Friday, December 11, 2009

Spirit Tracks Rail Diary: Day 1

Well, this blog is of course not as popular that Nintendo would send my an early copy (maybe on the next game? :D) and I live in Europe, so I couldn't get my hands on this game earlier. But here I am, got my copy of Spirit Tracks today and I'm more then ready for some new Zelda action. The battery of my Nintendo DS system is currently reloading, so it's a perfect time to write about my experiences so far. If you live in the US, you probably already have finished the game. That's good for you, because those articles won't contain any SPOILERS then. If you haven't played the game yet and don't wish to read any potential spoilers, please stop reading now. You've been warned.

First a photo of the very nice European boxart. Link is playing the Spirit Pipes on the cartridge sticker.



Well, where am I? I finished the first dungeon and two sections of the Spirit Tower and the last thing I did, before the battery ran out, was solving the puzzle in the Anouki village. It wasn't as hard as the similar puzzle on the Isle of Frost in Phantom Hourglass, but I liked it more. Mentioning Phantom Hourglass is a good point, overall this game is and tries to be a better Phantom Hourglass. So comparisons with that game are unavoidable.

But let's start from the beginning. The game really takes its time until you finally get into the "real" action, actually I haven't had any feeling of freedom so far, which is really bad for a Zelda game. Your way through the game really feels forced and I hope this is getting better. First you have to pass the test for becoming an engineer, then you go to the castle and try to sneak Zelda out, then you finally get your sword, but you have to do the first Spirit Tower section. But doing that to restore the tracks is not enough, you even have to find another of the Lokomo folks to restore the tracks leading to the next normal dungeon. The disappeared rails, that have to be resurrected, were a perfect tool for the Zelda team to make the game as linear as possible. And that sucks hard, a good Zelda game like Ocarina of Time gave you access to a majority of the overworld very early and let you explore the world by your own. That feeling of freedom and exploration is what made the first Zelda game Zelda to begin with. However, I'm still early in the game and I have still hopes, that Spirit Tracks will offer non-linear parts as well.

But the story really is good. It's kind of dark and twisted, a little bit like Majora's Mask, which is nice. The overall backstory is just pretty much The Wind Waker with trails instead of water, but I said that before. Chancellor Cole seems to be an interesting villain, I certainly like his craziness. And I'm still conviced that Mallard is Ganon, but I will see (plz don't spoil me). What I like the most, however, are the references to the previous generation. Niko, Tetra, Linebeck, ... - it certainly gives you the feeling, that the whole Wind Waker timeline is much more solid and better told than what we got with the other games. The game gives credits to the fact, that incarnations of the same characters reappear in every generation, starting with Link and Zelda. And yeah, I know that Linebeck will be in the game selling train parts, the manual told me so.

Riding on the train is more fun than I thought it would be. The world offers much more than the ocean in Phantom Hourglass, I especially enjoyed the forest and the Lost Woods section. It's an old, classic puzzle, but felt fresh thanks to the train. I love the new cannon, that feels much more sharp and accurate than the old one, and I love using the horn. And I died. Yes, you've heard me, I saw the "Game Over" screen in a modern Zelda game. Did not expect that. But it's an instant kill, when you get hit by those nasty enemy trains and there's one point, before you get the cannon, where a route appears to be safe, but isn't. Unless you studied the path of the enemy trains before, you most likely will crash into one, leading to a game over. But overall riding on the train is a lot of fun, I can't wait for the underwater part.

There's an interesting sidequest while riding on the train, that involves hunting rabbits. You will see rabbits sitting on stones while driving through the lands of Hyrule, it sometimes really looks like one of those Raving Rabbids, creepy stuff. You can shoot the rocks and then try to catch them with a net, which is a minigame. It gets kind of annoying, if you miss them, because you have to go back to a station and then back to the spot where the rabbit was to try again. But it's not as long and time consuming as the salvaging and the fishing in Phantom Hourglass. The rabbits are stored in a Rabbit Sanctuary, a small place that looks like it resembles the entire overworld. It is divided into a forest, an ice, a mountain and an ocean area. I know that there will be a desert world too, I wonder where it will appear on the overworld. If it's up to the Rabbit Sanctuary, the desert is probably the northern part of the ocean world. Or it's an entirely new map, but that would be too good to be true.

There's another sidequest, which I certainly enjoy more, the stamp collecting. Every place in the game, even the dungeons, does have a stamp post station, where you can put a stamp in Niko's stamp book. The stamps look cool and they do have a date on them, which is nice. You will walk across a series of those stations at the beginning of the game, but you won't be able to use them until you get the stamp book. This leads to some serious backtracking, you even have to go back to the first dungeon to get the stamp there. But this is cool, I enjoy backtracking and remembering all those little places, where you still can get something.

The treasures now also can be found in the environment (like under pots) and they do have a real purpose by now. You can buy train parts from them. At least that's what the manual says. It looks like there's going to be eight different sets again, which makes 32 train parts to collect alltogether. Which means, while the treasures still are random, the train parts aren't, which is good. I still haven't gotten the last ship part in my current Phantom Hourglass save game yet, so all the randomness can be quite annoying. And finding entire ship parts in a treasure chest didn't make too much sense anyway. The new treasures do look pretty and again offer some references to previous game, like the Bee Larva from Twilight Princess. I wonder, if you can collect lots of Stalfos Skulls by killing Stalfos.

But overall I'm not unhappy with the collectible items, but not too much hyped either. It's better than Poe Souls whatsoever.

I haven't talked about the most important part yet, the giant Masterdungeon. It certainly feels toned down compared to the Temple of the Ocean King. The stealth sections so far were very short and the cooperation puzzles lots of fun. And of course there's no repetition thanks to the giant staircase in the center of the tower. By the way, I like those teleporters that look like the Spinner item from Twilight Princess. The Forest Temple was nice too, it even got a miniboss, which was surprising. The dungeons in Phantom Hourglass all didn't have one. Like most Zelda dungeons nowadays it was entirely built around the new item, which you get there very early. It's a concept, that is all too well familiar. But the Tower of the Spirits compensates this pretty good and offers fresh ideas. Entering the dungeons with the train feels awkwardly familiar to the Great Bay Temple in Majora's Mask. The entrance hall of the Forest Temple even looked familiar in the structure.

About the Whirlwind item, blowing in the microphone all the time isn't as bad as I thought and actually quite fun. The microphone is quite sensitive and even small blows from normal distance can activate the Whirlwind. And playing the Spirit Pipes is fun as well. Brings you back to the old N64-times, you even can change the tone pitch using the d-pad. But the songs are very weird, there's one song to dig treasures up (as a replacement for the shovel) and one song, that summons a fairy to heal you. But you're told, that you can only use this one time, don't know if there's a way to recharge it.

Well, I admit, that this first post was very generic and more of an overview, but I haven't seen most of the game yet. I will try to write one of these posts every day until I'm finished with the game, so stay tuned.

Thursday, December 3, 2009

Spirit Tracks Leaked




Some gaming sites including Gametrailers and even Zelda sites like TheHylia and ZeldaInformer already got their copy of Spirit Tracks by now and of course the game had to be the leaked to the internet. I don't bother with it too much, instead I will try to avoid any Zelda related sites until I'm finished with the game. Gametrailers reviewed the game today and give it a 9/10, which is pretty good. However, I do not recommend watching the video, do yourself a favor and just wait until next week, it spoils some pretty good surprises. Including what's the last item in your inventory.



That gives us the complete list of items (it's actually seven items, not just six like previously stated, but the Spirit Pipes is one of them):
  • Boomerang
  • Bombs
  • Bow
  • Whirlwind
  • Snake Whip
  • The item mentioned above
  • Spirit Pipes
It's also confirmed, that the multiplayer won't have online capabilities, it's local only. That really disappoints me, because it looked like it's finally going to be the perfect Zelda multiplayer mode, but local only is just Four Swords all over again and totally useless to everyone without friends, that like Zelda and own a Nintendo DS.

I will get my hands on the new Zelda game next Friday and I will try to blog intensely about my experiences with the game.

Monday, November 30, 2009

Spirit Tracks: Sidequests




I'll admit it, I'm a sidequest-junkie. I just love collecting items like hidden seashells, golden spiders, masks, rings, figurines and even ship parts. And I just love discovering all the secrets of a game. Next week the newest installment of the Zelda series, Spirit Tracks, will arrive on the shelves and we know little so far what sidequests we will get.

The Nintendo Power magazine mentioned "wooden hearts" and "dragon scales", but I believe those items are simply part of the treasure collection, the same system, that we already got in Phantom Hourglass, just with twice as much items. Treasures are basically rupee-replacements, since they are mostly traded for rupees, and you find them randomly. Even their value is randomly chosen when you start a new game file, so basically every player will have a different set of values for their treasures. An item, that isn't worth much in your game and which you'll find very often, could be very valueable and rare for another player. And vice versa. This is were the trading in the multiplayer mode comes in. The exception are the golden items, that are always rare and always have the maximum price.

The Official Nintendo Magazine is more accurate concerning this topic, here's the quote:

[Spirit Tracks] is rammed to the gills with side-quests, secret areas and collectables. We won't give too much away here but there are rabbits to be hunted, passport stamps to collect, passengers to ferry around, new moves to learn, train upgrades to track down, secret routes to be opened up and much more besides.

I'll be totally honest here, when I'm saying that none of this sounds too exciting. The train upgrades were expected, though it was mentioned a couple of times by now that this won't work like the ship parts in Phantom Hourglass. That you will ferry passengers around was also one of my first guesses, since the train does have a passenger wagon. The passport stamps are collected by Niko and the rabbit hunting will be done on train, Link will throw a net after them and this is probably some weird replacement for the fishing from Phantom Hourglass. Ah yeah, Heart Containers are back according to TSA. Speaking of, TSA mentioned in his article a Savage Labyrinth / Cave of Ordeals like minidungeon in Hyrule Castle Town, where you fight through floors full of enemies but also the bosses from the game. But this one will be seperated into levels, so it hopefully will be not as long and boring as the Cave of Ordeals. Because I seriously wouldn't want another 50 stories filled with repetition minidungeon.

And what still bugs me is the artwork with the photographer (see picture above), because the odds are, that this has something to do with the DSi camera. But as long as this stays a gimmick and isn't required for anything else, I'm okay with it.

Surely by now it's hard for Nintendo to come up with new and fresh ideas for sidequests and collectables, but we will see next week how well Spirit Tracks is performing in this category, as well as in all other categories.

Thursday, November 26, 2009

Spirit Tracks: A Different Challenge




Here are some quotes from an interview:

"One of our lead planners for the game is a programmer, so he has a different, more scientific or mathematical approach, so to say, to creating puzzles," he wrote to Kotaku. Aonuma is the producer on Spirit Tracks.

"Development team members, including [senior Nintendo developer] Mr. [Takashi] Tezuka and myself, actually got stuck in several places. So the dungeons and puzzles pose a different type of challenge than what we have utilized in previous games, and will certainly require longtime Zelda fans to approach each challenge differently. "

Getting more specific, he noted: "I believe that the latter half of the Tower of Spirits dungeon in The Legend of Zelda: Spirit Tracks — [which] players will revisit throughout the game — has puzzles which require a different type of approach from those of previous games."


If you've read my The Difficulty of Zelda article, you probably remember, that this was one of my suggestions. Making new kinds of puzzles, that are different and even tend to go against the usual thinking of a Zelda fan. We will see, if Nintendo was actually successful with this. I'm taking the challenge.

One of my other suggestions was to keep the game as non-linear as possible and don't let the story take control over the player. It's boring, if you always have to go from A to B. You should always the freedom to explore the world freely, play dungeons in different order, hit dead ends by yourself and so on. Twilight Princess completely took away the freedom from the player just to tell its not-so-good story. Sean Malstrom described this very well in one of his recent blog posts:

The “non-linearity” of early Zelda games had nothing to do with it being ‘disguised’. It had everything to do with the lack of text, the lack of dialogue, and the lack of cinematics and story. In the earlier Zeldas, you could go into dungeons into different order. Sure, you had to get a special item sometimes, but you could do it. With the earlier Zeldas, the overworld allowed different experiences to be had each time you played the game. While Link to the Past clearly shows how the vicegrip of “story” and “cinematics” were increasing, once in the Dark World Link is fully free to go wherever he pleases and however he pleases. He has to get some items first, sure.

Modern Zeldas ram a story down your throat. You don’t have much part at all in defining this story. No. Your role is to do nothing more than to move to a certain location or to kill a certain monster to trigger the next cinematic while gives you the next goal. The game becomes predictable. There are no surprises because you, the player, have no control over the story of the game. The more detailed the story becomes, the less control the player has.

And the stories suck anyway. Video game developers are crappy story tellers.


Right now it doesn't look like Spirit Tracks will be non-linear and not too much story guided, even the tracks on the land have to be unlocked, which is a bad joke. However, Phantom Hourglass on the other hand let you play the last three dungeons in any order, when you got the third and fourth sea chart from the Ocean King Temple in one run. Maybe the Tower of Spirits in Spirit Tracks will offer a similar approach and you can get the last two maps at once, if you're good. But overall Spirit Tracks doesn't seem to offer an open overworld, it's very important to go back to the open overworld design, that we had in the first Zelda game and Ocarina of Time. On the one hand it adds a massive feeling of freedom and exploration to the game, which is important for an Adventure game, and on the other hand it makes the game automatically more challenging, if the player has to figure out for himself, where to go next.

Sources:
Kotaku.com
Sean Malstrom's Article News

Wednesday, November 25, 2009

Spirit Tracks: UK Commercial

Fucking epic!



There were already pictures of the train going over water, but under water is definitely a nice twist. I wonder, if this has something to do with the flooded Hyrule. At one point in the video Link is holding a sword, that looks similar to the Master Sword. Could be a cheap copy like the Phantom Sword, the "Spirit Sword" or something, or it could be the real deal. If its the real deal and the story of the game is actually connected to the story of The Wind Waker, then this is going to be pretty epic.



And mine carts are back and even used in a boss battle. I always loved the mine cart puzzles since they were introduced in the Oracle games. Well, since Spirit Tracks is all about rails, you could have guessed, that mine carts will be back. And this makes the boss battle actually much more interesting, I previously complained, that the boss judging from the artwork looked like something, that we already got many times before, but the mine carts definitely add a nice twist to the whole thing.

Saturday, November 21, 2009

Spirit Tracks: Multiplayer Footage




I've must have missed this yesterday, there's an update for the official US Spirit Tracks site, which shows the new characters and some footage of the multiplayer mode.

There will be a Tag Mode similar to the one in Phantom Hourglass. The video shows spots for 16 different treasures this time, which is twice the amount of the treasures in Phantom Hourglass, and some old ones like the Zora Crown and the Regal Ring return. I believe, the Dragon Scale and the Wooden Heart mentioned somewhere earlier are just part of those treasures as well. There's no button to switch over to train parts or something, which either means that there won't be something similar to the Ship Parts from Phantom Hourglass or the train parts aren't found in random fashion. And I hope, that you will be able to get all the treasures by yourself without using the Tag Mode, just like in Phantom Hourglass.

The Battle Mode looks really fun, I've made a hasty judgment yesterday, when I heard it's just collecting Force Gems and avoiding Phantoms again. But you don't have to carry the Force Gems to a base or something, you just collect them like rupees and the player with the most Force Gems at the end wins. It's something similar to the Coin Battle in Super Smash Bros. Brawl. And you try to screw the other players over, the Phantoms are more or less just one of many obstacles, which include bomb flowers and trap doors and various items. There will be six stages, Ancient Earth, Frozen Plains, Fire Arena, Icy Plains, Scorched Battlefield, and Shadow Stage, where each of the levels will have special features.

Overall it seems to be really fun and I'm sad about the news, that this will be local only. I probably would have played this much more than the multiplayer mode of Phantom Hourglass. But my hopes are, that just the current test versions only support local multiplayer and that the final game will be playable online.


PS: I haven't read TSA's report yet, just skipped over it a little bit, because I was afraid of spoilers. But the last five paragraphs contain some more info about the multiplayer, if you're interested.

Spirit Tracks Preorder Deal


Christmas came early this year. I went to Media Markt (a German electronic chain store) yesterday to buy New Super Mario Bros. Wii and a black Wiimote and Nunchuk. New SMB Wii is fun, played it for hours today with a buddy, who was highly anticipating it and who rescued me a several times. But I rock at the boss battles. The black Wiimote and Nunchuk looks really sexy, I'm actually quite pissed, that it took so long for Nintendo to release a black Wii, I certainly would have bought a black one, when I bought my Wii a year and a half ago, but now it's too late. However, at Media Markt they had this Spirit Tracks preorder deal, which is the reason of my post. I had to do a little advance payment (5 bucks), but for that I already got a nice package with two figurines in it. I made a photo of both the figurines and the box (and the sexy black Wiimote):



Those figurines are actually the same figures, that were availabe for Phantom Hourglass. But both have different paintings on their shields and both don't have the items, that originally came with them, the Phantom Hourglass for Link and a Force Gem for the Phantom. There were three more figures in the Phantom Hourglass set, Tetra, Linebeck and some Gorons. But oh well, those two are basically for free (assuming I get Spirit Tracks, which I will) and free stuff is always nice. The package also uses the artwork from the US boxart, so I basically get both box arts that way.

There's also a lottery/contest inside for a black Nintendo Wii, maybe I'll win one. :D