Phantom Hourglass Review
09-24-2007
By: TSA
The Legend of Zelda franchise has had it a bit rough these past few years. There's no need to go down memory lane with a long, detailed history of these past few years, but suffice to say a visual style, a multiplayer element and an outsourcing have all played a major hand in this. It didn't help that the series' much heralded successor, Twilight Princess, failed to live up to lofty expectations (despite praise from critics and strong sales in the West, Nintendo would have you believe the game was an utter failure from how the creators have spoken about it over the past year). If the most hyped Zelda game in history couldn't deliver the series from a rapidly stagnating state, what could? Phantom Hourglass was carrying all of this weight and more on its shoulders, and for the most part, it has given the franchise a ray of hope.
Phantom Hourglass takes everything commonplace about Zelda and allows players to enjoy it in a brand new way. That's not to say the installment is revolutionary in terms of gameplay, but rather the way you play Zelda has been revolutionized. At heart, the game is strictly 2D Zelda mechanics: players see the world through a traditional overhead viewpoint, and move Link around like a classic Zelda title. What makes this game so unique is how you play it. Everything, from the smallest menu navigation to the movement of Link can be controlled through the stylus. In some cases, it is required. For the most part, controlling Link and his arsenal via the stylus is the most refined, most precise experience in a Zelda game ever.
That's not to say the controls are flawless. While players can simply tap an enemy on screen to slash, manual slashing by swiping at the screen with the stylus is not nearly as precise, though it really only poses an issue in two spots in the game. Pointing and tapping at a spot on screen will move Link precisely to that point, but players also have the option to hold the stylus away from Link on the screen and he will run continuously. Turning sharp corners at some points can be an issue, but in particular in cramped areas, it sometimes feels like it is hard to get Link to move precisely because there is so little navigable space to touch to move to. Rolling is an option in the game, but performing it is much more difficult than in previous titles, and honestly it's not as natural or useful.
Besides basic combat and movement, Link's arsenal is completely redefined to work with the stylus. Players can draw paths with their boomerang to send it flying with deadly precision. Tossing bombs is more accurate than ever; simply pull one out, point anywhere on screen and watch it fly precisely where the stylus touched. Some may worry the cost of this precision is the natural feel or speed of using the items. Drawing boomerang paths works well to hit stationary targets, but what about enemies in motion? Holding down L or R and then tapping on them will unleash the boomerang quickly at them, replicating the more natural use of items in traditional Zelda games but still incorporating the amazing level of accuracy the stylus allows. This quick type of control is also made available on the other items as well.
There is one other major gameplay element changed up a bit by the new controls, and that is the sailing. For those worried that sailing is as boring in Phantom Hourglass as it was in The Wind Waker, some refinements were made to ensure there's never a dull moment. For starters, sailing is done by plotting in a course on the sea chart. Once a destination is selected, the ship will move automatically. The only elements the player can then control are the camera angles and whether or not to completely stop. Course corrections can be made by stopping and recharting a course, but these can't be done on the fly manually without interrupting the natural flow. Pirates and enemies lurk in the open seas, so Link has to man the cannon in order to defend the ship. Tap an enemy on screen to fire at them, much like tapping enemies on land. Finally, finding treasure chests in the ocean is no longer a simple process of finding the "Red X" on the map and pressing a button. Instead, players will have to manually navigate the crane down the depths, dodging rocks and land mines.
The story in Phantom Hourglass revolves around Link and Tetra shortly after their adventures in The Wind Waker. After Tetra boards a mysterious ship, she is captured and Link tries to save her. He falls short and nearly drowns, only to wash up ashore on Mercay Island, where a fairy named Sierra wakes him. After speaking with the nearby elder, Link sets off to the Temple of the Ocean King, where he saves a captain named Linebeck. Linebeck has a ship and agrees (after some dissent) to help Link track down the mysterious pirate ship that has Tetra. The only problem is you need sea charts to explore more regions of the ocean, and they're all hidden deeper within the Temple of the Ocean King. But to explore deeper in that temple, one needs to earn more time as a curse prevents one from staying there too long. Link will need to earn more Sand of Time to fill up the Phantom Hourglass in order to explore the massive dungeon longer, obtain new sea charts, and track down the dungeons to earn more time in hopes that eventually somewhere in the seas Link will track down the mysterious pirate ship.
As for the dungeons, there are a decent amount of them in the game, more than The Minish Cap offerred gamers. Dungeon design is in the upper echelon of the Zelda franchise, especially when compared to other 2D Zelda installments. Puzzles aren't necessarily complex, but set up to complement the stylus control very well. In one part of the game, players will have to use the microphone to call a lingering Goron's attention, dust off an old map, and in total homage to the original, Japanese version of the first Zelda, defeat the dreaded Pols Voice. Boss battles that await Link at the end aren't the most difficult, but become increasingly more originaly and entertaining. One boss battle in particular felt like the encounter with Sheegoth from Metroid Prime, and players had to use a tag-team strategy to take the foe down.
Fans of the cel-shaded look will be happy with Phantom Hourglass, and those who are fans of the realistic look shouldn't put up as much of a fight this time around because the visuals suit the game's atmosphere perfectly. Also carrying over from The Wind Waker are the unique facial expressions that bring the characters to life. Link's classic expressions from The Wind Waker return, but Linebeck is the one who really steals the show with his over-the-top personality and theatrics. The charm and wonder that many allowed themselves to experience with The Wind Waker is recaptured in Phantom Hourglass, and in some cases, done even better. Link will also "track" stuff on-screen with his head (since eyes are too hard to really see at points): when running by an enemy, Link will turn his head to focus on them. Little touches like this make a big difference. The only knock on the otherwise superb visuals oddly comes in the dungeon and island design, as a lack of textures on surfaces makes some areas seem very dull and repeitive. Otherwise, character models, buildings and many of the environments stay unique enough to keep the game's look fresh.
While the rest of the game is in tip-top shape, the audio department is perhaps the low mark. The soundtrack boasts mainly re-arranged versions of classic Zelda franchise staples, as well as rehashed The Wind Waker themes. Some original pieces make it in, but the music is honestly some of the most bland and uninspired in the series. Sound effects are decent enough, and some characters have small voice work in the form of various, unintelligble sounds. Except for the introduction and the ending sequence, the classic main Zelda theme is pretty much absent. There are some cool liberties taken, though, with some of the tunes such as when Link opens an empty chest - it plays a slight deviation of the classic "Item Found" jingle - that really pay off nicely.
But what is the bottom line? In the end, it's just nearly-perfected Zelda gameplay. If you're looking for something more than just a new way to play Zelda, as in, something different in terms of how Zelda plays, then you're barking up the wrong tree. The story is fresh, albeit very conceited and more character driven like Majora's Mask, and the premise of having to keep going back to one huge temple after clearing smaller temples is a step in the right direction. But ultimately, it's still Zelda, but it manages to not feel stale like Twilight Princess did. Phantom Hourglass may not be up to every fan's standards, but it certainly is more refreshing of an experience than Twilight Princess.
Final Verdict - 9/10
Definitive controls for classic Zelda gameplay. Excellent visuals and atmopshere, with steller presentation. Soundtrack is a bit lackluster, but still not that bad. Fresh change of pace and look, with a more character-driven story that feels a bit shallow like the older Zelda titles. Minor issues arise from stylus gameplay, and there is a short learning curve to get used to an predominantly stylus-controlled experience. Not very challenging, but a very rewarding experience. A solid 10-15 hour title for veterans, and around 20 or more hours for average gamers.
The Legend of Zelda franchise has had it a bit rough these past few years. There's no need to go down memory lane with a long, detailed history of these past few years, but suffice to say a visual style, a multiplayer element and an outsourcing have all played a major hand in this. It didn't help that the series' much heralded successor, Twilight Princess, failed to live up to lofty expectations (despite praise from critics and strong sales in the West, Nintendo would have you believe the game was an utter failure from how the creators have spoken about it over the past year). If the most hyped Zelda game in history couldn't deliver the series from a rapidly stagnating state, what could? Phantom Hourglass was carrying all of this weight and more on its shoulders, and for the most part, it has given the franchise a ray of hope.
Phantom Hourglass takes everything commonplace about Zelda and allows players to enjoy it in a brand new way. That's not to say the installment is revolutionary in terms of gameplay, but rather the way you play Zelda has been revolutionized. At heart, the game is strictly 2D Zelda mechanics: players see the world through a traditional overhead viewpoint, and move Link around like a classic Zelda title. What makes this game so unique is how you play it. Everything, from the smallest menu navigation to the movement of Link can be controlled through the stylus. In some cases, it is required. For the most part, controlling Link and his arsenal via the stylus is the most refined, most precise experience in a Zelda game ever.
That's not to say the controls are flawless. While players can simply tap an enemy on screen to slash, manual slashing by swiping at the screen with the stylus is not nearly as precise, though it really only poses an issue in two spots in the game. Pointing and tapping at a spot on screen will move Link precisely to that point, but players also have the option to hold the stylus away from Link on the screen and he will run continuously. Turning sharp corners at some points can be an issue, but in particular in cramped areas, it sometimes feels like it is hard to get Link to move precisely because there is so little navigable space to touch to move to. Rolling is an option in the game, but performing it is much more difficult than in previous titles, and honestly it's not as natural or useful.
Besides basic combat and movement, Link's arsenal is completely redefined to work with the stylus. Players can draw paths with their boomerang to send it flying with deadly precision. Tossing bombs is more accurate than ever; simply pull one out, point anywhere on screen and watch it fly precisely where the stylus touched. Some may worry the cost of this precision is the natural feel or speed of using the items. Drawing boomerang paths works well to hit stationary targets, but what about enemies in motion? Holding down L or R and then tapping on them will unleash the boomerang quickly at them, replicating the more natural use of items in traditional Zelda games but still incorporating the amazing level of accuracy the stylus allows. This quick type of control is also made available on the other items as well.
There is one other major gameplay element changed up a bit by the new controls, and that is the sailing. For those worried that sailing is as boring in Phantom Hourglass as it was in The Wind Waker, some refinements were made to ensure there's never a dull moment. For starters, sailing is done by plotting in a course on the sea chart. Once a destination is selected, the ship will move automatically. The only elements the player can then control are the camera angles and whether or not to completely stop. Course corrections can be made by stopping and recharting a course, but these can't be done on the fly manually without interrupting the natural flow. Pirates and enemies lurk in the open seas, so Link has to man the cannon in order to defend the ship. Tap an enemy on screen to fire at them, much like tapping enemies on land. Finally, finding treasure chests in the ocean is no longer a simple process of finding the "Red X" on the map and pressing a button. Instead, players will have to manually navigate the crane down the depths, dodging rocks and land mines.
The story in Phantom Hourglass revolves around Link and Tetra shortly after their adventures in The Wind Waker. After Tetra boards a mysterious ship, she is captured and Link tries to save her. He falls short and nearly drowns, only to wash up ashore on Mercay Island, where a fairy named Sierra wakes him. After speaking with the nearby elder, Link sets off to the Temple of the Ocean King, where he saves a captain named Linebeck. Linebeck has a ship and agrees (after some dissent) to help Link track down the mysterious pirate ship that has Tetra. The only problem is you need sea charts to explore more regions of the ocean, and they're all hidden deeper within the Temple of the Ocean King. But to explore deeper in that temple, one needs to earn more time as a curse prevents one from staying there too long. Link will need to earn more Sand of Time to fill up the Phantom Hourglass in order to explore the massive dungeon longer, obtain new sea charts, and track down the dungeons to earn more time in hopes that eventually somewhere in the seas Link will track down the mysterious pirate ship.
As for the dungeons, there are a decent amount of them in the game, more than The Minish Cap offerred gamers. Dungeon design is in the upper echelon of the Zelda franchise, especially when compared to other 2D Zelda installments. Puzzles aren't necessarily complex, but set up to complement the stylus control very well. In one part of the game, players will have to use the microphone to call a lingering Goron's attention, dust off an old map, and in total homage to the original, Japanese version of the first Zelda, defeat the dreaded Pols Voice. Boss battles that await Link at the end aren't the most difficult, but become increasingly more originaly and entertaining. One boss battle in particular felt like the encounter with Sheegoth from Metroid Prime, and players had to use a tag-team strategy to take the foe down.
Fans of the cel-shaded look will be happy with Phantom Hourglass, and those who are fans of the realistic look shouldn't put up as much of a fight this time around because the visuals suit the game's atmosphere perfectly. Also carrying over from The Wind Waker are the unique facial expressions that bring the characters to life. Link's classic expressions from The Wind Waker return, but Linebeck is the one who really steals the show with his over-the-top personality and theatrics. The charm and wonder that many allowed themselves to experience with The Wind Waker is recaptured in Phantom Hourglass, and in some cases, done even better. Link will also "track" stuff on-screen with his head (since eyes are too hard to really see at points): when running by an enemy, Link will turn his head to focus on them. Little touches like this make a big difference. The only knock on the otherwise superb visuals oddly comes in the dungeon and island design, as a lack of textures on surfaces makes some areas seem very dull and repeitive. Otherwise, character models, buildings and many of the environments stay unique enough to keep the game's look fresh.
While the rest of the game is in tip-top shape, the audio department is perhaps the low mark. The soundtrack boasts mainly re-arranged versions of classic Zelda franchise staples, as well as rehashed The Wind Waker themes. Some original pieces make it in, but the music is honestly some of the most bland and uninspired in the series. Sound effects are decent enough, and some characters have small voice work in the form of various, unintelligble sounds. Except for the introduction and the ending sequence, the classic main Zelda theme is pretty much absent. There are some cool liberties taken, though, with some of the tunes such as when Link opens an empty chest - it plays a slight deviation of the classic "Item Found" jingle - that really pay off nicely.
But what is the bottom line? In the end, it's just nearly-perfected Zelda gameplay. If you're looking for something more than just a new way to play Zelda, as in, something different in terms of how Zelda plays, then you're barking up the wrong tree. The story is fresh, albeit very conceited and more character driven like Majora's Mask, and the premise of having to keep going back to one huge temple after clearing smaller temples is a step in the right direction. But ultimately, it's still Zelda, but it manages to not feel stale like Twilight Princess did. Phantom Hourglass may not be up to every fan's standards, but it certainly is more refreshing of an experience than Twilight Princess.
Final Verdict - 9/10
Definitive controls for classic Zelda gameplay. Excellent visuals and atmopshere, with steller presentation. Soundtrack is a bit lackluster, but still not that bad. Fresh change of pace and look, with a more character-driven story that feels a bit shallow like the older Zelda titles. Minor issues arise from stylus gameplay, and there is a short learning curve to get used to an predominantly stylus-controlled experience. Not very challenging, but a very rewarding experience. A solid 10-15 hour title for veterans, and around 20 or more hours for average gamers.
Comments: 53
Register to Post Comments | Add Comment
Comment #1 by omgaghost
09/24/07 20:00
Comment #2 by _
09/24/07 23:27
Too high. I'd personally give PH about a 7.5-8.0 at best.
Dungeons: You have some of the most linear (even more so than TP), generic, and simple dungeons you will ever see in any Zelda game. There _are_ some challenging puzzles in Levels 6 and 7 (think TP Master Sword puzzle difficulty), but for the most part, the dungeons are cake. The "jot down notes on your map" gimmick gets old by the second half of the game. If you want to challenge yourself, try memorization. Dungeons will take an average time of 20-40 minutes each for a first unaided playthrough.
Game Length: I'd expect an average player to finish in 10 hours for an unaided first playthrough, and 20 hours for 100% completion.
This game also takes a giant step backwards from TP in a lot of ways.
Dungeon design: Instead of themed dungeons in TP, where each dungeon has a unique gameplay mechanic to remember it by (for example, guiding the statue in the Temple of Time), PH's dungeons are once again generic (Level 3 could have easily been Level 5, and vice versa), linear (even more so than in TP), and almost jokingly easy until near the end.
Inventory: There are no new items. You either draw out an item's path in advance or you point your stylus where you want to use it. Neither is particularly revolutionary or interesting.
Plot development: Three cutscenes: beginning, middle, and end. No dynamic characters. Story has almost nothing to do with The Wind Waker or the franchise.
Music: For the first time since ALttP, each dungeon does not have a unique theme. In fact, the same theme, which consists of just five repeating notes, is used in all eight dungeons.
The game's strong points are graphics, boss battles, and multiplayer. Everything else is meh.
Dungeons: You have some of the most linear (even more so than TP), generic, and simple dungeons you will ever see in any Zelda game. There _are_ some challenging puzzles in Levels 6 and 7 (think TP Master Sword puzzle difficulty), but for the most part, the dungeons are cake. The "jot down notes on your map" gimmick gets old by the second half of the game. If you want to challenge yourself, try memorization. Dungeons will take an average time of 20-40 minutes each for a first unaided playthrough.
Game Length: I'd expect an average player to finish in 10 hours for an unaided first playthrough, and 20 hours for 100% completion.
This game also takes a giant step backwards from TP in a lot of ways.
Dungeon design: Instead of themed dungeons in TP, where each dungeon has a unique gameplay mechanic to remember it by (for example, guiding the statue in the Temple of Time), PH's dungeons are once again generic (Level 3 could have easily been Level 5, and vice versa), linear (even more so than in TP), and almost jokingly easy until near the end.
Inventory: There are no new items. You either draw out an item's path in advance or you point your stylus where you want to use it. Neither is particularly revolutionary or interesting.
Plot development: Three cutscenes: beginning, middle, and end. No dynamic characters. Story has almost nothing to do with The Wind Waker or the franchise.
Music: For the first time since ALttP, each dungeon does not have a unique theme. In fact, the same theme, which consists of just five repeating notes, is used in all eight dungeons.
The game's strong points are graphics, boss battles, and multiplayer. Everything else is meh.
Comment #3 by _
09/24/07 23:32
Also, another annoyance is the fact that you have to return to the Ocean King's Temple [the master dungeon] a grand total of six times, and must restart from the topmost floor (there are 13 basement levels) upon each visit. Yes, after a few return trips, you will be able to open a checkpoint at the halfway mark, as well as use alternative pathways/puzzle solutions with newly acquired inventory items. Nonetheless, there's still a lot of overlap and repetition (think six return visits), and it gets stale.
The time limit is _NEVER_ a problem as long as you remain patient and refrain yourself from taking chances and running into phantom guards. Since there are time bonuses on almost every level of the dungeon, it's actually possible to finish the whole thing with a net time of zero.
Verdict: Solid rent for me. IMHO, this isn't worth buying.
The time limit is _NEVER_ a problem as long as you remain patient and refrain yourself from taking chances and running into phantom guards. Since there are time bonuses on almost every level of the dungeon, it's actually possible to finish the whole thing with a net time of zero.
Verdict: Solid rent for me. IMHO, this isn't worth buying.
Comment #4 by Pelthail
09/25/07 09:15
I didn't take the time to read past the first paragraph (not much of a long reader), but even still, I think that first paragraph is most opinion. I thought Twilight Princess was an absolutely beautiful games, and it's ranked top in my list. No doubt, Phantom Hourglass will be an amazing game and I'm positive will be the best handheld Zelda. But I don't know if it will beat Twilight Princess in my listings. But We'll just have to see. I'm totally hyped for PH and I'm counting down the seconds for it. I'm positive I will be totally satisfied with the results and I'm going insane for Phantom Hourglass!
Comment #5 by Pelthail
09/25/07 09:17
And also, when you say 10-15 hours for veterans, is this because we already pretty much know what we're doing or because we like to rush through things? Because I'm a total Zelda fanatic and still, TP took me 69 hours to beat it on my first try. Not because I'm not good, but because I really like to enjoy the world. So, with a bit of exploration, I hope the game will last a bit longer.
Comment #6 by DekuLink
09/25/07 13:08
Comment #7 by TSA
09/25/07 14:04
Comment #8 by evilplayer
09/25/07 19:17
Great review. I'm really looking forward to playing this game.
However, I absolutely loved Twilight Princess. It took me over 50 hours to beat it the first time and not because bad at playing Zelda games but because I just loved exploring the world. It took everything I enjoyed from previous titles in terms of game mechanics and gave it a huge upgrade in visuals and provided an entertaining storyline with some well developed characters.
I know the Wii can't stand up to the 360 and PS3 in terms of graphical processing but still, I'm still entranced at how nice looking as Faron Woods and Ordon Village are.
However, I absolutely loved Twilight Princess. It took me over 50 hours to beat it the first time and not because bad at playing Zelda games but because I just loved exploring the world. It took everything I enjoyed from previous titles in terms of game mechanics and gave it a huge upgrade in visuals and provided an entertaining storyline with some well developed characters.
I know the Wii can't stand up to the 360 and PS3 in terms of graphical processing but still, I'm still entranced at how nice looking as Faron Woods and Ordon Village are.
Comment #9 by Master.Link
09/25/07 21:01
Comment #10 by _
09/25/07 21:25
"It's because veterans know what to expect. I think only the Ice Temple throws any type of "new" puzzle at hardcore Zelda gamers. When I figured out what this was (and you will, too), I was like "oh wow, something new in Zelda". I wish the entire game gave me that feeling."
Are you referring to...
*** SPOILERS ***
-
-
-
-
-
-
-
-
...bouncing arrows off the tightropes to hit the eye switches? That was incredibly obvious. >_> One of the gossip stones tells you exactly how to set up a tightrope by connecting two poles with your grappling hook.
-
-
-
-
-
-
-
-
-
-
-
*** END SPOILERS ***
So, if you thought the game was at least somewhat unoriginal (veteran or not), why a nine out of ten?
Are you referring to...
*** SPOILERS ***
-
-
-
-
-
-
-
-
...bouncing arrows off the tightropes to hit the eye switches? That was incredibly obvious. >_> One of the gossip stones tells you exactly how to set up a tightrope by connecting two poles with your grappling hook.
-
-
-
-
-
-
-
-
-
-
-
*** END SPOILERS ***
So, if you thought the game was at least somewhat unoriginal (veteran or not), why a nine out of ten?
Comment #12 by random
09/27/07 05:52
Comment #13 by s200048
09/27/07 10:09
You see this is why I am Really Starting to HATE Zelda games nowadays. Why is it the recent zelda games coming out are SO SO SO EASY. I was expecting TP to last me a WHILE, but no, Instead the game doesn't even last me the whole christmas break. After reading the user "by_" comments on the game, I am definetly not buying this game. It makes me sad you know, Zelda used to be a franchise that was important to me. But if Nintendo isn't gonna bother to Make the puzzles and difficulty better, then I'm not gonna play the games anymore.
I've also heard the music in PH..... JEEZ!!! How lazy can Koji Kondo get!!!! The music sounds SO boring!! Nintendo You dissapoint me.
I've also heard the music in PH..... JEEZ!!! How lazy can Koji Kondo get!!!! The music sounds SO boring!! Nintendo You dissapoint me.
Comment #14 by _
09/27/07 17:15
The easiness didn't bother me as much as just plain boring/bland dungeon design. One of the seven regular dungeons and the main dungeon is pretty much all stealth (think Forsaken Fortress in TWW, except 10x more annoying), and the rest of the dungeons save 1-2 exceptions are just plain generic.
I don't think Koji Kondo wrote the soundtrack for this game. Which is why it sucks so much ass.
I don't think Koji Kondo wrote the soundtrack for this game. Which is why it sucks so much ass.
Comment #16 by s200048
09/28/07 09:55
Comment #17 by omgaghost
09/28/07 23:27
Comment #19 by Mikazukinoyaiba
10/03/07 19:43
Comment #20 by Master.Link
10/07/07 21:42
##19, how does it seem like that? TSA gave it an excellent review, and an excellent score. He makes it sound like you should get it right away, and not wait.
_, Said just like a person who doesn't know what they're talking about and momplains about some of the stupidest things. I know what you mean by your complaints, I see them somewhat too, but they are VERY VERY minor things and your making them seem like they are game breaking when you probably won't even notice them.
_, Said just like a person who doesn't know what they're talking about and momplains about some of the stupidest things. I know what you mean by your complaints, I see them somewhat too, but they are VERY VERY minor things and your making them seem like they are game breaking when you probably won't even notice them.
Comment #21 by Hand_Held
10/08/07 00:43
you know guys? stuff like this makes me glad that i couldn't AFFORD the WII,(didnt get to play TP) pretty expensive on this part of the world.
i got a DS though, & i just bought my copy of PH 2 days ago, guess what? there was only 1 copy. pretty rare here.. i'm playing it(still am) & im not in a rush to finish it,its great, a far cry from minish cap.. light years away even.. PH is great,i'm having fun with it, & i think thats the whole point of playing a zelda game.
just an opinion.
i got a DS though, & i just bought my copy of PH 2 days ago, guess what? there was only 1 copy. pretty rare here.. i'm playing it(still am) & im not in a rush to finish it,its great, a far cry from minish cap.. light years away even.. PH is great,i'm having fun with it, & i think thats the whole point of playing a zelda game.
just an opinion.
Comment #22 by Hylian_Lemon
10/09/07 20:40
Comment #23 by Matthew196
10/09/07 23:34
Well the game does have tough spots in the ice temple, inculding an unbearable tighrope timed course wher you only have seconds to make it around a center platform to a northern door. IT NOT EASY and i am currently stuck in on this part!!!
If you fall down a hole or make any other errors you wont make it!!!
its the toughest challegenge in the Zelda series i have seen yet!!!
Since you dont have the analog controls to help you makes it all the more worse!!
You have about 8 seconds to make it to the door and its VERY VERY VERY HARD!!!
Its the Ice Temple Basement 1...
Do anyone have any good odeas on how to make it easier for me???
If you fall down a hole or make any other errors you wont make it!!!
its the toughest challegenge in the Zelda series i have seen yet!!!
Since you dont have the analog controls to help you makes it all the more worse!!
You have about 8 seconds to make it to the door and its VERY VERY VERY HARD!!!
Its the Ice Temple Basement 1...
Do anyone have any good odeas on how to make it easier for me???
Comment #24 by Xander
10/17/07 13:59
Koji Kondo hasn't participated in this game at all, not even as supervisor.
But that's not enough explanation for the PH OST being utter rubish, since the composers of the game have been Kenta Nagata and Toru Minegishi, two composer who in the past have made some great themes and they have experience in the Zelda series, specially Minegishi.
I just can't figure out how is possible that a Zelda game has such a bad OST. Geez! Only two or three new songs are truly good. -_-
But that's not enough explanation for the PH OST being utter rubish, since the composers of the game have been Kenta Nagata and Toru Minegishi, two composer who in the past have made some great themes and they have experience in the Zelda series, specially Minegishi.
I just can't figure out how is possible that a Zelda game has such a bad OST. Geez! Only two or three new songs are truly good. -_-
Comment #25 by Inunah
10/20/07 17:12
Comment #26 by lethalbadger
10/23/07 18:48
This game just ticked me off. _, I totally agree with you. What the hell is with the trend of ridiculously linear, easy, and bland dungeons?!? Honestly, I'm a HUGE fan of Zelda, but the last game in the series that remotely posed a challenge were the Oracle games. Ever since Wind Waker, branching paths in dungeons have started to disappear, although Twilight Princess was at least better in this area than Minish Cap. Now it seems as if we've hit an all time low. I don't want to sound as if I hate recent Zelda games...I loved both Wind Waker and Twilight Princess. And I realize game designers like to minimize backtracking, but the fact that Zelda is more or less on rails now is just sad. Here's to hoping Ninendo gets back in the game.
Comment #27 by Aleclom
10/23/07 19:32
Comment #28 by Raian
12/08/07 10:58
Phantom Hourglass suffers not so much for it's gameplay but rather for it's presentation. Everything about the graphical and sound design says that Nintendo did not want to put effort into making the game world look naturalistic and interesting.
Not everyone liked The Minish Cap, but when I entered the Minish Woods for the first time and then the Minish Village, I found myself immersed in the beautiful landscape of the game, even on the weak technology of the GBA. I would have appreciated that level of detail in PH.
Not everyone liked The Minish Cap, but when I entered the Minish Woods for the first time and then the Minish Village, I found myself immersed in the beautiful landscape of the game, even on the weak technology of the GBA. I would have appreciated that level of detail in PH.
Comment #29 by link_rocks
01/06/08 16:49
Comment #30 by zelda_rocks
01/06/08 17:26
Comment #32 by midnaslover
01/09/08 18:31
Comment #33 by midnaslover
01/19/08 12:52
Comment #34 by yumijp
01/23/08 15:59
Comment #35 by Britney
01/23/08 21:33
Well...there were good things and bad things about PH. I liked Linebeck, A LOT! He really lightened things up in the game, I also thought the dungeons were ok. They were just a bit repetitive, and also pretty easy to get through. I absolutely hated the Ocean Kings Temple though, it was my least favorite part. The whole 'time limit' thing really made it pressuring and it was hard to stay on track. The only time I liked it was at the end when I could just kill those stupid phantoms with the sword (sorry! spoilers!)I did enjoy it, though it didn't take long enough. it needed to be longer. I still like Twilight Princess best of all, great storyline that one had! I would suggest buying PH, because it is a good Zelda game, but try to only play a little bit a day if you want it to last...
Comment #36 by link94
01/26/08 15:09
Comment #37 by midnaslover
02/27/08 20:49
Comment #39 by Ganon
04/06/08 16:34
Comment #40 by tony
06/03/08 01:54
Comment #41 by princessmidna
11/18/08 20:41
Comment #42 by princessmidna
11/18/08 20:50
Comment #43 by princessmidna
11/20/08 21:23
Comment #44 by link9597
12/14/08 23:19
Comment #46 by princessmidna
01/08/09 17:59
Comment #47 by shadowlink666
01/27/09 18:19
Comment #48 by shadowlink666
01/29/09 16:38
Comment #49 by shadowlink666
01/29/09 17:08
Comment #50 by Fish_Snacks
04/16/09 20:01
Content Management Powered by CuteNews





