The Legend of Zelda: Spirit Tracks

Full steam ahead.

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.

As revealed earlier this month, the eponymous princess tags along with Link for the first time in the series in spirit form. It's not exactly a massive spoiler if you think through this logically to conclude that something rather unfortunate must have befallen the poor lass, which is explained in the beginning.

A Nintendo rep tells me Zelda's spirit performs a similar function to that of Navi in Ocarina of Time. Moreover, she is able to 'possess' phantom characters, which can then be directed and will likely form a cornerstone of the game's puzzle-solving. The introduction to this mechanic is gentle: in the first dungeon, once Link has collected three Tears of Light to power-up his sword, he can disable a phantom for Zelda. The phantom can then be controlled by drawing its path with the stylus, called upon to follow Link, and stood on from higher ground, essential to navigating certain areas and seeing-off raised enemies.

Link's also been working on his musical repertoire. Once the Spirit Pipes are picked up, specific tunes can be learned and played ocarina-like in front of Spirit Stones to engage certain effects, such as exposing all the hidden chests in area. To play, you hold the stylus over one of the coloured pipes, and blow into the microphone. Expect violent assaults on public transport to soar in the game's wake.

The mic is also used for the Whirlwind power, acquired in the first dungeon, which is necessary to disperse impenetrable black clouds obscuring the screen and attack certain enemies. I also briefly get to try out Link's new Indiana Jones-style whip, used for lashing baddies and doubling-up as an improvised swing to cross pits.

'The Legend of Zelda: Spirit Tracks' Screenshot 2

Before grabbing the iconic green garb, Link looks terribly dapper in his train driver's uniform.

Aonuma and his team have addressed one of the main criticisms levelled at Phantom Hourglass with the Spirit Tower. Where, in the previous game, frustrating repeated playthroughs of the hub dungeon were required just to push through a little further each time, new sections are now hidden behind doors along a spiral staircase within the tower. As each boss is vanquished, Link and Zelda enter a side-room where a train is waiting for the princess to enchant the next section of track.

The Zelda timeline is a curious thing, allowing for echoes of previous adventures to emerge in the unlikeliest of places. Spirit Tracks proudly maintains this feature, and 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.

One thing I do see for the first time is multiplayer. In Phantom Hourglass, a one-on-one battle mode was included, but Aonuma has expanded this for the sequel with up to four Links able to compete against each other.

'The Legend of Zelda: Spirit Tracks' Screenshot 4

This being a Zelda game, every dungeon ends with a humongous, multi-screen boss encounter.

A range of arenas is available, ranked according to difficulty and offering a variety of conditions, from rising and falling lava pits, to maps with invisibility sections where rivals disappear from the location map. The aim is simply to be the Link with the most gems as time runs out.

I play a couple a games against Aonuma and another guy. The designer shrieks and howls with competitive delight, never letting his broad grin slip, as we all scramble for gems, setting off booby traps, fleeing phantoms and hurling bombs at each other. It's uproarious fun for 10 minutes: whether it sustains interest in the longer term, we'll have to wait and see.

Fans of The Legend of Zelda know what to expect by now: and where Spirit Tracks is ultimately placed in the Nintendo pantheon will depend, as ever, on the levels of invention, charm and engagement Aonuma and the rest of his team at Nintendo EAD are able to conjure.

Just before I leave I ask him if he's doing anything fun before he heads home. With a twinkle in his eye he tells me he's going to spend his final free morning going to King's Cross station to get his photo taken by the Harry Potter platform "for my son". For your son? Yeah, right.

The Legend Of Zelda: Spirit Tracks releases exclusively for DS on 11th December.

Comments (22) Latest comment 2 years ago

Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!

  • ZuluHero #1 2 years ago

    Im getting this for christmas with a DS lite - really can't wait! Choo choo! :)
  • bluem4gic #2 2 years ago

    Wind Waker your favourite Zelda? Someone give this guy a slap!

    You must of really loved looking for "shards" of the triforce!
    Edited by 1 at 26/11/09 @ 12:25
  • mkreku #3 2 years ago

    My favourite Zelda is Link's Awakening on the old grey scale Gameboy..
  • udat #4 2 years ago

    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 #5 2 years ago

    wind waker is my favourite zelda too, time and place lined up perfectly for me; happy memories. . . that's all it takes.
  • The-Builder #6 2 years ago

    "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 #7 2 years ago

    so that boat captain is in this one too, didn't pick up on that before.
  • thedaveeyres #8 2 years ago

    Colour me excited. \o/
  • Ceatlan #9 2 years ago

    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 #10 2 years ago

    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 #11 2 years ago

    I need some Zelda goodness! The 12th can't some soon enough.
  • photoboy #12 2 years ago

    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 #13 2 years ago

    ^ 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 by 1 at 26/11/09 @ 13:40
  • MORZTAN #14 2 years ago

    ARGH!! THE SPOILERS EVERYWHERE!!!!
  • Tomnd #15 2 years ago

    @SG Exactly!
    Where is the continuity. No great flood, zelda isn't a pirate but linebacker is still around. Details, Nintendo. Details!
  • Burkey123 #16 2 years ago

    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 #17 2 years ago

    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 by 1 at 26/11/09 @ 14:27
  • fizzyfish #18 2 years ago

    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 by 2 at 26/11/09 @ 16:14
  • lexaeus.hearts #19 2 years ago

    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 #20 2 years ago

    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 #21 2 years ago

    +1 for the Wind Waker fanclub, the Phantom Hourglass fanclub, and people that didn't finish Twighlight Princess!
  • Psi #22 2 years ago

    link to the past was the best zelda game.