The Legend of Zelda: Spirit Tracks

By Hans Wuerflein

I reviewed The Legend of Zelda: Spirit Tracks for the O’Colly today, and in case you didn’t pick up the paper, here’s a link to the story.

I thought that instead of just reposting the review here, I’d share some thoughts I really didn’t have room for in the paper.

First, the sub-quests.  Most of them involve fetch quests involving you picking up something with your train and delivering it to another town.  They aren’t bad, especially if you space them out, but they drag on a bit.

Also, the only way to get from place to place is the train.  Gone is the open world exploration of the past games, and I kind of miss it.  You still have control over the train while you’re out and about, but it’s just not the same.  You draw out a path along the tracks, then make sure you don’t get ambushed by enemies, but half of the time you can just set it and forget it ala Ron Popeil.

I didn’t give it a score in the O’Colly because, well, since there isn’t really much of a history of game reviews to work from, I didn’t think it would really add much, especially when dealing with a more general audience.  If you really wish I had come up with a score (or scores), here’s roughly how I would break it down in the Gamer Blog’s system:

Gameplay: 4/5 (It’s Zelda, minus some of the exploration, plus a train)

Controls: 4.5/5 (Stylus takes soe getting used to, but solid overall)

Graphics: 4.5/5 (Cell shaded like Wind Waker, but kind of scaled back due to the DS hardware)

Sound: 5/5 (Some tunes recycled from Phantom Hourglass, but like usual it is some of the best music you’ll find in any game)

Overall: 4.5/5 (Not the best Zelda game ever made, but easily lives up to the franchise name)

Have any more questions or comments?  Post away.


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