The Legend of Zelda: Phantom Hourglass
- The stylus makes controlling Link simpler than ever. Tap on the screen to make Link go, or sweep the stylus around him to swing the sword.
- Players can even draw a path for his boomerang and send it flying into hard-to-reach targets.
- Players can stash the map on the top screen for quick reference or drop it to the touch screen to make clarification, examine enemies, or chart a path for their boat to follow while they man the cannons.
- Compete with a friend over a local wireless connection – Guide Link owing to special dungeons to capture the Triforce or command the forces that oppose him.
Product Description
The Legend of Zelda: Wind Waker closed with Link and Tetra setting sail for waters unknown… but their tale was just beginning, and it continues on the Nintendo DS. When a mysterious fog waylays their band of pirates and leaves Link alone on a weird island, an all-new adventure starts! ** Get in touch! All game control is via the Touch Screen, and the stylus makes controlling Link more natural than ever. Touch the screen to guide Link owing to the world, or sweep the stylus around him to swing his sword. You can even make clarification on your map, chart routes for your boat, or draw paths for your boomerang! ** Adventure time! With Tetra missing, Link must enlist the aid of several fairies as he explores perilous wilderness, new seas, and baffling dungeons. As he does, he meets an array of fascinating characters, hunts for powerful weapons, and collects sand for a mysterious artifact called the Phantom Hourglass. Over time, it will enable him to progress deeper and deeper into the ultimate dungeon. ** Link with a pal! Compete with a friend over local wireless or Nintendo WFC as you guide Link owing to special battle stages to capture Force Gems or command the forces that oppose him!
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BOUGHT THIS GAME JUST RECENTLY AND STARTED TO PLAY IT.I THINK I WILL ENJOY IT MORE I PLAY IT.SEEMS LIKE IT WOULD BE ADDICTING..I’M NOT TO IMPRESSED WITH THE GRAPHICS THO..IS REALLY A CUTE GAME, AND NOT LIKING THE READING OF SO MUCH INFO TO FIND OUT WHAT TO DO OR WHERE TO GO.WISH THEY TALKED ALOUD INSTEAD. LIKE THE WAY YOU CONTROL THINGS WITH YOUR STYLUS AT LEAST THERE IS SOUND WHEN ZELDA DOES THE ACTION PARTS..THE READING TAKES UP TO MUCH TIME FOR ME “ha..
I WOULD RECOMMEND IT THO , IT KEEPS YOU BUSY. YA LITTLE PRICY.
SOO YA BUY IT..
Rating: 4 / 5
I’m not sure why critics are giving this game such high scores. I in person felt very disappointed with it (I played the Japanese version, as I knew enough Japanese to get myself owing to the game.) In many ways, I felt PH was worse than its handheld predecessor, The Minish Cap. Here’s my critical review:
Dungeons: You have some of the most linear and straightforward dungeons you will ever see in any Zelda game. While there are some challenging puzzles in Levels 6 and 7 (reflect TP Master Sword puzzle difficulty), for the most part, the dungeons are cake. The “jot down clarification on your map” gimmick gets ancient by the second half of the game. If you want to challenge yourself, try memorizing the details instead of writing them down. Dungeons will take an average time of 20-40 minutes each, making some of the shortest dungeons since the days of ALttP/LA.
Game Length and Difficulty: I’d expect an average player to end in 10-15 hours for an unaided first playthrough, and 20 hours for 100% completion. Veterans of this series should not take more than 10 if they focus on the main quest. The average player will score some gameovers, but nowhere near as many as the early NES/SNES/GB sports meeting.
This game also takes a giant step backwards from TP (and TMC) in a lot of ways:
Dungeon design: Instead of themed dungeons in TP, where each dungeon has a unique gameplay mechanic to remember it by (for example, guiding the statue in the Temple of Time), PH’s dungeons are once again generic (Level 3 could have easily been Level 5, and vice versa), linear (even more so than in TP), and nearly jokingly simple until near the end.
Inventory: There are no new items (i.e. everything is taken from previous LoZ titles). There are two items for which you draw out their flight paths in advance, and for the remaining five, you point your stylus where you want to use the item. Neither is particularly revolutionary or fascinating.
Stylus controls: Surprisingly, they’re not as terrible as people make them out to be. You will get used to them by the end of the game. There are occasional annoyances (for example, your hands get sore after long periods of play much more easily), and I can’t say that I prefer this scheme to the traditional D-pad/analog stick setup, but it’s certainly tolerable.
Plot development: Three cutscenes: beginning, middle, and end. No dynamic characters. Tale has nearly not anything to do with The Wind Waker or the franchise. Tetra has about 10 minutes of on-screen time and you’ll get the feeling she was thrown in just for the heck of it.
Music: For the first time since ALttP, each dungeon does not have a unique theme. In fact, the same theme, which consists of just 4-6 repeating clarification, is used in all eight dungeons, and it gets really irritating quick. Most songs are simply remixes of classic tunes, and in many cases, their quality has been downgraded. For example, the Goron theme from TP got nerfed, and the light world dungeon theme from ALttP was “borrowed” to become a character’s theme in PH, and boy, it sounds dreadful.
Other gameplay gripes:
You have to return to the Ocean King’s Temple [the master dungeon] a grand total of six times, and must restart from the topmost floor (there are 13 basement levels) upon each visit. This becomes an annoyance. Yes, after a few return trips, you will be able to open a checkpoint at the halfway mark, as well as use alternative pathways/puzzle solutions with newly bought inventory items. Nonetheless, there’s still a lot of overlap and repetition (reflect six return visits), and it gets stale.
The time limit is _NEVER_ a conundrum as long as you remain patient and refrain yourself from taking chances and running into phantom guards. Since there are time bonuses on nearly every level of the dungeon, it’s in fact possible to end the whole thing with a net time of zero.
Verdict: Solid rent for me. The game’s strong points are its graphics, boss battles, and multiplayer mode. Everything else is meh. I really reflect this game is being incredibly overrated by the press.
Rating: 2 / 5
my friend tell me about zelda so I bought it from circuit city also I ordering that guide book of zelda from amazon. wow that’s excellent. some frusation and I try beat them grr game over I click continue then again over wow its tough. its stage 2 now plenty of time save it. I like it. kill my time. I like that storyline. It’s worth.
Rating: 5 / 5
Being a sequel to The Wind Waker, I expected alot more out of this game, sadly, it was a major flop. The tale is as expected terrible because your just chasing after to find out where Tetra is so you can turn her back to normal after being turned into stone. The sylus controls handle well but it would have been nice to have been able to use the d-pad and the reason why this game is terrible is because they force you go owing to the same dungeon atleast 5 times, and you have to do the ENTIRE dungeon over again and more, also you have a time limit and have to complete it in usually less than 10 minutes which requires you to remember everything about it while avoiding impregnable, yes, impregnable enemies.
If you werent mandatory to backtrack to many times, then this would easily be one of the best DS titles out there, unfortunately, it isnt.
Rating: 2 / 5
A direct sequel to the Gamecube’s Legend of Zelda: The Wind Waker, the keenly anticipated Legend of Zelda: Phantom Hourglass is finally here on the DS, and its one of the best sports meeting to hit Nintendo’s dual screened portable yet. Phantom Hourglass picks up right where Wind Waker left off, with Link and Tetra (Zelda) sailing the seas. Naturally, things don’t go quite well as a ghost ship appears, Tetra takes off, and Link is washed ashore on an island. Despite the familiar storyline, Phantom Hourglass has all the fun puzzle and adventure elements that fans of the series have come to expect. Making inventive use of the touch screen and stylus controls, Phantom Hourglass may take some getting used to in this department, but once you do, you’ll have a blast. Since this is a direct sequel to Wind Waker, the game follows the same graphical and gameplay styles, meaning the cartoonish, diminuitive Link that we came to like (and in the case of a excellent amount of players, despised) is here, as are the sailing elements. Fortunately, some improvements have been made for the DS, particularly the sailing parts which are performed much better here. Graphically, Phantom Hourglass boasts some of the best visuals of any DS game. The boss battles are wonderful, and the environments are inventive as well, rounding out another masterpiece in the Legend of Zelda series. The only real downside to Phantom Hourglass is that the touch screen controls, as I’ve said before, take a bit of getting used to. Gamers may be turned off by not using the traditional control scheme we’ve come to expect from a portable Zelda game, but once you get past that, it’s charming sailing (literally). Not to mention that if the differently designed art stylishness from Wind Waker wasn’t your cup of tea, Phantom Hourglass’ visuals won’t win you over. All that aside, Legend of Zelda: Phantom Hourglass is a smashing title for the DS and the franchise, and undoubtedly one of the best sports meeting to hit the system yet.
Rating: 5 / 5