Typographenia
Member
I bought this game on release back in 2007, and I dropped it shortly after starting. After seeing it the other day on my shelf I couldn't recall for certain what it was that made me put it down, and I thought it would be good to start playing as I was about to go on a week long trip. The only thing I could remember was something about the controls...
There are likely unmarked spoilers below!
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Controls
This is by far the thing I hated the most in this game. The stylus controls feel like they work when they want to, and it's sad that the only true difficulty I found in the game was a result of wrestling with the control method to do what I wanted it to.
I would constantly find Link performing (or not) actions I did not tell him to, and doing the boat and bow shooting gallery games were the absolute WORST. So many times I would almost pull it off, but, due to lack of comprehensive controls, the game would screw me over because it wouldn't read my input. I had to turn off my system at some points because it required more controlled movements that I couldn't give it because of my location (car). Not really good for something on a handheld, which is meant to be played on-the-go.
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Gameplay
This played like a rather typical Zelda, and far more like Windwaker, for obvious reasons.
Sailing was much better in this one, I felt, with a more adequate warp system and faster sailing (smaller map?). It became tedious at times when trying to sail to a destination and constantly be interrupted by Jolene or armored boats, but it was rather exclusive to a few later areas. The retrieving/crane portion was probably my least favorite aspect of the boat, and I ended up abandoning it after a handful of instances since I was only being rewarded with trivial boat upgrades.
The sword stuff was hit-or-miss due to the controls, but it essentially got the job done. The secondary items were annoying at times with some of them being "put away" after certain instances of use while others remained out. It would cause me to take unnecessary damage at times, but it never made me quit playing. It was ridiculous, however, that you had to have the object you were firing your arrows at on screen a certain amount for the arrow to actually register on the object.
Dungeons were okay. The first three of game were all very similar in visual design, and quite forgettable. The amount of backtracking was kept to an extreme minimum, which never bothers me in console zeldas, but it was much appreciated here. Most of the time the dungeons felt like they weren't really doing anything, so getting through them faster was welcomed.
None of the bosses were truly memorable or unique. The closest is probably the Dodongo or Giant Knight. Dodongo was interesting trying to use two characters, but the teamwork felt too forced. I enjoyed the second half of just using Link more. The Knight wasn't really a great fight, but launching in the air was... cool? I suppose.
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Presentation
The visuals still held up really well, and the Windwaker direction is still just as loveable as it was on the gamecube. Really great colors (well, when they'd use them, stupid dungeons) and some rather surprising moments of detail. The many changes to Link's "get item!" animation made me laugh. Probably one of the best parts of the game, for me.
The cinematic parts were really well handled, and I felt the game benefited from them. There were some strange parts to it like when you would get a more elaborate scene in a dungeon and see the pure, black void of a ceiling.
Audio was great, but it was disappointing to see them reuse the same couple of songs for so many situations. I understand it is a handheld and sacrifices have to be made, but it was still a little disappointing.
Oh, and the biggest treat was when you would get to see the handdrawn imagery used in the exposition and ending credit sequences. Absolutely gorgeous! I wanted to see them on a giant screen every time they were shown.
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Story
Nothing really remarkable here. Just a very uninspired Zelda story. At least Ganon wasn't the final reveal or anything. That seems to be rather consistent with the handheld games, though.
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Characters
I don't think there was a single character I really liked.
They were all terribly lacking in any kind of real personality, and it didn't help that you only interacted with most of them for a total of 3 minutes each. Maybe this was for the best?
One of the worst things was how Tetra was a princess peach the entire game. I loved her at the start of Windwaker, and she got even better when you got the the end of the game. It was really disappointing to see her just become a helpless little girl you have to help.
The penguin people were kind of neat, but I was really upset that the gorons made a return. I liked the idea that maybe they hadn't survived on in this water dominant world in Windwaker. I liked that we had a new race (Rito) that had adapted to flight. Oh, well. Speaking of flight, I HATED the new postman. What the heck? Where's my Rito postman?! Really disappointed at the lack of continuity there.
Ceila was probably the closest I got to liking any character. It was freaking awesome when I got the hammer and realized she was the one swinging it. SO COOL! Maybe the guy impersonating Link too. He seemed likeable, but I only ever visited his ship once since you could 100% him in a single effort. The characters were all just very underdeveloped, and too little time spent with them to let them grow on me at all.
And time to dive into my more "rant" side...
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Linebeck
Why? Why was this character in the game?
Completely 100% inconsequential to the plot in every way. The only roles he ever played could have either been replaced with some other, random character or removed entirely. I really didn't find him funny as he came across as more of a bland attempt at comic relief that only had one joke: "I'm brave, but not really!" Didn't hate him, didn't like him, just wanted him gone or to actually have a purpose.
Temple of the Sea King
Actually, I might have to retract my previous statement about the controls being my least favorite part of this game...
THIS TEMPLE. Man, what a waste of time. I swear it felt like I spent half of the game retreading this place. It didn't get better allowing me to take shortcuts with the more items I got, it just got annoying having to remember which paths I needed to change since I had new items.
This place just became a huge grind and made me almost want to quit playing.
The Ending
What a complete load of crap.
When they pulled the whole "it must have been a dream" card I was about to throw my DS at the wall. Then they have Link find the hourglass and see what appears to be Linebeck's ship sailing away. Wait, so was it not a dream then? If it wasn't why on earth would you even suggest something like that?! Are we supposed to decide for ourselves if it was all really a shared dream-state or if it was for real? FINE! It was real! At least this way it won't feel like I left the game accomplishing absolutely nothing! Seriously, what the heck? Easily the worst Zelda ending, and the only one I have ever not liked.
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In Summary
Overall, it was a decent handheld game. I hated that the game went all stylus, because most of the time it would have really benefited from the option of normal button mapped controls. Visuals were still strong, and kept the game enjoyable. The story was paper thin, and the characters didn't really do anything to help it. A good way to pass some time, but I doubt I will ever revisit this game.
Was Spirit Tracks any better at all? I had considered getting it back when it released, but I'm really not sure I care now. Me and handheld Zelda game haven't gotten along since the Ages/Seasons days.