Zelda and the DS are made for each other

October 16th, 2007

I knew when I first got the DS that it would be perfect for Zelda. The Zelda series has always been about doing things in innovative and tricky ways, and the DS has plenty of opportunities for that. Most consoles have a single mechanism for providing input: the controller. The DS has 4, and they’re all put to use in Phantom Hourglass.

  • Buttons of course can be used to perform different actions.
  • The touch screen, in addition to controlling Link’s movement, is used for taking notes and navigating your ship.
  • The microphone is used in battle in a few places.
  • Even closing and opening the lid can affect what happens in-game.

That said, and having just completed the game, I have to say I’m disappointed. And the fault is mainly the controls. Controlling your movement with the touch screen just doesn’t work. Link keeps switching between running and walking as he moves closer and farther from the edge of the screen. And you can never see the entire screen because your hand and the stylus always cover part of it. And worst of all, the action recognition doesn’t work. Supposedly, you can draw little circles to make Link roll. I’ve never gotten it to work though, unless I’m just trying to run or slash with the sword. Strangely, the shape recognition is great when you have to draw symbols. This is all especially disappointing because Zelda has always had great, tight controls.

Other than that, it’s everything you’d expect from a Zelda: puzzles, variety, and fun. Two things really stand out.

First is the note-taking. I’ve been waiting since long before the DS for a game that had note-taking capabilities like this, and I was hoping an earlier DS game would fill the void. Even though the wait was long, Phantom Hourglass gets it right. Early on, the reminders are plenty, put later in the game you’re on your own.

And Zelda is the perfect game for note-taking. How many times have you come across a blocked path or curious object in A Link to the Past or Minish Cap, only to forget about it later? In Phantom Hourglass, when you see a crack in the wall or an unreachable chest, you make a mark that will remind you.

The second outstanding thing really surprised me: the ability to stop at any time. Closing the DS lid is like a power-saving pause. You can stop at any time and instantly resume where you left off. This is great in Phantom Hourglass because of its fluidity.

Zelda has never been about long quests or marathon battles. And it’s never been about repetition or grinding. It’s about going from place to place, solving puzzles. There’s never a real sense of urgency, and there’s always plenty to do. It’s a lot like One More Turn syndrome in Civilization. Except unlike the Civ series, with Zelda you can jump right back in without missing a beat.

Just one more quick gripe before I’m done. Why are Zelda games so easy now? The first one was nearly impossible. The Adventures of Link and A Link to the Past hit the sweet spot. But The Minish Cap, Twilight Princess, and Phantom Hourglass have been ridiculously easy.

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