Zelda: Spirit Tracks

I finished it today, so here are some thoughts.

The Good:
The presentation of the game. The graphics evoke a light-hearted atmosphere and the characters are well-drawn except for certain close ups of Link smiling. Some of the most often played music tracks stood out despite not following the usual Zelda style.

The control scheme. The stupid rolling movement of Phantom Hourglass was ditched, adding an effective evading maneuver, the spin attack was actually usable and the rest of the things that worked in PH retained their ease of use (boomerang, bow, cannon). hectic phantom

The tower. The tower is the (inverted) dungeon you return to again and again, only this time you don’t have to repeat segments (d’oh). As it doesn’t follow the obvious pattern of the normal dungeons (search for item, use item everywhere in dungeon) and you can get Phantoms under your control it was the part I most looked forward to. The Temple of the Ocean King was more challenging though.

The get-them-all-on challenges. You can optionally go through three successions of rooms packed with enemies to gain different spoils and have some fun. While Zeldas were never combat-heavy, the first games were tough nuts and I’m glad there is the option of seeing how well you can handle yourself (Twilight Princess also did that). An extra point to Nintendo for having bolstered the number of enemies in the last Zeldas, as Ocarina of Time for example was almost empty.
atmosphere

The heart pieces. I was rather glad with the way you get the heart containers (bosses, mini-quests, on sale) as I feel they stroke the right balance.

The Bad
The whimsy and the cliches. The beginning of the game is the worst offender here, as the characters act like an anime’s cast (Zelda does not look like the parable of Wisdom there). The concept of the spirits’ train is a bit… eh and don’t get me started about the big bad escaping with his Demon Train. The dialogue ‘options’ given to Link are atrocious, as they’re three words max and lead to similar responses. Just railroad us; it’s better than choice in name.

The tracks. Going places is actually still fun, but there is no overworld, exploration is minimal and at times backtracking can get tiring. I enjoyed at times transporting people/goods for unspectacular rewards, which gave a rudimentary layer of character to the people you help, but if there were more exploring/sidequest options, I don’t know if I’d cared that much. It’s worth noting that you can beat the game without a single train upgrade, which is logical on account of using the spirits’ own, but it makes a whole mechanic useless. If only you could destroy these invincible dark trains or raise your speed.

The philosophy behind the items. Most of them are a one-trick pony, a problem exacerbated by the lack of an overworld where they could be used. The Whip is a nice variation of the hook and though there’s no groundbreaking item, most items are fun to use (even the Flute), only they are used on tightly defined occasions. I was so disappointed the Bow of Light couldn’t, you know, light a torch. Made it a total mcguffin (together with the Compass of Light, which was expected to be one).

The Ugly
Blowing to use an item more gimmicky than useful, though it’s not a great nuissance. The train could have the option to stop on its own when you reach your destination and don’t have passengers on it. Some times tapping at an enemy multiple times to jump attack them resulted in Link rolling to their buddies after killing the original enemy (seldom). The design of some bosses was big, clunky and unimpressive.

All in all, while I wasn’t too intrigued at first, Spirit Tracks kept my interest, being tight yet barring exploration. Turns out railroaded isn’t a figure of speech. On the other hand I can’t deny that I had a good time, even if I didn’t like certain design choices.

Sand Temples are nifty.

That’s pretty much the same conclusion I came too for this game as well.

I would like to mention though that while Zelda wasn’t her maidenly self like her console versions she was still probably the best thing about this game. Also the train music was definitely one of the better overworld themes of the series. And while people bitched about the lethal trains, the fact that you can save on the tracks (which will start you up from the station of origin) tends to mitigate most of the headache surrounding them.

My biggest problem though were the loco songs. The problem was not that they were picky but the goal of the song was so poorly defined that you had no loving idea that you were supposed to be listening for the timing of the song. The fact that you don’t even have to skip notes when playing the ones you’re supposed to be playing isn’t communicated clearly either which tends to lead to errors as well. And the fact that they put one at the end of the loving final battle was hilariously retarded considering that once you get to that point (provided that you don’t throw your DSwhatever across the zimmer) you can’t possibly lose since there’s no penalty for failure. Of course, the reverse applies to this too as it would’ve been retardedly hard to get it within your first few tries and the whole final battle sequence is so friggin long that it would just felt a horribly cheap shot to lose to something as arbitrary as a poorly defined song.

And speaking of [SPOILER]final battles. This one is probably worse than Twilight Princess’s. It starts with the [STRIKE]starman[/STRIKE] spirit drop gathering sequence (which admittedly was pretty cool given the apparent amount of ass you were hauling and probably looked hilariously awesome with a full not-standard train set), then progresses as a weak shump against the notGanon train, ascends onto the top of the notGanon train for a “lets use that phantom one last time” sequence while you chase away ghost rats, moves on to a not quite version of Wind Waker’s ‘distract the enemy, deflect the arrow’ gimmick, then had you spin attacking in front of the princess to block shots, then finally tops it off with the afore mentioned last loco song. That’s about six different phases and pretty much every gimmick the game had save for passenger/cargo hauling.

It had gotten so ridiculous I was literally saying to myself “How many legendary macguffins DO I have to throw at this guy?” during the latter half of the battle (and the variant “How many legendary macguffins ARE they going to throw at us?” for pretty much everything in and around the sand dungeon).[/SPOILER]

All that said though, I thought some of the extras were also pretty boss like the stamp rewards, and the final battle of the battle courses for not only as a kickass throwback, but also for being the best boss fight of the game, fittingly continuing the tradition of Dark Link fights.

Some of your points I’d thought of as well (and then forgot to include them, as I hadn’t been taking notes).

Zelda’s commentary in the areas you visit was welcome and I’m not sure either that playing songs as a requirement to advance in the game is a good idea as there must exist Zelda players who are hopeless musically (personally I had to repeat only the Fire song. I didn’t even dare fail the final battle song in case I had to go back deflecting fireballs. The flute was well-implemented though.

As for the final battle, besides the fact you were destroying the best train ever made instead of taking a pic back to your photographer friend, reusing the possession of Zelda so soon after TP felt like an easy way out. I liked the fireball-hitting part, though as there was no effect on your health when Zelda got hit and as the fireballs gave hearts at times, it was hard to lose (I suppose Malladus could have actually been able to hit you in his last phase). In contrast, the final battle in Phantom Hourglass felt more satisfying.

Trading cargo for rupees would have also been nice, I guess.

I just started playing through it. I like it a lot up to now. I much prefer the 2D Celda games to the 3D crap we’ve been fed since OoT. I just got to the tower where Zelda is told that the evil spirit will possess her body and she freaks out. That was really funny.

Originally Posted by Rigmarole
As for the final battle, Spoiler: besides the fact you were destroying the best train ever made instead of taking a pic back to your photographer friend, reusing the possession of Zelda so soon after TP felt like an easy way out. I liked the fireball-hitting part, though as there was no effect on your health when Zelda got hit and as the fireballs gave hearts at times, it was hard to lose (I suppose Malladus could have actually been able to hit you in his last phase). In contrast, the final battle in Phantom Hourglass felt more satisfying.

[SPOILER]There was an effect on your health every time she took a fireball. The problem with that part though was that every time you missed you had to go back to square one. Overall though my only real complaint was just how long it took versus how much effort each form took.

Besides how can anyone compete with Phantom Linebeck?[/SPOILER]

Originally Posted by Sinistral
I just started playing through it. I like it a lot up to now. I much prefer the 2D Celda games to the 3D crap we’ve been fed since OoT.

I second this, but I don’t think the 3D games are completely without merit. MM and WW were both pretty good style and setting wise. I just wish that they would just take their time with the next console Zelda rather than trying to rush it through the door like every other 3D Zelda game ever.

Whoops, missed that. I still didn’t get to use my healing bottle though and I got suckered a few times at the part near the end where he may spit at you many fireballs in a row).

I agree with Killmore that both MM and WW have merit (hell, I picked WW as one of my tops for the decade), even though they don’t follow the set epic Zelda style. I really wish though they had spent more time on Twilight Princess (because many of its flaws could have been overcome and it had the best dungeons evAr), so they’d better not rush the next game either. I mean who remembers Super Mario Sunshine, which was rushed just to have a Mario game in stores?

URGH THEY ADDED MORE STUPID MUSIC CRAP IN SPIRIT TRACKS. I am so sick of this stupid fucking gimmick being added to Zelda games.

I got it for Christmas and am at the end now. I just have to knock over the final battle.

I’ll say that I disagree with Rigamarole on ‘the whimsy and the cliches’. I don’t really think the characters are acting like generic anime so much as just sounding like it (Zelda especially, I swear some of her soundbytes could be superimposed over fucking Megatokyo). Really, their behavior isn’t any different than Wind Waker or Phantom Hourglass. I like the lighthearted stuff and the comedy, the Celda style suits itself really well to it. I don’t really play Zelda games for their story unless their title is ‘The Wind Waker’, so I can deal with far-fetched and outrageous setups just to get to the freaking dungeons.

The overworld music is pretty rocking (and there was more than one dungeon theme that wasn’t just a bad remix of the LttP cave music), and I didn’t mind being on rails. It wasn’t that much different than Phantom Hourglass. Sure you had freedom to go wherever in PH but you could still only dock at certain places so it was kind of moot. While I would prefer a free-roaming Zelda world, I liked this well enough. Besides, you get a train whistle.

I agree that the bullshit musical bits can go to hell.

I felt the dungeons and the overall world were much better designed than PH as well. I hate hate HATED the Temple of the Ocean King in PH, but I was glad to go back to the Tower of Spirits. But I’ll agree that some of the items were pretty superfluous. I felt the Sand Wand or whatever it was called was worst of all, though it at least had a few interesting uses in the final Tower of Spirits segment. Also did no one notice the Mother 3 reference with the ‘whip’ being the Rope Snake?

Though, I admit, despite how neat an interface the stylus-only controls are, I’m not a huge fan. If they do a third game in this style I hope they’d give us the option to use the traditional D-pad, but I’m not getting my hopes up. I dunno, holding the DS up with just one hand gives me a hand cramp after too long, but I have an original style system.

Oh yeah, there was no fucking Tingle in the game. Come to think of it, I don’t think he was in PH either. Dare we hope Nintendo is leaving him out of the franchise for good now? Maybe Linebeck is his replacement, I can dig that.

Actually, Tingle is a bit of a funny story. He’s pretty popular in Japan, but thoroughly hated in the west. Normally, this would mean absolutely nothing for us since the intended market for Japanese games has, at least until recent years, always been Japan itself and the rest of the world can go fuck itself.

However, Zelda is one of the rare franchises (Like Castlevania and Metal Gear) that have always been far more popular in the west than in Japan itself. So just like how Akumajo Dracula occasionally uses the name Castlevania even in Japan, Miyamoto and Aonuma are willing to listen to western output.

Cue Twilight Princess’ development stage, when the two were very surprised to find out western fans loathed their beloved green spandex-clad ambiguously paedophiliac turd and therefore decided to quietly sweep him under the rug and agreed to never speak of him again, let alone ever export Tingle’s spinoff games. Aonuma is even on record saying that “We heard western fans don’t like him, so we’re not going to include him anymore”.

And the peasants rejoiced.

Re: Tingle Info, Awesome. Never want to see him again, he’s the very reason I can never replay Wind Waker (rather, every bit of the Triforce Hunt associated with him).

Let me add one thing to my original post: FUCK the final battle. There has been no other part of the game that has made me long for traditional controls than the final battle. I have to keep hitting these fast-moving fireballs with Link’s sword, but the fucking stylus controls keep interpreting my frantic sliding for a sword slash as frantic sliding for Link walking forward into the fireball and frying his ass. A problem which I wouldn’t have if I could just use the fucking B Button to swing my sword like God intended.

Up until this point the stylus controls were annoying, but didn’t interfere with the game. But now? They’re fucking interfering.

Just spin attack if there are more than two fireballs coming your way. Also I think you can tap the fireball to attack it too (I think).

But yeah, this is probably one of the worst final boss fights in the series. Way too many gimmicks.

Btw, you can still see Tingle in Linebeck’s trading post. Also try taking a good look at that carnival guy in TP.

Midna was not a good replacement for Tingle. I hated the fucking cunt with a fucking passion. God I hated Twilight Princess.

I found her less obnoxious and hatable than Tingle.

Although I am sort of thankful that while there is likely plenty of Midna-porn, Tingle-porn is inexistant as far as I know.

No please do not go out of your way to prove me wrong.

I mainly played the game lying in bed, so one edge of the ds rested on it while I held the left edge just enough to have L handy. Not the best design choice there. Actually can someone take a clue form pc games of a decade ago and make all buttons configurable? If you could set the pad to use the item you could leave the ds on [STRIKE]bed[/STRIKE] a surface and play just with the stylus (I did a fair part of the game this way when switching items quickly wasn’t a necessity).

As for the whimsy, I can say the beginning of the game got me embarrassed (it got better later on). I have no weird storyline expectations, using the old evil councilor when you’ve been trying to establish Zelda as a paragon of Wisdom… doesn’t work that well.

If you’ve got all 20 stamps for Niko you can use the mega spin, which leaves you stunned afterwards but deflects any attack for some time. Otherwise remember that you need only one stroke for each ball and it can be vertical or horizontal (try the opposite of hat you’re using). If you get stumped at the final wave of fireballs when Zelda is almost done charging, sometimes the boss will return to a previous part of his pattern (side fireballs etc.) leaving you enough time.

To be fair the Zelda series is generally not known for their plots. Besides Zelda more than makes up for her general boneheadedness regarding her advisers as a ghostly sidekick.

Also you can use your own body to stop a stray shot if the situation requires it (and if you can afford the stunlock and health). The Great Spin however is more of a detriment in this battle given that you need to perform three spin attacks in short order. You may try to give yourself some room in between spins but it takes longer than it should before it resets the counter causing you to initiate an unintended Great Spin.

Ok, I finally beat it. God that final battle irritated me.

On my final attempt I tried to be a bit more careful, but even then I still only had about a 75% success rate at best. Most of the time Link would hit the fireball, but he’d still just walk into it one out of four times. Unfortunately, one mistake starts the whole cycle over, so that’s still too damn much. I don’t know, if it were set up so that Zelda had a visible charging meter, that just went down a little whenever she got hit instead of resetting entirely that entire sequence would have been far less irritating. I still want the option for traditional controls, but whatever. Despite that dick move in the final battle I enjoyed the game overall.

Weird… the final battle - in fact the whole sequence - gave me very little trouble at all for some reason. I think I did overuse the Great Spin for the fireball parts.

Aside from the first part, I got through the whole sequence on my first try. It’s not really that hard so much as its obnoxious for putting you through every gimmick of the game regardless of how relevant that gimmick was. Stuff like the Phantom sequence or the final one really felt hamfisted. Its basically TP’s final battle sequence all over again except with ST’s gimmicks.

I used the spin attack only when he fired all 4 balls at you and one time when he had 2 fireballs coming sideways simultaneously. No inadvertent Great Spinning. GS was useful though when you wanted to deflect a bunch of fireballs without much thought e.g. near the end of the charging. Btw I lost more hearts at the phantom phase than at the fireball phase.

I got more challenged by the Sand Temple boss than by the final one.

That’s essentially the only reason one would need to spin attack against that boss is to deflect four fireballs at once.

And yes the Sand Temple boss is quite difficult the first time around given the lack of an upgraded sword. Every other time though the guy is pretty much cake.