don't see a great deal beyond this, with one crucial difference: Zelda.

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Comments: 1-23 of 23 in total

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ZuluHero
26/11/09 @ 12:21
#1
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Im getting this for christmas with a DS lite - really can't wait! Choo choo! :)
mkreku
26/11/09 @ 12:27
#3
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My favourite Zelda is Link's Awakening on the old grey scale Gameboy..
designerheadache
26/11/09 @ 12:31
#4
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i dont know why but the only zeld games i have really enjoyed other than the snes monster were all the hand held versions on GB and DS, i guess it feels a more focused adventure or something....
udat
26/11/09 @ 12:35
#5
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Wind Waker was also my favourite. And I liked the phantom hourglass as well. Twilight Princess didn't engage me, and I never finished it.
owl
26/11/09 @ 12:37
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wind waker is my favourite zelda too, time and place lined up perfectly for me; happy memories. . . that's all it takes.
The-Builder
26/11/09 @ 12:47
#7
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"To play, you hold the stylus over one of the coloured pipes, and blow into the microphone."
Great... Not a game for long train rides then. Which is kinda ironic when you think about it.
Tomnd
26/11/09 @ 12:53
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so that boat captain is in this one too, didn't pick up on that before.
thedaveeyres
26/11/09 @ 13:16
#9
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Colour me excited. \o/
Ceatlan
26/11/09 @ 13:17
#10
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Wind Waker was also my favourite, its nice to know that I'm not in a minority of 1 LOL.

It was my favourite for pretty much the sames reasons that Johnny lists above, the art style, the soul and the boat.
udat
26/11/09 @ 13:31
#11
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So far I've found you can just scritch the stylus over the microphone hole to complete all the "need sound" bits in DS games. This makes you look far less of a tit on the train than blowing into or shouting at your DS :)
SG
26/11/09 @ 13:34
#12
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I need some Zelda goodness! The 12th can't some soon enough.
photoboy
26/11/09 @ 13:37
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Wind Waker was almost my favourite Zelda game, I really loved the dungeons, the designs, the music, pretty much everything. But I'm something of an impatient gamer so I found the long boat rides where nothing happens quite annoying, although I was able to mostly put up with them. However when I got to the end and had to go fishing for stuff (I think it was Triforce parts) I just gave up. I hadn't been buying map parts whenever I sailed to a new area because I didn't know they were going to be useful, so I would have had to revisit most of the world to buy the map parts and that would have taken forever. So sadly I never got round to finishing it.

I've heard they put the fetch quest in because they ran out of time finishing the last two dungeons. It would be really awesome if they perhaps did a "New Play Control" version of Wind Waker with the last two dungeons finished and the fetch quest jettisoned. Fingers crossed!
SG
26/11/09 @ 13:38
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^ I've often said this. The remote could've used to direct the wind - no pissing around with the Wind Waker ever couple of minutes.

Tomnd
26/11/09 @ 12:53

so that boat captain is in this one too, didn't pick up on that before.


Which I must say, annoys me. It's one thing to have a Zelda and Link every generation but having multiple incarnations of half of Hyrule (Running Man, Tingle, Malon and Talon, etc.) detracts from the game.
Edited 1 times, most recently on 26/11/09 @ 13:40
MORZTAN
26/11/09 @ 13:54
#15
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ARGH!! THE SPOILERS EVERYWHERE!!!!
Tomnd
26/11/09 @ 13:55
#16
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@SG Exactly!
Where is the continuity. No great flood, zelda isn't a pirate but linebacker is still around. Details, Nintendo. Details!
Burkey123
26/11/09 @ 14:26
#17
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PH is my favourite DS game so I'm really looking forward to this. For the last month, the info we've been getting on this has made me very excited! Going to open it Christmas day!! :D
Koozer
26/11/09 @ 14:26
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I wish they'd make a proper Zelda game again, like those on the GB/GBC and Link to the Past. Wind Waker was fantastic too if far too short, but Ocarina of Time, Majora's Mask, Twilight Princess and Phantom Hourglass were a bit rubbish in comparison to my mind. Haven't even finished the latter three.
Edited 1 times, most recently on 26/11/09 @ 14:27
fizzyfish
26/11/09 @ 16:07
#19
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I share this opinion completely: "Veterans of the series will feel that familiar twang of deja vu in encounters with people and places, an element I've always found gives the experience a consoling circularity." Hyrule is always reassuring in its familiarity, without feeling lazy or cheap. While people often criticise Zelda for recycling the same old components (items, characters, locations) - and I can see their point - how Zelda is clever is that these components are usually presented/applied in new ways that feel fresh in each game.

Also, if anyone hasn't played Wind Waker and gets opportunity to, I suggest getting each shard as soon as you can reach it. It's not too troubling unless you leave it all to the end and only chase the shards when the game demands it of you.

Lastly, a +1 for the GB/GBC games: the Oracle duo of games are fantastic. I hope the amusing Subrosian people from Oracle of Seasons feature again in the series.
Edited 2 times, most recently on 26/11/09 @ 16:14
lexaeus.hearts
26/11/09 @ 18:07
#20
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Oooooh ! I want this game!!! Played Phantom Hourglass and it was brilliant... Oh yeah almost forgot, Hi ya'll ! I'm new on eurogamer and just wanted to say ( hi ya'll ) : )
JeroenZM
27/11/09 @ 00:57
#21
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Joining the 'Wind Waker is my favorite of the series' bandwagon. It will always be a beautiful game, whereas Twilight Princess' visuals didn't do anything for me at all.
jamhead
27/11/09 @ 11:47
#22
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+1 for the Wind Waker fanclub, the Phantom Hourglass fanclub, and people that didn't finish Twighlight Princess!
Psi
07/12/09 @ 14:56
#23
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link to the past was the best zelda game.

Comments: 1-23 of 23 in total

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