- Joined
- Jan 19, 2009
- Location
- Temple of Time
I thought this was a pretty good game, but it wasn't one of the best ones. Certain parts of the game were awesome such as temples, the Tower of Spirits, and the new items. The Flute and Whirlwind blew me away. I always had fun using those items just so I could interact with the DS more than in PH, which made me kinda feel as if I was being Link for a moment.
Puzzles in the game were right in the middle. There were some that were really easy, and have been in other games. Other puzzles were amazingly challenging such as the Sand Wand puzzles to get a Heart Container. You had so much space to flip blocks around. That is classic Zelda if you ask me.
The best part of this game in my opinion is the fact that you can play as Zelda. It was really different to control 2 different characters in the game compared to 1 in every other Zelda game (besides FSA). This made much more puzzles challenging, and unique to the game itself.
Other parts of the game were not so great. The story would be one. The beginning of the game had an amazing advance in story. You start off trying to the engineer certificate, and then Zelda ends up getting her soul taken. This part of the game, according to me, was the best part of the entire game. The first time, I had no idea what was going to happen because you really had no time to think about it. Then later on in the game, after you beat the Forest Temple, you can go back to the Tower, but the story hasn't really evolved at all. This was the same all the way to the Fire Temple. So basically, after the first part of the game, you don't get any new story plots. After the Fire Temple however, you hear more about the demon, and the Compass of Light. Now the story started to come back, and they nailed the ending part as well. Overall, the story was alright, but there needed to be ALOT more of it during the course of the game.
Also, if your going to name a Temple after an element, like Forest, Snow, Ocean, Fire, and Sand, that temple better have puzzles based around those. The Forest Temple was alright, but it really had nothing to do with forests. It was basically a stone temple with purple gas all around. The Snow Temple was a little bit better. The dungeon focused on freezing water, and melting snow. This was a perfectly themed temple. The Ocean Temple was the worst one like this. First, the temple is located UNDERWATER! And what is inside the temple? NOTHING BUT STONE TRAPS! It was a horrible theme for the temple. I mean, you can't name it an Ocean Temple if it has nothing to do with Water. The Fire Temple was great with this as well. There were quite a few puzzles based around fire. The Sand Temple was the best designed Temple for this category. Everywhere you turned, looked, or didn't look, there was something to do with sand, and or the Sand Wand. I think that the Temples were very fun to play through, but the themes for some of them needed to be a lot better.
Another thing that wasn't so great was the train, and the Collectible Item, the Rabbits. First, the train in my opinion is just too slow. I think the speed of the steamboat in PH was just perfect, but ST had to take it down a step. Like say if you were down in the Forest Realm, and you wanted to go the Fire Realm, it would probably take 10 minutes at least if you had no warps, and no extra tracks from the Force Gems. If it were PH speed, it would still take a long time, but not as long. The rabbits were a cool new addition to the series, but there are a few flaws. If you were in the middle of a realm, and you found a rabbit, and hit the rock with the cannon, and you didn't catch the rabbit, you couldn't just move a little, and then come back. You had to completely stop at a station, and go back to it. This was horrible especially in the Fire Realm, since there is not a lot of stops and there are tons of different ways to go.
This is my last point. In Phantom Hourglass, to warp to other places you had a slate that you can use at any given time. However, in Spirit Tracks, you don't have something like that. You have SET warp positions that you have to pass through. They don't go to a location of your choice, but instead a set one.
Spirit Tracks is a great game, don't get me wrong, but the game has some core features that aren't so great for a Zelda game. The story could've been more deep, the collectibles could have been easier to get, and the train could have been faster with easier ways to warp. But they made the game a success. The temples were always fun to venture, and the Bosses were very unique this time, well, most of them. Playing as Zelda made the game a hit in my opinion, defiantly changing the role of her in a Zelda game. And I can't forget the last boss of the game, Malladus. The first part of the battle was incredibly challenging. Trying to stop every rock flying toward Zelda, and taking down the guy with 2 people was another first in Zelda.
Puzzles in the game were right in the middle. There were some that were really easy, and have been in other games. Other puzzles were amazingly challenging such as the Sand Wand puzzles to get a Heart Container. You had so much space to flip blocks around. That is classic Zelda if you ask me.
The best part of this game in my opinion is the fact that you can play as Zelda. It was really different to control 2 different characters in the game compared to 1 in every other Zelda game (besides FSA). This made much more puzzles challenging, and unique to the game itself.
Other parts of the game were not so great. The story would be one. The beginning of the game had an amazing advance in story. You start off trying to the engineer certificate, and then Zelda ends up getting her soul taken. This part of the game, according to me, was the best part of the entire game. The first time, I had no idea what was going to happen because you really had no time to think about it. Then later on in the game, after you beat the Forest Temple, you can go back to the Tower, but the story hasn't really evolved at all. This was the same all the way to the Fire Temple. So basically, after the first part of the game, you don't get any new story plots. After the Fire Temple however, you hear more about the demon, and the Compass of Light. Now the story started to come back, and they nailed the ending part as well. Overall, the story was alright, but there needed to be ALOT more of it during the course of the game.
Also, if your going to name a Temple after an element, like Forest, Snow, Ocean, Fire, and Sand, that temple better have puzzles based around those. The Forest Temple was alright, but it really had nothing to do with forests. It was basically a stone temple with purple gas all around. The Snow Temple was a little bit better. The dungeon focused on freezing water, and melting snow. This was a perfectly themed temple. The Ocean Temple was the worst one like this. First, the temple is located UNDERWATER! And what is inside the temple? NOTHING BUT STONE TRAPS! It was a horrible theme for the temple. I mean, you can't name it an Ocean Temple if it has nothing to do with Water. The Fire Temple was great with this as well. There were quite a few puzzles based around fire. The Sand Temple was the best designed Temple for this category. Everywhere you turned, looked, or didn't look, there was something to do with sand, and or the Sand Wand. I think that the Temples were very fun to play through, but the themes for some of them needed to be a lot better.
Another thing that wasn't so great was the train, and the Collectible Item, the Rabbits. First, the train in my opinion is just too slow. I think the speed of the steamboat in PH was just perfect, but ST had to take it down a step. Like say if you were down in the Forest Realm, and you wanted to go the Fire Realm, it would probably take 10 minutes at least if you had no warps, and no extra tracks from the Force Gems. If it were PH speed, it would still take a long time, but not as long. The rabbits were a cool new addition to the series, but there are a few flaws. If you were in the middle of a realm, and you found a rabbit, and hit the rock with the cannon, and you didn't catch the rabbit, you couldn't just move a little, and then come back. You had to completely stop at a station, and go back to it. This was horrible especially in the Fire Realm, since there is not a lot of stops and there are tons of different ways to go.
This is my last point. In Phantom Hourglass, to warp to other places you had a slate that you can use at any given time. However, in Spirit Tracks, you don't have something like that. You have SET warp positions that you have to pass through. They don't go to a location of your choice, but instead a set one.
Spirit Tracks is a great game, don't get me wrong, but the game has some core features that aren't so great for a Zelda game. The story could've been more deep, the collectibles could have been easier to get, and the train could have been faster with easier ways to warp. But they made the game a success. The temples were always fun to venture, and the Bosses were very unique this time, well, most of them. Playing as Zelda made the game a hit in my opinion, defiantly changing the role of her in a Zelda game. And I can't forget the last boss of the game, Malladus. The first part of the battle was incredibly challenging. Trying to stop every rock flying toward Zelda, and taking down the guy with 2 people was another first in Zelda.