The New World: Spirit Tracks | Zelda Project

Welcome! This is just a fraction of the reviews and reminiscent posts covering the expansive “Legend of Zelda” franchise in a project titled “The Legend of Zelda: A Blogger’s Journey,” which covers the many adventures of Link, from its creation in 1986 to its arguable magnum opus in 2017. This massive undertaking was started by fellow blogger NekoJonez (NekoJonez’s Gaming Blog), and though we had some rough-footing (what with aligning individual schedules to a project on this scale), I’m proud to be a part of the brave thirteen bloggers who were captivated by this memorable franchise, and wish to tell their own tales about the games they love. 

Here I have chronicled my experience playing “The Legend of Zelda: Spirit Tracks” in Part 2 of 2. Part 1 over the game’s prequel, “The Legend of Zelda: Phantom Hourglass,” can be found here. 

This is only the third blogger project I’ve ever been part of, so an extended thank you to NekoJonez for recruiting me back in June of 2017—we’ve come such a long way, my friend!

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Awesome logo by zoef


New Hyrule, New Problems

A century has passed since the Hero quelled the Realm of the Ocean King (2 years in our world, now 2009). A mainland was found, and the kingdom of New Hyrule was established by a reincarnation of Princess Zelda. Standing tall in the center of the Overworld is the Tower of Spirits, a “lock” of sorts that binds a great demonic force within the land, and sprawling from that tower is a vast network of railroad tracks that act as “shackles.” Link, also reincarnated as a young engineer, lives a peaceful life within New Hyrule. But when the sly and greedy Chancellor Cole reveals his plans of reviving the great evil Demon King Malladus, Link, like clockwork, is called upon by his Princess once more.

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Before the two can take Cole down, however, the Tower of Spirits is broken up into giant chunks which float above the tower’s remains. Zelda is captured, and though Link cannot save her body, her spirit is extracted and placed into the armor of a phantom knight. Now a princess in spirit only, the two become entrusted by Anjean, a “Lokomo” or sage of the tower, with the great vehicle that once rode the rails to keep evil at bay: The Spirit Train. To save her kingdom, Link and Zelda embark on a quest to restore the spirit tracks to the land, in hopes of once again binding the Demon King to his eternal prison.

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Rebuilding Zelda One Force Gem at a Time

Rather than stand as another “save the princess” game, Spirit Tracks rebuilds the legend of Zelda herself from scratch by placing her on the battlefield next to the Hero. For the first time, Zelda can not only lead the attack but also be used as a character via the DS’s stylus; just draw her a path and she’ll act accordingly! Like with its predecessor, this cool function can also be a bit of a pain, what with the drawing and timing inaccuracies. But it’s still a great use of the device—I mean, who doesn’t want to control a giant armored phantom Zelda!?

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Exclusively for the DS, Spirit Tracks involves you in a way that no pocket console has before. While it has the same format as Phantom Hourglass (returning to one dungeon—Tower of Spirits—repeatedly throughout the game, though now you don’t have to re-explore floors), it has a couple different gimmicks. One is the Spirit Train itself. Like the ship in PH, you set your course by drawing on the map. What’s new this time is that you can’t trace your trail freely because, well, uh, a train has to sit on tracks. So once again, the titular concept ends up being a huge restriction on the player. At least you get to conduct a train, right?

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The Power of Music

One function that sees increased usage in the game is the microphone, to which we get THE MOST FUN ZELDA INSTRUMENT TO PLAY, PERIOD. Zelda bestows the Spirit Flute (gosh, these names) upon Link, which allows him to channel the power of the Spirits of Good. Like a real flute, you blow into the device’s mic, sliding the stylus to blow into the different pipes. It’s much more entertaining to listen to and play than the Ocarina, though less iconic. (Which is tragic considering how the tunes are so MUCH better.)

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Speaking of, Spirit Tracks holds some of the franchise’s best music to date, including the “Realm Overworld” theme, “Link and Zelda’s Duet,” and many more. Through the Spirt Flute, Spirt Tracks reinstates the power of song and the gift of music, providing some of the most compelling and underrated main themes written for Zelda.

Lastly, the Link x Zelda interactions are much more interesting than in PH or, heck, most of the franchise. This is because, unlike most games where Zelda is more of a “deity” watching over the game, she plays a critical role in all the action, all the time. I think we’re all rather fond of our Princess, and to have her accompany us all the way makes me love her presence more than I ever have before.

A Childishly Charming End to the Trilogy

And that’s about it. Like with Phantom Hourglass, you traverse the world, collect the right gems, forge the game’s titular sword, and slay the force of evil causing everyone a headache. This is the third game in the Toon Link Trilogy, however, and that makes its ending kind of special. Like how Ganondorf was bested in Wind Waker, the legendary Bow of Light is summoned forth in the finale, which, in a sense, feels like it completes the trilogy. No longer are we scavenging pirates at sea: Hyrule is safe, her Princess reigning proudly, and the spirit of the Hero’s courage lives on within us all—the board is reset, if you will, as we’re now back on “track” for future installments. If this isn’t the perfect way to end a trilogy, I’m not sure what is.

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Both The Legend of Zelda: Phantom Hourglass & Spirit Tracks are more childishly charming or casual takes on the franchise, but equally critical in forwarding the legend itself to newcomers of this fantastic universe. Take me for instance—I boarded the S.S. Linebeck in 2006 as a child, and now I’m saving up to dive into the immersive world of 2017’s Breath of the Wild. From then, to now, I’ve been a fan, and it’s all thanks to two of the most underrated games in the franchise.

I played Phantom Hourglass and Spirit Tracks from beginning to end—from the Great Sea to the New World. And you know what? I enjoyed collecting every rupee along the way.

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End of Part 2. Go to Part 1 now if you missed it!

(none of this lovely artwork belongs to me)


Let me know your thoughts, memories, or nostalgia while playing Spirit Tracks! Many thanks again to NekoJonez for his hard work in putting this all together! PLEASE visit our hub article for “The Legend of Zelda: A Blogger’s Journey” HERE and reminisce on all the games that brought us joy, wonder, and excitement! We hope you enjoy it all! If you haven’t already boarded the ship in Part 1, go meet me over there, too! It’s been a lot of fun guys, it really has. Thank you so much for going on this journey with me!

– Takuto, your host

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The Great Sea: Phantom Hourglass | Zelda Project

Welcome! This is just a fraction of the reviews and reminiscent posts covering the expansive “Legend of Zelda” franchise in a project titled “The Legend of Zelda: A Blogger’s Journey,” which covers the many adventures of Link, from its creation in 1986 to its arguable magnum opus in 2017. This massive undertaking was started by fellow blogger NekoJonez (NekoJonez’s Gaming Blog), and though we had some rough-footing (what with aligning individual schedules to a project on this scale), I’m proud to be a part of the brave thirteen bloggers who were captivated by this memorable franchise, and wish to tell their own tales about the games they love. 

Here I have chronicled my experience playing “The Legend of Zelda: Phantom Hourglass” in Part 1 of 2. Part 2 over the game’s sequel, “The Legend of Zelda: Spirit Tracks,” can be found here. 

This is only the third blogger project I’ve ever been part of, so an extended thank you to NekoJonez for recruiting me back in June of 2017—we’ve come such a long way, my friend!

abloggersjourney.png

Awesome logo by zoef


Bridging the Gap

When Nintendo’s Wii stormed onto the scene in late 2006, bringing with it a long-since-promised expansive world in epic HD realism now known as Twilight Princess, fans were not only shocked but a bit confused as to how the games all “linked” together. It had been four years since the Overworld was flooded in Wind Waker, and five years since Zelda was played on the small Game Boy Advanced console (unless you returned to beat Vaati again in 2005’s Minish Cap).

Luckily enough, Nintendo responded to our calls in 2007 by continuing the adventure that had still left enough open waters out there worth exploring. Once again mounting the ship deck, we shove off the shores and set sail for what will be the next “brief 10 minutes” of Phantom Hourglass and glimpse into the future 100 years later in Spirit Tracks. Come 2009, with no other Zelda entries in between, the Toon Link Trilogy (or reign) will finally get its resolution from the day, long ago, when a valiant king sacrificed everything he had—including his own life—wishing for the creation of a new future.

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Back Out at Sea

Phantom Hourglass picks right back up where Wind Waker ended, even giving us a unique recap of the game via pirate Niko’s storyboard slates. Because of this, it marks itself as a clear successor to WW, a treatment that no other game in the franchise has received. Link, Tetra, and the gang are on a voyage to explore the endless oceans, one day hoping to finally settle down on a larger continent.

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But just as they begin their journey, the Ghost Ship, an eerie and haunting vessel whispered to cause other ships to disappear, catches the attention of our heroes. Tetra’s curiosity gets the better of her, and when she attempts to board the ship, the ghostly liner departs, causing Link to chase after her screams and, ultimately, fall into the dark water’s depths.

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He awakens washed up on a shore, and when a mysterious fairy named Celia and a kind old man named Oshus rehabilitate the boy, Link’s journey of once again returning the princess to the land of the living begins. He first visits the cursed Temple of the Ocean King, where destiny bequeaths him with the Phantom Hourglass, an artifact with sand that protects the holder from the temple’s toxicity. In the temple, he encounters the infamous treasure-hunter Captain Linebeck, and while the Capt.’s penchant for riches and fame frequently falls to his arrogant, scaredy-cat nature, he secretly admires Link’s silent charisma, and swears on his treasure-seeking hide to find the treacherous Ghost Ship.

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Introducing the Nintendo DS

Phantom Hourglass pioneered the Zelda franchise onto the Nintendo DS, returning the green-clad Hero to small consoles where he got his roots. As we all know, the DS’s bragging feature was its stylus/touch screen action, to which PH is worthy of the boast. Straying away from the D-pad (which now functions as the options menu), all the mechanisms are completely stylus driven: draw paths for weapons and movement, tap to attack, swipe and squiggle to perform a rolling dodge—you name it!

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While the drawing function for weapons like the iconic boomerang can cause some combat inaccuracies, you’re more likely to be using the DS’s key features for puzzles, riddles, and story events. Zelda was known for problem-solving in elaborate dungeons anyway, so this isn’t too big of a drawback. If anything, the idea of tracing on screen adds a whole new level of fun that just doesn’t exist anywhere else in the franchise.

An example of this would be that, for the first time, you can freely draw on the maps with your stylus, forever leaving behind tips, secrets, and memories for whenever you next visit the Isle of Ember or Mercay Island. Same can be said about sailing—draw a path on the map and the ship will follow. Some of my most fond memories, in fact, were merely cruising on the open waters for days on end, admiring the view of the colorful and creative islands both near and far.

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Another fond memory of my gameplay experience is again attributed to the unique involvement of one’s senses. Save for taste (please do not eat the game cartridges, looking at you BOTW freaks), PH used the DS’s capabilities to its fullest. In one scenario, you are required to “extinguish the flames to open the door.” I recall spending HOURS just trying figure out what the heck that meant. After finally succumbing to a game guide (my first one ever!), I learned that you were supposed to blow on the mic sensor located between the top and bottom screens. How inventive! In another situation, you had to “stamp the Seal of Courage onto the sea map.” That is, you would SLAM the DS lid shut, then gently fold it back open again. Now THAT is not only creative as hell, but very rewarding if you figure it out on your own. (I got that one, yay!)

It’s the Ocean Temple, But Worse

Where Phantom Hourglass is praised for its gameplay ingenuity, gorgeous cell-shaded graphics (which was practically begged for after Wind Waker), and fun, memorable characters, its most unfortunate drawback is the Ocean King’s Temple itself, which especially sucks since the name of the game—“Phantom Hourglass”—revolves around a crappy timed dungeon. That’s right, the main antagonist, a squid-like demon named Bellum, didn’t want just any old explorer making it to the 13th floor.

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Thirteen fricken’ floors, and that’s not even the worst part—when you first visit, only three floors are available. Between visiting each island’s temple, you RETURN to the Temple of the Ocean King—tediously starting at FLOOR ONE, mind you—and unlock the next set of floors. Oh yeah, and a reminder: it’s all timed. Once you run out of time, the temple starts sucking away your health. As an added bonus, phantom knights roam the floors, and unless you’re sitting on a safe zone, they’ll chase you down, slash you, restart you at the BEGINNING of the floor, AND cut time off your hourglass. It’s ridiculous, it’s challenging, and there are very few shortcuts as you go along. It’s even been dubbed “Doing your Ocean King homework before getting to the fun stuff.” I’ve gained so many gray hairs from this temple it’s not even funny.

Message in a Bottle

But as us Zelda fans should know, we shouldn’t let one bad dungeon ruin our experience. Beyond the Ocean King Temple is a simple story of heroism and doing what is right even if that scares you. Although Phantom Hourglass felt like a bottle episode, every bottle has a message in it:

It left us knowing that the goddesses who created the Triforce perhaps watch over many worlds, and that even in those worlds, the Hero can inspire courage in the most unlikely of cowards.

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I can proudly say that Phantom Hourglass was my first Zelda game (shoutout to the OG Gold Triforce DS Lite), and that despite my biases toward it, I’ll still recommend it to all the fans of the franchise, especially Wind Waker, and to those wanting to know if there’s hope in the future of the flooded Overworld.

To put it simply, yes, and it’s a world brimming with childish excitement and everlasting adventures.

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End of Part 1. Go to Part 2 now!

(none of this lovely artwork belongs to me)


Let me know your thoughts, memories, or nostalgia while playing Phantom Hourglass! It’s a game that took me places, and arguably brought me to where I am now. Many thanks again to NekoJonez for his hard work in putting this all together! PLEASE visit our hub article for “The Legend of Zelda: A Blogger’s Journey” HERE and reminisce on all the games that brought us joy, wonder, and excitement! We hope you enjoy it all! Now it’s time to board the train for Spirit Tracks, so go and meet me over there! Thanks for reading!

– Takuto, your host

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