Wednesday, January 30, 2008

Phantom Hourglass

Last night, as Hillary accepted the zero delegates she won from Florida, I finished the latest entry in the Legend of Zelda series, Phantom Hourglass. I found it to be a fun, lightweight romp.

Phantom Hourglass is a sequel to the Gamecube game Wind Waker. It inherits cel-shaded rendering, a general character aesthetic, and an oceanic setting from its predecessor, while the terraced look of the islands (once you are on them) is more closely related to Zelda games from the SNES days (see left). Motion and combat are touch-driven, as are all of the tools—boomerang and bombchu routes are drawn on the screen. So too is your steamship's route through the seas (below, right). You can annotate the map (shown in these shots on the upper screen), circling important points or noting safe routes through treacherous areas. The controls generally work well and make most of the tools and weapons very intuitive, with a few hiccups.

Those minor issues aside, the gameplay is not very challenging, especially if you quickly catch on to how the various tools can be used. The eponymous hourglass serves as a time limit on one of the dungeons, in which a modest kind of stealth is required. This, not a serious challenge, is the most difficult part of the game except for one of the boss battles.

The gameplay fits the classic Zelda mold with the same additions as Wind Waker: you travel around the sea, visiting various islands and breaking into their dungeons. The dungeons themselves are pathfinding environmental puzzles—each dungeon contains a tool that is needed to traverse it and a bafmodad you are supposed to retrieve. Though the islands seem a little closer together than they were in Wind Waker you still spend a lot of time in transit, and the occasional appearances by enemies and pursuers are more annoying than entertaining. On the other hand, the addition of a minigame has much improved the dullest task in Wind Waker, i.e. the retrieval of sunken treasure.

Mini-games and sidequests are abundant, as is typical for these games. Seeking out all the various power-ups and perfecting your scores in these accessory games can add plenty of time to the game. However, your actual rewards are somewhat paltry, and mostly come in the form of parts used to customize your ship, which only really affects the aesthetics.

The role of guide and assistant is once more played by a fairy. Fortunately Ciela is much more helpful (and much less annoying) than Navi. She has a story, and it's somewhat interesting, but in general the story of Phantom Hourglass is very lightweight and silly. This and the easy gameplay make Phantom Hourglass seem like a slight little breeze of a game. It's easy to pick up and easy to forget once you put it down. The adventure sandwiched in between is fun, and retains much of the charm of its predecessor. Despite a few interesting variations on the way some items are used, however, it just doesn't leave much of an impression.

This article has been resized to better fit this blog. For full nerd force, read the original here.

2 comments:

EJP said...

Despite the unlikelihood of my playing a game even of this magnitude any time soon, I'm still going to try very hard to incorporate the word "bafmodad" into my vocabulary. I'm sure there are real life applications.

Sparky said...

Any degree is a bafmodad. Its intrinsic value is zero; it merely serves as a marker that you have completed the dungeon (college, graduate school, etc.). However, you must obtain each of these bafmodads in order to advance to the next level professionally and scientifically.