Evolution of an Overworld: Zelda’s Transportation System

JuicieJAugust 3rd, 2012 by JuicieJ

Over nine years ago, something new was introduced to the Zelda series. Today, that something is commonly referred to as the transportation system. It’s a pretty simple concept: It consists of a large map that must be traversed via some alternate mode of transportation in order to reach individual areas, which are explored on foot. Despite how simple the concept is, it’s proven to be pretty tough to master, as shown by its mixed reception in the series. In this article, I’ll be going over the four games that it’s been used in, discuss my personal opinions on them, and talk about how the system has evolved over the years. I will not be including the games with Epona strictly because they make it possible to traverse the overworld almost entirely on foot if you want to; my definition of the transportation system requires that the transportation is needed to travel. I’ll be starting off with the series’ debut title on the Nintendo GameCube.

The first time the transportation system appeared in Zelda was in the Great Sea of The Wind Waker. Nintendo’s goal was to create an epic journey across a vast, open sea by having the player sail between numerous islands. It was a huge shift from the typical overworld, where getting from place to place could almost always be done on foot. This new style of overworld had lots of great ideas behind it, but many of them fell short of their potential due to bad execution.

While the game had a nice sense of exploration, the adventurous feel was weaker than it could have been. Sure, there were occasional islands in the distance to entice exploration, but they were nothing more than silhouettes that were typically seen one-at-a-time. The islands were spread too far apart, which, combined with the lack of speed on the sailboat, made traveling between islands take too long. Add in the fact that the Great Sea had little to no atmosphere since it was mostly empty save for the endless water, and you’ve got a pretty half-baked journey. It’s pretty fun for the first few hours of the game, but it gets old after a while, ultimately becoming a chore.

Moreover, many of the islands were pretty small and didn’t offer much, oftentimes requiring specific items for proper exploration, making early trips to them virtually pointless. If the whole point in having numerous islands is for them to be explored, closing off so many of them completely removes incentive. Some people will defend the game by pointing out that some of the islands were quite large, with room to explore, but while this is true, they were only able to be explored at designated points in the game because of its linear design. While it was possible to travel to some of these large islands before the appropriate time in the story, they, as with many of the small islands, required a specific item to advance, meaning they couldn’t be explored until later. Add in the fact that about 90% of the overworld is nothing but water, and exploring the different islands isn’t very adventurous at all.

Now, I’m aware that there were multiple platforms and submarines scattered across the Great Sea between its many islands, and it’s true that they contained things like rupees, Treasure Charts, Pieces of Heart, and even the occasional Empty Bottle. But these often felt too far out of the way, making them not of much interest to visit. If they had been more conveniently placed, this probably wouldn’t have been an issue and they might have helped with the travel distance.

However, I don’t consider any of these to be the biggest flaw with the Great Sea. There’s one flaw that stands out the most to me, and it plagued nearly every moment of sailing the Sea: changing the wind’s direction.

Don’t get me wrong, the idea wasn’t bad in itself. It only made sense, since Link used a sailboat to get from island to island. It was the execution that was the problem. Any time the direction of the wind needed to be changed, the player had to pull out the Wind Waker and conduct a song, meaning the c-stick had to be moved in specific directions in a specific tempo. This meant that the song couldn’t be played quickly, unlike the ocarina songs in the Nintendo 64 games, making the task unnecessarily tedious, especially with how often it had to be done in the game. If there had been some sort of way to change the wind’s direction while on the go, it would have been much more efficient.

Despite my numerous complaints, I in no way consider the Great Sea to be a bad overworld. I actually found it pretty enjoyable my first time through. It just suffers from a few unnecessary inconveniences that should have been much better, and after multiple playthroughs, these inconveniences really show. Even though I still somewhat enjoy the Great Sea, I can’t deny its numerous flaws.

But with all these flaws being relatively easy to fix, you’d think the next game to use the transportation system would have fixed them, right? Well… sadly, that’s nowhere near what happened.

Nearly five years after the release of The Wind Waker, Phantom Hourglass came out on the Nintendo DS as a direct sequel to its GCN predecessor. As a direct sequel, it brought back the transportation system that had gone unused for the last four games. Again, you would expect the issues with the Great Sea to have been fixed in the second Zelda game to use the transportation system, but somehow, things had only gotten worse. It’s pretty strange that this was the case, as Phantom Hourglass’s ocean was set up to be the superior of the two transportation overworlds. The boat didn’t rely on the wind in order to move forward, every island had plenty of room to explore, the ocean wasn’t too large, and it was designed to act more as a means to get from island to island rather than used to explore the waters for secrets. So what happened to make it more tedious than the Great Sea?

For starters, the boat was a pain to operate. In order for the player to move, they had to pause the game and draw a line on the touchscreen dictating the path the boat would take. These would rarely be straight lines, due to the touchscreen’s unforgiving drawing detection, meaning that the path had to be redrawn many times. Additionally, every time the boat reached the end of the drawn path, it stopped and forced you to draw another line. Even if you tried to draw another line before reaching the end point, you still had to stop. Sure, you could draw a line all the way to your desired destination, but that made it even more frustrating to get the line right. Despite the fact that the wind was no longer an issue for moving, the same concept of having to stop and do something to set your course had been repeated and was worse than before.

This setback was only worsened by the fact that the ocean, much like the Great Sea, was rather bland. Pretty much all there was to look at the entire time sailing was, yet again, a bunch of water. It’s not as big of a deal as it was with the Great Sea, since the ocean was designed as a means to quickly get from place to place rather than a vast area to be explored, but the genuine lack of scenery in the four different quadrants of the ocean is still unforgivable. I’ll give Phantom Hourglass credit for adding more enemies to keep things interesting, but almost all of these enemies were rather boring and incredibly easy to take out or avoid. It was designed to keep the action frequent and allow the ocean to be entertaining, but it quite honestly didn’t accomplish either of these goals.

Of course, no tedious overworld would be complete without a recurring annoyance. At least, that was Phantom Hourglass’s logic; shortly after the first three dungeons, some woman named Jolene started showing up. A lot. She would jam the ship’s controls with a torpedo and board it in a heartbeat, starting a battle with the exact same ritual every time. Sure, Linebeck gave you a rupees as a reward (which increased after each victory), but that only lasted until 200 rupees. In other words, that was the final reward Linebeck gave you no matter how many more times you fought Jolene. After that, there was absolutely no reason to fight her, but she kept appearing anyway. It would have been good if she had only appeared in a few scripted events, with her fights getting progressively more challenging, but with the way things were, Jolene was the last thing that needed to happen to the game.

A few other minor problems exist with the ocean in Phantom Hourglass, but I think you get the idea. Phantom Hourglass’s overworld was a complete flop. However, as with the Great Sea, don’t take my ranting the wrong way. I definitely don’t hate the overworld, there are just a slew of problems with it that made it annoying a lot of the time. Nintendo obviously realized the mistakes they made with the Great Sea and actively tried to fix them in Phantom Hourglass, but they wound up repeating many of the same mistakes and making new ones.

So what was next? Was Nintendo simply going to give up on the transportation overworld and go back to the traditional style for good? Or would they try once again to improve on it and redeem themselves? Obviously they chose the latter, because two years later the transportation system returned again, and this time Nintendo succeeded in making it better.

Spirit Tracks was released as a sequel to Phantom Hourglass and was set in a completely new land, New Hyrule. Nintendo decided to do away with the boat and have a vehicle that could take you across the ground. This gave birth to the Spirit Train. You’ve probably heard the phrase “third time’s the charm” a few times in your life, and it perfectly describes Nintendo’s third attempt at a transportation overworld. The Spirit Train was a phenomenal triumph over the past two attempts — it accomplished what Phantom Hourglass‘s ocean failed at.

While the travel often took some time, much like it did with the Great Sea, it wasn’t nearly as big of a deal. In fact, I actually found it quite enjoyable: The scenery during travel in Spirit Tracks was simply gorgeous. Unlike its predecessors, Spirit Tracks actually had different types of terrain, complete with views of forests, snowy tundra, above and below the water, an erupting volcano, a desert, and the gloomy Dark Realm at the end.

There was also lots of activity. One of the problems of travel taking so long in the previous games was that there was almost no action, nothing to keep the travel involving. Spirit Tracks avoided that pitfall; there were lots of diverse enemies that, for the most part, weren’t incredibly easy. They required that the player stayed constantly aware so that the train didn’t take a beating and ultimately explode, causing a game over.

One of these enemies was the Dark Train, a possessed train that wanders the Spirit Tracks. This enemy would appear in groups of two or three at specific points on the tracks and would destroy the Spirit Train on impact. This required that the player pay attention not only to the bottom screen where the action was, but the top map screen as well, so that they could see where the Dark Trains were on the tracks and change their course to avoid them.

Later on in the game, a more advanced version known as the Armored Train appeared. These were faster than the Dark Trains and more intelligent; they actually followed the Spirit Train and anticipated where it would turn. These instances in the game were intense and required a remarkable amount of focus in order to get out alive. Each encounter was thrilling for me, and this is actually one of the things that keeps me coming back to Spirit Tracks.

All of these aspects combined made the long travel nearly a moot point, by making it actually enjoyable.

The system wasn’t perfect though. There was one issue that hindered an otherwise fantastic mode of transportation: The warp system. Instead of being able to warp at will, there were structures at specific locations on the map that were connected to one another, allowing you to travel between them. This was very tedious, as one, they had to be hunted down, and two, they only led to one destination. Instead of letting you choose where you wanted to warp, you had to memorize or note which warp points led to which. This was very annoying and very limiting. If Nintendo had let us choose where to warp to, it would have been fine and I probably wouldn’t have had much of a beef with it. But ultimately it ended up being an unnecessarily limiting warp system.

Despite this, the Spirit Train’s positives easily outweigh any negatives. After playing all three of these games, the train was easily my favorite and without a doubt the one I considered the best. Of course, with Spirit Tracks improving on its predecessors as much as it did, I had no doubt that Nintendo would be able to improve the transportation overworld even more the next time around. The only question I had was how and when Nintendo was going to do so. Would it be in the next console title? Or would they wait for another handheld? Whatever the case was, I was quite certain Nintendo would pull a sort of trilogy on us and go for the only style of travel they hadn’t done yet: Flying. They’d done water and land travel, so flying seemed like the next logical choice. Of course, we all know that this was proven true with The Legend of Zelda: Skyward Sword.

Less than a year ago, Skyward Sword released for the Wii and became the fourth game in the series to have a transportation overworld, and it was a monumental improvement over even Spirit Tracks. The Sky and Loftwing in Skyward Sword set a new benchmark for the transportation overworld by flawlessly merging nearly every great idea that had been used for it in the past. The Loftwing was extremely fast, changing directions didn’t require stopping, the Sky wasn’t too big or too small and provided plenty of atmosphere (despite not having different scenery), and travel between the Sky and surface was quick and efficient. Everything flowed together seamlessly; traveling from place to place was effortless.

The largest factor that aided in the travel, though, was the immersion involved. The Loftwing could only reach top speed via shaking the Wiimote to gain altitude and diving to pick up speed. It may sound tedious, but it isn’t: It was easy to do and felt quite natural once you got the hang of it, providing the perfect balance between the relaxed feel of the Great Sea and the focused travel of the DS games. There were also very few enemies or obstacles to get in our way, which was a wise decision, as constant combat in the air would have probably gotten very annoying. Obstacles were strategically placed to ensure that the the Sky didn’t become boring, but they were kept to a minimum and this worked very well. I praised Spirit Tracks for having many enemies, but the Spirit Train moved on its own along a path, where little to no threats showing up would have made it a snorefest. The Sky was pretty much the exact opposite, requiring direct control while traveling, so Nintendo thankfully left out extraneous hazards.

However, despite that the Sky is, in my opinion, the best of the four transportation overworlds in the series, there was something missing; there wasn’t a whole lot to do in the Sky aside from finding a few Goddess Chests (and only after they’re activated), completing the game’s Gratitude Crystal sidequest, and playing a handful of entertaining minigames. Even together, these weren’t enough content to reach the Sky’s true potential. There should have been multiple islands to freely explore; there definitely wasn’t a need for the amount of islands there was in the Great Sea, as that would have only cluttered the overworld, but the lack of things to do in the Sky as it stands is simply inexcusable.

It’s not nearly as big of an issue as the troubles the three previous overworlds experienced, and it’s quite honestly the only issue the Sky suffered from, but it’s an issue nonetheless. It’s a sad fact, and it’s something I seriously hope Nintendo fixes the next time around, since I’m certain we’re going to see the transportation overworld return eventually, even though I don’t expect it to be any time soon; we’ve seen it used with three games in a row, so I think it’s natural to believe that Nintendo will return to the traditional style of overworld for the next few games. Hopefully next time they take what Skyward Sword did right and give it more content.

The transportation system has definitely seen its share of successes and failures over its many years with the series. The most important thing, however, is that it’s evolved and improved tremendously. More work still needs to be done in order to truly perfect the concept, but if the past two games are any indication, I have little doubt that Nintendo will get everything right next time around. Only time will tell if that ultimately happens, but one thing’s for sure: I’m extremely psyched to see how Nintendo will further evolve this brilliant style of overworld.

 

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  • triforceofepicness6636

    IMO the best transportation system is skyward sword

    • JuicieJ

      Same here. =D

    • 7DS

      The best transportation system is that of WindWaker, Majora’s Mask, and Ocarina of Time. The sailing and riding were great, but the teleport made it better.

      • JuicieJ

        Epona doesn’t really count. She’s not required except for two moments in Majora’s Mask.

        • http://axlethebeast.com/ Axle the Beast

          Epona is clearly a transportation system. She doesn’t differ in any significant way from the boat, train, or loftwing, and is used for exactly the same purpose. The only difference is those games don’t have transportation overworlds that rely entirely on their transportation system.

          And 7DS was referring to the ocarina warp songs if I got his meaning right.

          • JuicieJ

            The overworld part is what I’m talking about. She’s a device of transportation, but the overworlds she’s in aren’t part of the transportation system.

          • Nicholas Jabbour

            Psh. Who needs Epona when you have Goron Link and the Bunny Hood? XD

          • kipikiplo

            That’s exactly why the use of Epona does differ from the train/boat scenario, she can be used if desired, she is not required. The whole exploration idea is removed if the overworld is only used as a hub. I loved the choice of walking around and exploring, then calling Epona when I didn’t/

          • JuicieJ

            How does it remove exploration? The travel can still be adventurous and take you to many different areas. WW had the right idea involving this with its islands. It just didn’t execute anything properly.

          • kipikiplo

            I guess I was leaning more towards the Train rather than the boat. But I still believe there is a lot more variety in terms of exploration when it comes to being on foot than than there is when you are on a train or a boat. You still have to hop out of your boat and onto the islands, or hop off the train and into the sections of walkable land to uncover caves/dungeons etc.

          • Lord Carlisle

            Wouldn’t it have been cool if you could have hoofed it around Spirit Tracks, though? Like have the train as an option, have a wide area like Hyrule Field? But the DS couldn’t have handled a huge overworld like that, though. The 3DS might be a different story. Speaking of, I bet the 3DS Zelda will be another entry in the “toon” series.

          • Lord Carlisle

            Majora’s Mask didn’t really have an “exploration” factor to it. Four main areas, a smaller one… in a perfect circle… not much to it. Ocarina of Time was different.

            And none of the areas were really all that explorable, besides Great Bay and Clock Town.

      • triforceofepicness6636

        I never played most of the Zelda games I think lets see I played TP, ALTTP, TLOZ, AOL, OOT, MM, SS, ST (Twilight princess, A Link to the Past, Zelda 1, zelda 2, Ocarina of Time, Majora’s Mask, Skyward Sword and spirit tracks so, ya 8 Zelda games out of 16 half of them!

    • triforceofepicness6636

      I don’t get why I was down voted???

      • JuicieJ

        Because some people didn’t agree with you and decided to be immature. Don’t pay any attention to it.

        • triforceofepicness6636

          thanks.

  • WillDaBeast

    Nice article

  • Zachary Morris

    Why is it that every writer on this blog suddenly decided to write an article about transportation?

    • http://axlethebeast.com/ Axle the Beast

      As far as I know there are only two right now, this and Hanyou’s editorial. That is coincidental. There will be a couple of overworld articles coming out in the next two weeks though, as an intentional plan.

      • http://www.facebook.com/kyle.clark.967 Kyle Clark

        ITS AXEL XD

        • http://axlethebeast.com/ Axle the Beast

          I’m the article bossman. I’m the main guy who’d be qualified to answer that question. =P

        • not axel

          axle*

        • Tehlul

          Yes, yes it is he comments every so often

      • JuicieJ

        Looking forward to seeing yours next week, Axle.

        • http://axlethebeast.com/ Axle the Beast

          Mine’s the last one in two weeks.

          • JuicieJ

            I thought yours was before Locke’s.

      • Zachary Morris

        I believe there was a 3rd one as well. I guess it’s a small world (of Zelda blog topics)

    • 7thHanyou

      It really was coincidental. Felt kind of bad about it, actually = But if anything, mine was just a brief preface to this far more thorough article.

  • Tiranofarl

    I’d prefer if they let this transportation overworld idea out of the next console game. I won’t complain if it shows up in a handheld, but I don’t want to see it again in the first Wii U Zelda title… I prefer a lot the Ocarina of Time/Twilight Princess style.
    Great article by the way.

    • JuicieJ

      Thanks, and I agree.

      • H37I

        i don’t know about that, you guys… i mean, this is going to be another debate between the fans considering both of those games (and majora’s mask, by the way) had epona for transportation. if we have epona being the means of going around the fields (if any), that would be another reason for the hardcore oot fanboys to say that the next zelda is another ripoff of their favorite game. again.

        i personally would prefer the pegasus boots for transportation. we’ve never seen those in a 3d zelda game. matter of fact, we haven’t seen those since minish cap. i think it would be awesome to see those again in the next zelda.

        • JuicieJ

          Who cares if they say that? Let them say it all they want. If they want to complain, that’s their problem. Nintendo should just be concerned about making good games that set the bar for gaming.

          • H37I

            i don’t really care about the stupid complaints either. i just find it annoying. so, what are your views on pegasus boots in a 3d zelda game?

          • JuicieJ

            Pretty indifferent. In all honesty, I’d rather just be able to slash while dashing in Zelda Wii U.

          • http://www.zeldadungeon.net/ bob

            Like in TP kind of? They would probobly have to get rid of motion controls to do that.

          • JuicieJ

            No, while *dashing*. As in while charging.

        • Daphnes Nohansen Hyrule

          It seems to me that the Pegasus Boots would be difficult to control in a 3D game.

          • http://www.zeldadungeon.net/ bob

            I think that as well. In a way sprinting in SS is the same thing only 3d and u have limits in how long u can use it

    • zeldafever98

      that wouldn’t make any sense…
      awkward.

  • BlackRaven6695

    Some people have praised Link to the Past’s overworld for there being loads to see and do there. Others have complained that it’s big pain if you just want to get to the next dungeon.
    Some people have praised the 3D games for their overworlds being easy and effortless to traverse. Others have complained that Hyrule Field/The Great Sea/The Sky are too empty and boring.

    So how about a ‘best of both worlds’ approach for the next game? When Link is about to leave the town or dungeon he’s in, he can choose to travel on foot or on the back of his trusty steed, be it horse or Loftwing or elephant. The overworld is large, complex and maze-like. If Link goes on foot, he can fight rare minibosses, do secret sidequests and explore caves looking for rupees and upgrade materials(if Nintendo decide to keep Skyward Sword’s upgrade system, that is). If Link goes on horseback/Loftwing-back/elephant-back, he must skip all of that (but can of course come back to do it any time) but his horse can leap over pits and obstacles/his Loftwing can fly him directly to his next destination/his elephant can…er…stampede everything out of the way so he can reach the next town or dungeon quickly. This means that the player has the choice of taking their time and exploring or moving along with the main game quickly and efficiently.

    In my eyes, this is the perfect overworld for a Zelda game. It combines all of the previous overworlds’ merits: fun and challenging like in A Link to the Past; the option of going on foot or by another means of transportation like in Ocarina of Time; lots of optional stuff to complement the linear main quest like in Majora’s Mask and Wind Waker; and the ability to get where you want to go quickly and easily like in Skyward Sword.

    Just scratch that bit I said about the elephants.

    • JuicieJ

      Well, what you described is pretty much what MM did.

      • BlackRaven6695

        Not really, 90% of the travelling you do in MM is covered by warping.

    • WillDaBeast

      lol it would be cool to have an elephant.
      Then u could just trample Ganondorf and be done with it

      • JuicieJ

        He survived an entire tower falling on him. I don’t think an elephant would do the trick.

        • WillDaBeast

          I wish it did

    • BOX

      I feel like you have the best idea on a way to approaching over world setup, but one thing that I think could probably enhance your concept is to make the over world linear. Linear as in, between each dungeon or town there is a path/grounds that connects them ditching the concept of basing the new areas around whatever the “Hyrule field” is.

      Another benefit of this could be the opportunity of finding alternate paths that may contain side adventures or more expedient routes.

      Think pokemon map as a model of connecting settlements/dungeons minus the narrowness of the routes and, perhaps, directness.

  • GSusanj

    I didn’t mind the transport from all these games, but it would have been so much better if it were just a piece of the puzzle. For instance, remember the first Zelda, where the Raft allowed you access to a dungeon? If a boat is included in a future Zelda, let it be similar, maybe to cross Lake Hylia to get to a dungeon on the other side or on the island in the center but not as the primary transportation for the entire game. Maybe the bird could be included just to traverse the desert, but no the whole world. A desert bird that doesn’t leave the desert. What I am saying is that these transportation devices would work better as a break from the normal running around and riding horse back, but not as the norm.

    • WillDaBeast

      thats a great idea
      ive never heard anyone say that and I think a zelda game would be really cool with it

    • Daphnes Nohansen Hyrule

      There was a boat in Skyward Sword that served that exact purpose.

  • Mawk

    I personally had no problem with Wind Waker’s means of transportation or Phantom Hourglass’ means of transportation aside from getting attacked by Jolene. I actually kind of didn’t like Spirit Track’s train. I felt traveling was very limited and not as open and free as it’s predecessors as well as warping. Though it was very easy and fun at times I hated how you could only expand the tracks by getting Force Gems and avoiding those demon trains were so annoying. I mean Jolene was bad but at least you could set a course as far away from her as possible. With Spirit Tracks, every where you went you had to avoid the demon trains and their routes were so unpredictable that you constantly had to keep changing your course just to get away. And it only got worse with the armored trains. Anyway, not to sound harsh on Spirit Tracks, I just wasn’t comfortable with traveling in the game. Also Spirit Tracks is my least favorite game in the series but that’s just my opinion as well as traveling in the game.

    But Skyward Sword on the other hand I loved it’s traveling. It was complicated for me at first since it was new and didn’t really pay attention to Zelda’s tutorial but I got used to it and it became really fun for me. I do have to admit it’s overworld was a little small in comparison to say Wind Waker’s or A Link to the Past but it had some stuff to keep you busy. I also have to disagree with the part on Wind Waker’s overworld. I thought it was awesome, I loved the size of it, and every corner there was a new island to explore that was probably small but still exciting nonetheless. It would probably have to be my favorite overworld actually I guess along with Twilight Princess’ and A Link to the Past’s.

    • JuicieJ

      I can understand why someone wouldn’t like the train. I just personally found it to be pretty stinkin’ good.

    • Daphnes Nohansen Hyrule

      Glad to see someone who agrees with me. I think so many people have a problem with WW because they’re impatient. I agree with you about the train. Not to mention it seemed random and out of place. Why did they choose a train over some other means of transportation?

  • WolfLink11

    Nicely done! And I agree about Spirit Tracks and Skyward Sword!

  • 7thHanyou

    JuiceJ, this is one of the best analyses of Zelda overworlds I have yet seen. It was a pleasure to read. While I didn’t agree with all your points (particularly about The Wind Waker), you did help explain what I felt was missing from Phantom Hourglass.

    I’m also glad you didn’t jump on the Spirit Tracks-hating bandwagon. I loved the overworld in that game.

    • JuicieJ

      Strangely enough, not even a year ago would I have been criticizing the Great Sea like I did. I would have been much like you and Locke. I do have to admit that the Great Sea did a good job of environmental presence (not the same thing as atmosphere). While the adventure was spread thin, the thrill of being out on the open sea was definitely conveyed extremely well. There are just a lot of problems that dragged it down imo, and only through a recent playthrough have I come to notice them.

  • Cmaster

    yah, wind waker just made me mad because of how long it took to get places even when teleporting to a new location it took a while.

    • JuicieJ

      Having more warp points — or better yet, being able to warp to any island — would have been a great addition and probably would have prevented the Great Sea from becoming tedious in the end.

  • Pokewarrior2000

    “the Sky wasn’t too big or too small and provided plenty of ‘atmosphere’”
    Ha! Did you notice you put that.
    Great article! I loved it. It made great points that are so true.

    • JuicieJ

      It wasn’t supposed to be a pun.

      And thanks.

  • HachiNuu

    It made me.. so so happy to see some real in-depth Spirit Tracks praise in an article. D:

    I love that game so much, and one of my favorite parts of that game is riding around on the train. Going up the volcano and seeing the southern areas below is one of the most memorable moments in a Zelda game for me.

    This was a great read JuiceJ, in my book it’s one of your best. (:

    • JuicieJ

      Yeah, the different locations in Spirit Tracks were simply jaw-dropping. Very beautiful scenery.

  • Daphnes Nohansen Hyrule

    In my opinion, the transportation has actually gotten progressively worse in each of the four games discussed. The boat in WW provided a natural means of travelling between islands and allowed real-time control, as well as the ability to warp to major islands. This real-time control was scrapped in the two DS games in favor of the draw-a-line approach. Not to mention steam power seemed out of place in the land of Hyrule. And a train? I mean, come on! Then came SS, where the loftwing would have been more bearable had the three overworld areas simply been connected. Having to fly up into Skyloft and back down to travel between overworld areas was a pain. Let’s hope the next game goes back to a more traditional approach.

    • JuicieJ

      The warping in WW only helped the game not be ungodly tedious. The water-to-land ratio is frankly embarrassing in that game, and way too much time is spent out on the open sea rather than trekking the islands. I don’t see how the steam power makes any difference. They were means of transportation. Simple as that. I also don’t see how the method of going from the surface to the Sky was a pain. It only happened at appropriate intervals, and each time we had to return to the Sky, it was heavily encouraged for us to visit Skyloft to restock our inventory due to the amount of resource management in the game, something the series had severely lacked for the longest time. It’s not like we were forced to travel to the Sky in order to reach areas in the province we were currently in.

      • Nicholas Jabbour

        Personally, Wind Waker’s travel system on the sea was my favorite. To me, it made the whole world feel more connected (ironically), and I felt it gave me more initiative to explore every area and find every side quest. Also I think it had one of the best maps in the series. This is just my opinion though.

        I actually haven’t been able to play much of Skyward Sword (I just got my Wii in April, and I’ve been home from college all summer where I really can’t play since my parents are so whiny about video games), so I really can’t comment on the travel system there. But it seems ok so far, from what I’ve seen.

        • JuicieJ

          I think the ideas behind the Great Sea were fantastic, I just don’t think they were executed properly.

    • BlackRaven6695

      ‘Trains are too high-tech Zelda’ is not a legitimate criticism. The Hookshot, Linebeck’s Boat, cannons, Beamos, Picto Boxes, Great Bay Temple and the Bombchu Bowling Alley all display more advanced technology than Steam Trains.

  • http://www.zeldadungeon.net/ bob

    if they are going to put transportaiton in zelda, they got to choose how they will do it. Will it be a minor gamplay feature, like Skyward Sword? or a big gamplay machanic like in Wind Waker and Spirit Tracks? I Think they should just get rid of it completly, having nice simple Epona,(or another form of easy transporting) because its not boring and very emersive. But i like ur reasoning, JucieJ. It seems like in some of these games the transportation is forced and takes away from some of the key elements in zelda. It doesnt have to be something that takes a long time for nintendo to make, because unless they make it useful no one wants it. Great article :)

  • i want a mixture between; epona and loftwings

    • HerosShade

      that would be Epogasus

  • http://www.facebook.com/Matt.Seevers Matt Seevers

    Next tranportation: Pogo Stick.

    You get three boosts that allow you to jump higher and father and after an upgrade you can install a retractable blade in the bottom to hit emenies with.

    You know this is genius. Legend of Zelda Pogo Stick of Destiny.

    • Mary Bryner

      how would you be required to use that though to get to place to place X)

    • Mary Bryner

      funny idea though i like it!!!

    • cranbery

      Hahaha! that was a good one. but what about… a… chariot of destiny or maybe link just learns that in some cases, you just have to walk and burn more calories

      • skorp

        REALLY, oh come on. a unicycle???? a pogo stick?????.
        no. link gets from place to place in a mech suit powered by potatos.
        you know you want one.

        • Lover of zelda

          what the hell! That would be creepy megaman not zelda

    • truro

      What? no unicycle?

  • Godunman

    I was down right SHOCKED when I saw you said Spirit Tracks was the best transportation method of the three. I thought it was easily the worst transportation method of all the Zelda games. FIrst of all, you go along a set track, which completely destroys the exploration. Second of all, the dark trains were the most annyoing thing in the world. There was really no way to avoid them once your track was set and to stop them you had to hit them a few times, but it was still ridiculously annoying. The scenery was okay, but the 3D graphics of the DS don’t really look that good, so I don’t find the scenery very interesting. There were also barely any extra places to explore on the maps.

    • JuicieJ

      “Which completely destroys the exploration.”

      The exploration was left up to the train stations, not the travel portions. That’s not a very valid argument.

      • Godunman

        I guess I shouldn’t say that it completely destroys it, but there aren’t very many train stations either. There just wasn’t much to find, unlike in a game like Wind Waker where there were I believe 49 islands or so and granted, some might not do much, but it’s mostly the same for Spirit Tracks. In Skyward Sword, the sky is really only three to get you to the three main regions, mostly.
        It’s still probably not a very good agruement, but I tried. :P

        • JuicieJ

          There are a lot of train stations, and each one of them has quite a bit to discover.

  • Mary Bryner

    i personally prefer having the choice of walking every where there’s more exploring to do then

  • Syd Self

    Haven’t finished phantom hourglass, so can’t call there. BUT will disagree with Wind Waker vs Skyward, as WW was superior. The endless padding quests hurt ss far more than a mad skurry that could be done in a heartbeat. Not that WW was perfect, but it wasn’t the overworld, so much as the chart system that hurt.

  • DarkLink7

    I think the next mode of transprtation should be something sweet, like a pegasus, kind of like Spectrobes: Origins. It’s completely optional, but pretty fun to ride on.

  • DarkLink7

    how about a pegasus, like Spectrobes: Origins? optional but cool.

  • Lev

    i will say what i know and what should be a good idea:

    1) The Legend of Zelda: Wind Waker: i like the transport system because you could move free, but only if you change the wind direction and you use the sail to go fast, warping was only possible when you are riding the king of red lions and you could only warp in a big island( windfall, outset, etc.)

    2) The Legend of Zelda: Phantom Hourglass: more action was added, but moving free its not avaible anymore. To say truth i dint even played all the game because i stayed in the part you need to enter the Temple of the Ocean King for the 3rd time. i dont really like the transport system, thats all i can say.

    3) The Legend of Zelda: Spirit Tracks: if its sayed that its a sequel to Phantom Hourglass or not, everyone has the freedom to say if it is or not. its a sequel because it talks about how was the old Hyrule, but its not a sequel too because it doesnt talk about our heroes, but yes about another Link and the Zelda we know in the toon serie. OK, TO THE POINT! the transport system its really cool because i saw it and its really dangerous because of its lots of way of damage you can receive in the transport system. im not interested at all, but i respect every zelda game!

    4) The Legend of Zelda: Skyward Sword: me and my bro are interested in the game and we want it(and need it)! the air transport system? i dont want to talk about it! i want to know, i want to know, i want to know!

    5) Old and New Zelda Games: the Old Zelda Games and the new ones have the walking and running system, adding a Horse Riding System too, which you can use it if you want to,but only in Majoras Mask you need it to go to the next areas you must go. if there would be a new zelda game, i would like to have that transport system again, or mix it with other transport systems, like the boat system, and a example is that you are in a Very Huge island with different races(some of them returning) and there is a island you must go because there is the dungeon or temple you must go, as well. and you need a boat license to operate with any boat on any place that haves boats. do you know what i mean? (sorry for the business scrub word of MM, hehe)