The Legend of Zelda: Spirit Tracks Review
Nintendo's sequel outdoes the previous pocket epic in what is one of the best games on DS.
December 7, 2009 December 8, 2009 December 7, 2009
It isn't often we'll see two Zelda efforts on a single platform. NES had it, Game Boy Color had it, GameCube sort of had it, but unless you count ports, remakes, or the trilogy of face-palm proportions on CD-i, there really haven't been many times in history when Zelda fans could expect multiple iterations of the green-clad hero on one platform. So when Nintendo announced The Legend of Zelda: Spirit Tracks on DS, most of us were pretty surprised. Yeah yeah, Link is riding a train and if you hate it you'll eventually come around. The real question though? Is this double-dip of Nintendo's legendary franchise really worth the price of admission, or is it merely a shelf-filling cash-in aimed at the masses?
It's worth the price of admission. That didn't take long to get to, huh?
In the two years we've waited between Phantom Hourglass and Spirit Tracks, over a century has passed in this sort-of-linked-together-but-don't-take-it-too-literally world. That little rugrat of a pirate from the first game is now an old man, living with Link in a tiny town on the outskirts of Hyrule Castle. Princess Zelda is alive and well, Linebeck – ok, a relative of Linebeck, since he wears a new hat – has ditched the treasure hunting world of piracy and now runs a humble antique store, and yes, Link has ditched the boat for a choo-choo train.

On the surface Spirit Tracks seems like it's a bit too similar to its Phantom Hourglass roots, bringing back a few tools, many of the same concepts, and all the same gameplay conventions. Starting with control, Link's mobility is virtually unchanged, still offering no option for digital pad and button maneuverability despite nearly every critic in the world begging for it last time around. There's an overworld that's broken up into four main map pieces and a new Spirit Tower that replaces the time-based Temple of the Ocean King in Phantom Hourglass. Drawing your route via train is nearly identical to your boat controls – though now you'll have to watch out for splits in the track, and routes aren't quite as direct –. A few tunes return, and it's impossible to run through grassy fields, scour labyrinths, or explore dungeons and caves without feeling an overwhelming sense of déjà vu.
That, teamed with the fact that Nintendo insists on treating every player as a complete newcomer to the series, is bound to frustrate seasoned players. Of course, there's also the simple fact that keeps so many hardcore Nintendo fans coming back year after year, console after console, and decade after decade; Nintendo knows how to make amazing games and when it wants to, it dominates this industry. That's exactly what Spirit Tracks is. It has the disadvantage of being a sequel, but the deeper you dig, the more you realize it's not only better than its DS predecessor, but can also stand up to the impressive pedigree the Zelda series is known for.
At the center of it all is the Spirit Tower, which acts as the new labyrinth hub of the game. Keeping the same core concepts as the Temple of the Ocean King in Phantom Hourglass, Link and his new ghostly friend Zelda will get into a rhythm of traveling the lands, returning the power of the legendary spirit tracks using a handy-dandy Spirit Flute, and make their way to a labyrinth, beat it, and then return back to the tower to find another piece of the world map. For newcomers to DS Zelda, this sounds like a fun little back-and-forth. For those who played Phantom Hourglass, it sounds like a repeat design. Where Sprit Tracks gains its edge, however, is in the actual spirit tower itself, as the dungeon is difficult, far more diverse than its predecessor, and is no longer time-based in design. Once an area is beaten, you're finished with it entirely, moving up the tower via a huge spiral staircase rather than going through every finished labyrinth over and over again.
Zelda Spirit Tracks Guide |
Walkthrough, heart container locations, and side quest help. |
Read the Guide � |
The Spirit Tower is also where the game puts Zelda's ghost state to use, having her take over the Phantom Knights that lurk within the halls of the tower. After a little Metal Gear-inspired stealth sequences, Link gains the power to defeat the Phantom Knights and send Zelda flying into their steel shell. Based on what Phantom she possesses, her skill set changes, allowing her to carry Link on her shield, carry a flame sword to light darkened halls, teleport freely throughout dungeons, or even morph into a ball and destroy barriers and enemies. As the duo climbs each floor the puzzles become more complex, bordering on some of the most unique and mind-bending dungeon play this side of Ocarina of Time.
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Connections for The Legend of Zelda: Spirit Tracks (NDS)
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