The Legend of Zelda: Spirit Tracks Review
Toot sweet.
Version tested: DS
It would be easy to use the railroad theme of this latest DS Zelda as a metaphor for how precisely formulaic Nintendo's adventures have become: shuttling their young hero along pre-ordained paths from one faithfully-observed tradition to the next, keeping to a strict timetable, unfolding like an engineering schematic as much as a fairytale. There'd be some truth to it, too. Never in the series' self-referential history has one instalment followed the structure and style of its predecessor so closely (and seldom so quickly) as Spirit Tracks does those of 2007's Phantom Hourglass.
But if you were to interpret Spirit Tracks' train as a sign of weary creative emptiness, you'd be dead wrong. It's the heart and soul of a delightful, irrepressible game. The train's urgent puffing sets the brisk rhythm and breezy tone, and jumping into it inspires the simple, stirring excitement of setting out on a journey that Zelda games have always done so well. Being a train driver is a childish fantasy for sure, but that's just it - it's evoked with such infectious joy as to keep this ageing series (not to mention its players) young at heart.
It helps that hero Link is reborn each time as a wide-eyed pup in a brand new land that just happens to have a Princess Zelda and a Hyrule Castle - although in Spirit Tracks, there are a few veiled references suggesting that it's set in the same world as Phantom Hourglass, a couple of generations down the road. That's as close as any Zelda game gets to admitting it's a sequel. This Link is off to see this Zelda so she can officially induct him as a train engineer, a heroic job in a society that revolves around magical train tracks that, the tales say, are chains created by the spirits to bind a great demon in his underground prison.
Needless to say, there's a plot to release the demon, the tracks start disappearing, the Princess is kidnapped, and Link somehow ends up with a sword and shield in his hands and a green sock on his head, travelling the world and unpicking the mechanical mysteries of a series of dungeons in order to restore the Spirit Tracks and save the Princess. Or rather, to save the Princess' body - it's been taken as a vessel for the demon, but her spirit has been left behind. So Zelda accompanies Link on his whole adventure for the first time, if only as a ghost.

It's like Brief Encounter, only with less crying and you get to drive the train.
In practical terms, that's no major departure. For most of the game, she serves much the same role as a Navi or a Midna, a voice in your ear who giggles, nags, hints, comments and lays out your options. Sometimes, however, Zelda takes your side for real - more on that in a second - and her impact on the tone of the game is something else again.
Link's usually a lonely hero and Zelda a distant ideal, but in Spirit Tracks they're inseparable, engaged in an adorable, innocent childhood romance straight out of a Hayao Miyazaki film. It's eloquently spelled out in the exchanged looks and gestures of the animation and in the simple zest of the script (even though Link, as ever, doesn't say a word). They even high-five at one point, one of many moments in which the game's youthful exuberance runs away with it (you respond to questions with "Yep" or "NO WAY!"; one character actually says "Woot!"), but it's so charming it always pulls it off. It's a long way from the melancholy lyricism of Ocarina of Time or Twilight Princess; Spirit Tracks must be the happiest, most heart-warming Zelda to date.
In gameplay terms, Zelda only comes into her own when she comes into someone else's. She can possess Phantoms, the invincible patrolling suits of armour in the Tower of Spirits, the 30-floor über-dungeon you need to return to and inch through in between each of the game's regular temples. It's a reprise of Phantom Hourglass's central Temple of the Ocean King, and also something of a Metal Gear tribute as Link sneaks around, avoiding the guards' gaze by diving into safe zones, while solving some of the game's trickier puzzles.
The Temple of the Ocean King's less popular features - its maddening time limit, and the need to start from the beginning on each visit (albeit with shortcuts) - have thankfully been ditched. You're even allowed to best Phantoms eventually, at which point Zelda can possess them and you can control her and Link simultaneously by drawing a path for her to follow, and pointing out things for her to interact with, with the stylus.
This is occasionally fiddly, but also exploited for some marvellous bifurcated puzzles and fights that contrast Link's agility with the Phantom suit's durability, as well as some cute role-reversal horseplay between the two romantic leads. There are even several variants of Phantom suit with clever powers. The Tower of Spirits still does odd things to the time-honoured pacing of a Zelda game - generally, the last thing you want to do when you step out of a temple is dive straight into another one - but it's a huge improvement on its predecessor, feels a lot less like filler, and supplies many of Spirit Tracks' standout moments.

Scrawling on maps with a pen is something that should be in every Zelda game.
The regular dungeons don't have such strong identities. Suspicions that Nintendo's designers are going through the motions somewhat aren't helped by the unprepossessing names (it's hardly a spoiler, I hope, to reveal that Wooded Temple is in Forest Land and Blizzard Temple in Snow Land) - and truth be told, beyond their rote elemental themes, they do blend into each other a bit. But that's partly because top-down Zelda dungeons have become so abstract over the last 23 years, which is precisely what allows them to be so densely packed with ideas. Un-knotting their secretly linear tangle of traps and riddles and boss fights is as satisfying and stimulating as it ever was, and in Spirit Tracks the difficulty is paced to absolute perfection. There are a few proper posers, but nothing completely obtuse, and that blissful Eureka moment always feels within your grasp.
It would be more of a spoiler than any plot revelation to tell you about the new toys for Link's toolbox of delights, since discovering these surreal Swiss Army weapons is a sacred moment for any Zelda fan. It's a mixed bag: one is a cute idea but a chore to use, one is rather limited in its application although it makes inspired use of the DS stylus, and one is a cracking instant classic that blends the utility of some old favourites with (the internet tells me) a tip of the hat to another, more obscure Nintendo series. I'll let you figure out which is which.
It's no surprise that the traditional bombs, bow and boomerang are back, enjoying the same pinpoint stylus control as in Phantom Hourglass, and the latter is put to some extremely imaginative uses. This year's magical musical instrument is the Spirit Pipes, a set of pan pipes you slide left and right while blowing into the microphone to sound; embarrassing in public, but more like playing an actual instrument than anything in Wii Music.
Spirit Tracks uses exactly the same all-stylus control scheme as Phantom Hourglass - Link follows where you point, faster if it's further away, with taps, swipes and circles executing sword attacks. It proved divisive two years ago, and for the life of me, I still can't imagine why. It's swift, snappy and unfailingly precise. It's the best non-traditional control scheme for a traditional game anywhere, and one of the most transparent and intuitive in Nintendo's long (and glorious) history of making great videogame controls. However, if you didn't like it then, you won't like it now.
Also divisive, longer ago, was the bold, bright cartooning of the Wind Waker art style. Few would dispute its suitability for these top-down DS games, though, especially with the portable really starting to show its age. The geometry and texturing in the environments are sometimes shockingly basic, but that's surely because the important things - the characters, the enemies, the train - are so detailed, so expressive, so exquisitely animated. Sound is magnificent too, with the trademark tinkles, smacks and booms, and the squeal and hiss and chuff of the train, popping out of the DS' speakers over catchy, rollicking folk music.

Boss fights and a few other moments use both screens to majestic effect.
Spirit Tracks' world simply hops and hums with life, bursting out of the tiny confines of the console. And, unlike Phantom Hourglass, it's at its best away from the dungeon crawl. True, the locations are a little basic and clichéd; the strict separation between on-foot exploration and open-world navigation is still a trifle forced by the series' organic standards. But the web of characters and collectables and secrets and side-quests and errand-runs, etched out in the Spirit Tracks themselves, proves more compelling.
Perhaps it's just that the train is more fun, more involved and more inviting than Phantom Hourglass's paddle steamer. Freight and passenger runs are absorbing games in themselves - with a premium on a smooth or speedy ride as well as blasting away at hazards with your cannon - and there's a tactile joy in tugging at the whistle and cranking the levers that made this grown man feel about eight years old. On that note, it's worth pointing out that Spirit Tracks is probably the best game for children released this year - deep yet upbeat, without a whiff of condescension and with plenty of longevity.
It is, in other words, vintage Nintendo. Maybe a bit too vintage - Spirit Tracks is, like New Super Mario Bros. Wii, a straight rehash, a derivative sequel of the kind the company used not to make, and based on a decades-old template. You could easily mark it down for that. But that would belie the fact that it's also a tighter and more rounded game, crafted with more care, than not just Phantom Hourglass but most modern games for grown-up consoles. As an all-ages adventure with a spring in its step and a twinkle in its eye, it's hard to beat. All aboard!
9 / 10
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Comments (98) 2 years ago
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"a set of pan pipes you slide left and right while blowing into the microphone to sound"
NO SALE.
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this made me aroused
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SALE!
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Like the shoeing Ratchet and Clank collected a few weeks back, perchance?
There's no denying Ninty have a great touch for games, but they really need to quit pumping out re-heated old slop and god forbid take a chance on something new. And by new I mean new, not NSMBW new as in old.
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As for Rev. Stuart Campbell... maybe if it was an iPhone game you would be more inclined to buy it?
Seriously, every Zelda game recycles bits from previous Zelda games, why is this so different?
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Broke her heart when she realised it was on DS, though that didn't stop her playing the last one in her dressing gown till well into a weekend afternoon.
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It's not the recycling from previous games, it's the fact that the endless repetition of the TOTOK is so utterly shit that it eventually stopped me playing Phantom Hourglass, which was far and away the most enjoyable Zelda game I've ever played. And ANY game involving mic-blowing is worse than Hitler. Put both those things in the same game and you can fuck right off.
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Years of experience?
A modicum of grown up readers who still value his opinion?
A focus on what is important and right to say, not just what is popular and easy?
I trust Stu over you.
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You don't like karaoke then, Stu?
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Agree with you 100%.
edit: I'm quite looking forward to the blowing into the mic bit though.
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Edit: Seriously, who minused me for this? Come on!!!
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Not like that insincere_dave chap whose opinions everyone values so highly.
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Have some fucking respect for other people.
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Well, since you asked, I'm 39 and I look forward this game.
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Ah but so much is true for just about every human, especially on the internet.
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Can't wait!
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I'm 35.
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I won't mark it down...I'm just not going to buy it! I love Zelda as a series, but have just grown tired of the same old same old.
I'm hoping the next Wii instalment mixes things up a little.
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Is right on the money i agree with everything he said
The Temple of the ocean king killed Phantom Hourglass for me it was just not fun to play, im not playing games to feel like i'm doing work.
And blowing in the mic feels extremely awkward and im not looking forward to blowing in a microphone. heck i wish that Microphone had never been structured inside the DS it really kills the fun out of any game (Beside Phoenix Wright i might add) It did feel like the blowing was apart of the procedure to get evidence so i accepted it. Zeldas way of doing it is way more than i look forward to doing. I guess no sale. maybe a rent from a friend to see if i am completely out of my mind.
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other than that so far its great.
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You don't have any to back you up? What a surprise!
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what, that's not what he said at all. haha. he said "far and away the most enjoyable Zelda game I've ever played".
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Now THAT was frickin annoying.
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You don't actually need to in Spirit Tracks, you can just rub your thumb or stylus over the Mic and it's sensitive enough that it thinks you're blowing into it.
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in the second dungeon its all you do.
im at work at the moment and ive just spent na hour on it at my desk. and seriously the whole hour was spend blowing into my DS like a loony.
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I want some happy in my gaming for a change!
Last and favourite 2d zelda was Minish Cap, loved that game
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I'm 27 and I have played the Zelda games since A Link to the Past on the SNES.
The reason I play these games is because each one is a world full of secrets and suprises. The game rewards exploring the world and provides subtle and not-too-subtle clues to it's treasures. Each dungeon in the game is full of fun puzzles that make use of a combination of all the items in your inventory. These puzzles force you to think of new ways to use these items and this also extends to the bosses. Each boss is like a puzzle itself and they cannot be killed by hacking away at it with your sword for a hour.
There are many brillant moments in each of these games, I remember entering Dark World for the first time in a Link to the Past or waking up in the future in Orcarina. The windmill guy from Orcarina, the moon from Majora's mask. The horse battles in Twilight princess, that entrepenuerial kid from Twilight Princess.
These games are like those movies at the cinema that you can take your kid to enjoy but also contain references that adults get.
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the train also totally eliminates overworld exploration.... after the empty blandness of TP and PH, that may be a good thing, but compared to OoT, LttP, or other traditional Zelda's, it's definitely sorely missed.
i just don't feel the old Zelda magic with this game, yet the familliar staleness is there in spades...
it's still worth a 7/10 simply becaus it's so well made, but 9/10 is a bit too generous imo.
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Oh, that is quite depressing. At least with Soul Bubbles you had the option of blowing like a looney, or just using a stylus swipe. I guess @jamhead is stuffed for this dungeon then
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Also, that guy with the two hats looks deliriously evil.
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lol oh god you complete and utter fucking retard. "Stop being idiots"? From some loon who thinks he knows exactly what people are thinking despite what they're saying? Go fucking walk into traffic, you plank.
As to why people are voting down that clown? Here's a hint:
And ANY game involving mic-blowing is worse than Hitler.
After that I'm almost convinced he's gotta be fucking with us. Funny man.
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Yes, because everyone knows that if it weren't for the mic blowing, playing a handheld in public when you're above the age of 11 makes you look like the coolest goddamn dude in the universe.
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In all honestly, I feel that the sight of an adult sitting in a train playing with a DS would raise a few eyebrows, regardless of blowing and whistling...
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The temple of the ocean king was flawed and annoying because of the repetition involved, if you didnt write down everything it was a bit of a pain. But i do like the idea of the temple that you go back to, it splits the dungeon crawling into nice little handheld sized segmants.
This was an instabuy for me and im 23. I do like shooting games aswell but every zelda game i've played has been great imo. Great atmosphere, music and gameplay.
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Wasn't 'Phantom Hourglass' a sequel to 'Wind Waker'? I'm fairly sure the Wind Waker story is explained right at the beginning of that game, which would make that a much more direct sequel!
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Hoo boy. All I did was post a comment in the thread, same as everyone else. So how come there isn't a queue of sad little dicks queueing up to wank on and on about everyone else's alleged self-importance, every single time anyone posts a comment about anything ever? Just curious, like.
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Phantom Hourglass is a direct sequel to Wind Waker, as muppet86 points out.
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I don't get why everyone hates that temple. It's one of the points where Phantom Hourglass actually DID deviate from Zelda cliche, integrating speed run culture into the dungeon design. You don't have to do the first floors over and over once you've gotten past the first five. It evolves. I liked it.
I also disagree that blowing into the microphone is inherently bad. It's often lazy design, but it doesn't have to be. See Yoshi's Touch & Go for a great example of how intuitive it can be.
That said, I love Stuart Campbell. He's still a distinctive and interesting voice, writing about games I do not necessarily hear about elsewhere, like obscure DS puzzlers, shmups and racers. Most games writers fail to stand out and offer something unique, and that's not the case with Stu. Althouh I would have liked him to write a little bit more, for instance at this site right here.
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"you're never too old for a bit of Zelda"
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Like you would have bought a DS game...
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See - why should i care about whether or not he says he's going to buy it. As someone who makes money from games but yet is too cheap to buy them and is proud to be a pirate, and who probably still lives with his mum - it's not exactly likely he would've bought it in the first place is it?
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His two points were valid - the temple WAS annoying after a while and blowing bits ARE a bit shit (on every DS game I've played...don't get me started on what they did with Diddy Kong Racing.) I would also add that the ship also became a bit of a drag after a while, too....but it was still the best Zelda since Majora's Mask as it was great fun to play and the puzzles were genuinely good and different. Hell, even the multiplayer was surprisingly enjoyable, although I doubt many people played it.
.
(Of course, no-one will read this comment because you'll all neg me for supporting SC.)
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No its not. He's a sad old man who probably lives with his mum - who sees no irony/nastiness/cantquitethinkoftherightwordhere at all in making money writing copyrighted material about games which he's pirated...
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Jeez, even Mr Campbell's mum moved out in 4 hours after those comments.
Phantom Hourglass was good fun. Slightly agree with comments on TOTOK repetition but each time through took less time and notes on the DS made it easy to remember sequences in each room even after weeks/months without play. New weapons and jump points shortened the sequences further. Glad time limits have been removed.
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Which is a bit of a shame.
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One did have to repeat floors in the temple but after a point it was possible to skip most of them and one had tools to quickly dispatch the remainder. I wonder how old you must be to not be able to deal with this especially given older games required far more repetition and trail and error.
Aside from the inaccurate roll feature that they have changed for this game what was wrong with using the stylus?
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Well I finished it, but still thought it was a weak section. Wait, what does that make me now? A child without ADD? Someone who...has an opinion that's different to you?!
Seriously, it's a good game. I just don't get why people are so upset when someone thinks the Temple sections were maybe, just maybe, not very strong.
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The missus ragequitted after dying once too many in that temple though.
I'm looking forward to this new one - I came onboard with the Zelda series with Wind Waker, and much prefer that graphical style. (Yes, I'm a heretic, kill me now etc.)
Oh, and I'm 30.
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Why does anyone have a problem with the control method? I only found the roll mechanic annoying and that has been fixed in ST.
Also what the problem with the temple? Yes there is repetition in the central dungeon but lots of other games and old ones are far worse; it's also possible to skip most of it later on and by then there are tools to make short work of the remainder.
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And for people complaining about the blowing and whistling, I really don't think Nintendo would put it into the game if it didn't work or if it didn't feel right. And by the sounds of the review, it does work magnificently!
Edit - Great review Oli, really enjoyed it.
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Oh, and I'm 30. Zelda games are pretty timeless, really.
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But as i understand the deal breaker in this is definately the Microphone section just read Neogaf to look how frustrating it can be. Absolutely lame. But i am glad some people enjoy it i did enjoy Phantom Hourglass the first 15 hours sadly that it became a chore to finish. Im not looking forward to experience the same thing with this game so no deal nice try though i respect the effort.
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The Ocean King Temple wasn't ideal, it's intended sense of urgency (time limit), although artificial, added to those sections for me.
I'm definitely looking forward to opening Spirit Tracks on xmas morning, it beats the fuck out of another pair of socks. As a 34yr old dad & uncle, it's law that we get crap presents :'(
But I'm surprised at the amount of negativity (to Campbell, not the game), I always thought the Eurogamer community were all fluffy bunnies!
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I certainly value his comments far more than I do insincere_dave's.
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His reviews are well worth a read and it's always funny to have a bitter Jock reviewing a World Cup related video game.
http://worldofstuart.excellentcontent.co... a>
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I've found the solution is to gaffer tape a straw to your mic* which gives you precision blowing every time (oooh, matron).
*not really