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The Legend of Zelda: Spirit Tracks Review - Nintendo DS

The Legend of Zelda: Spirit Tracks Review

Posted by Thomas Worthington at 13 Dec 2009 12:01 PM 466 views

Hop aboard as we try out Link's latest DS outing!


Travelling back and forth around Hyrule quickly becomes boring and the train isn’t flexible enough as a mode of transport which causes a lot of back and forth. The train segments aren’t without their great moments which include some interesting sub-boss encounters.

 
There’s a big difference from taking to the high seas to hoping aboard a train. There are obstacles to avoid and the challenge is always there but it quickly runs out of steam sacrificing all sense of adventure for a slightly gimmicky mode of transportation.

When it boils down to traditional Zelda gameplay however, Spirit Tracks excels considerably albeit still in a fashion a little too familiar to Phantom Hourglass. Even in terms of audio and visual content, Spirit Tracks doesn’t do much to differentiate itself from its former although the land of Hyrule makes for far better sights than the endless sea of Phantom Hourglass. A couple of old sounds and jingles have managed to seep their way into Spirit Tracks but there are plenty of original ones and the addition of the Spirit Pipes which, to put it simply, work a lot like the Ocarina from Ocarina of Time. Using the DS microphone and moving the pipes with the stylus, you can learn tunes with a small handful of uses but the Spirit Pipes play a small role in the grand scheme of things.
 
As you may have anticipated, progression is still a case of moving from temple to temple with a short task spliced in-between. Spirit Tracks temples are noticeably shorter but even sweeter affairs which won’t fail to stump even the most experienced Zelda fan. The puzzles have a slight ‘Professor Laytonesque’ approach to them occasionally making use of the DS touch screen but still retaining some of that classic Zelda puzzle structure that will test the limits of how far you will go to solve the puzzle. You’ve also got an array of new items at your disposal including a whip which works much like the grappling hook and a sand sceptre which allows Link to temporarily raise the sand in certain areas. Returning items include the bow and the boomerang most of which remain largely unchanged.

As short as the temples might be, they never overstay their welcome or become frustrating to the point that you will want to take a break from the game; these moments are saved for the dire train travel.
Spirit Track offers some of the best boss battles we’ve seen in a Zelda game to date. We won’t spoil any surprises but we can honestly say that we were constantly impressed by every new boss we thwarted. Their design, attack patterns and unique methods of conquering them are beyond the call of duty in terms of what you’d expect from a Zelda boss.

In addition to the five main temples you’ll endure throughout your adventure, the Spirit Tower acts as your central hub as much like the Ocean King temple from Phantom Hourglass. As you continue to battle your way through temples and restore tracks, more floors will open allowing you to reach new areas and gain new items. Unlike the Ocean King Temple, you’re not under any strict time limit and you won’t have to repeat previous floors to reach newly unlocked areas.

That doesn't mean Phantom Hourglass’ old tricks haven’t bled into Spirit Tracks however. The structure is very similar with a heavy dependence on stealth to sneak past the returning Phantoms which march down corridors.


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