Posts Tagged ‘Nintendo DS’

The Legend of Zelda: Phantom Hourglass

Friday, August 27th, 2010
The Legend of Zelda: Phantom Hourglass

The game retains the cel-shaded visual style from Wind Waker on Gamecube

I had a minor epiphany while playing The Legend of Zelda: Twilight Princess on the Wii, and it was this: all of the Zelda titles are essentially the same game with different puzzles. About three-quarters of the elements are common to all of the games in the series: Link, the boy with the green clothes and pointy hat (mostly referred to as Link); the eponymous princess; the various races (Gorons, Zora, etc.); the weapons (the sword and shield, bombs, boomerang, hookshot/claw – which tend to accumulate from sequel); and of course the sound effects. The remainder are innovations in either the puzzle design or the interface. As the first Zelda title on the Nintendo DS, it should be patently obvious which way The Legend of Zelda: Phantom Hourglass leans.

Gorons from Phantom Hourglass

Gorons... check.

The question is, are these differences enough to make the game fun? Happily for me, the answer is a resounding “yes!” but I now have a vector for understanding why others might not like it. Zelda is not the franchise for you if the story matters, or you find that familiarity breeds contempt. The Zelda framework here – because that’s what it boils down to – is but the thinnest veneer of gloss holding a bunch of random puzzle elements together, making Twilight Princess seem like Lord of the Rings in comparison. At least it’s better than the Professor Layton games where they make almost no attempt to hide the fact that the “story” is an inconvenience that gets in the way of the game’s brain-teasers*.

Fairies in Phantom Hourglass

Fairies... check.

Phantom provides a fresh take on old favourites, for instance the ability to draw paths for the boomerang, and lots of drawing and tapping puzzles making full use of the stylus interface. The cel-shading graphics style borrowed from Link’s Gamecube outing, Wind Waker, is a love-it-or-hate-it affair but are at least functional and reliably consistent in quality throughout.

The puzzles aren’t at all taxing, and if weren’t for the baffling decision of the game designers to make you play through one of the key dungeons several times throughout the course of the game, would be a rather short adventure. The side quests do provide some challenge for those interested enough to pursue them (I did a few of the easier ones and then gave up).

When all’s said and done, I greatly enjoyed the light intellectual diversion provided by Phantom Hourglass, but came away from it with an empty feeling. I do like my stories, after all.

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* I’m not saying that these games are bad, by the way. I actually have both the original and the sequel, and hope to get around to reviewing them soon.

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A game review? Objection!

Sunday, January 17th, 2010

Phoenix Wright: Ace AttorneySure, why not? It’s not as though you, my dear readers, are under any delusion that this blog is purely about books any more :-)

Phoenix Wright: Ace Attorney on the Nintendo DS doesn’t fall too far from the tree anyway, since within its interactive nature lurks a linear narrative. It’s not exactly a recent release either, considering that it was originally released in Japan way back in 2001 (isn’t it funny that the early 2000′s seem so long ago now?) More recently, it was updated for Nintendo’s new touchscreen platform and translated into English. The game consists of 5 loosely inter-related cases, where the eponymous lawyer must outwit his opponent and out the truth.

The graphics are simplistic, with each character having only a few frames of animation to show emotions such as triumph, remorse, shock, etc. The bulk of the storytelling is left to the dialogue, which is surprisingly competent, even with some of the lines and jokes which must have been quite difficult to translate well from the original Japanese version.

It should be no surprise that the experience is nothing like a real courtroom trial. Progressing through the game is mostly a matter of deduction, matching up various clues with holes in the witness testimonies and calling them out as “Objections”. Sometimes the game’s linear nature can make for frustrating play, as what might seem logical isn’t expected to unfold until later in the storyline and you’re left to figure out exactly what it is that you’re supposed to be discovering.

I found the stories just entertaining enough to keep me plodding through the game structure, but I could see how others might prefer to just read their stories unfettered by a game mechanic that, ultimately, is designed to impeded progress. If that’s you, maybe you should just stick with books. Then again, this game is nearing 10 years old – an eternity in the medium, and newer titles in the series (including a follow-on starring a different lawyer, Apollo Justice) may have improved on the forumla. Well worth picking up if you can find it on the cheap, purely for the novelty value of yelling “Objection!” into your DS and getting a reaction.

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