E3 Impressions: Zelda: Phantom Hourglass

Zelda on the DS! Hands-on impressions
Written by Nik

One of the most expansive demos out there on the E3 floor was the new Zelda DS game. Four pieces of the main game were playable in the demo, and next to that there was the option to battle another visitor of the expo in one of the multiplayer modes of the game. Unfortunately I had the honor of playing against a person who didn't quite understand the principles of the multiplayer game.

Let's start with this multiplayer mode. Players control either the knights or Link. When you're Link you have to collect as many force gems as possible and bring them to your own territory. Meanwhile, the other player tries to prevent this by moving the knights in strategic positions to defeat Link. When Link is caught players swap positions. However, the lady behind the desk and my human opponent didn't quite understand how to move and why they suddenly had to control a bunch of knights instead of Link.

Understandably, controlling the knights is somewhat confusing in beginning. Instead of using the analogue buttons you have to draw the way for the knights on the touch screen. This way you can move them fast after each other. Controlling Link works � just like in the single player mode � fully with the touch screen. This multiplayer mode is kind of fun, especially with an opponent who does understand the basics of the game, but seems to be nothing more than just a fun little mini game. This mode is available for four players in the final version where three players control one knight when the fourth is moving Link, trying to avoid the knights.

The parts I played could entirely be controlled with the stylus alone. The upper screen shows a map while the other screen displays the actual game play. Only having to use the stylus works pretty good. Link walks where you point. Tapping an enemy lets Link uses a sword. Drawing a circle around him makes him swing his sword. Tap an object and Link picks it up. It's great to see more and more games making full use of the touch functions of the DS.

One of the newer elements in Zelda: Phantom Hourglass is the possibility to make notes on the map. This feature was best demonstrated in the part where you get to explore an island. The inhabitants of this isle tell you that there's a red door that's probably an entrance to a dungeon: however, the red door doesn't open that easy. You need to connect the dots on the door in a certain pattern.

Next to the door there's a map with five places marked with an X, just like the five dots on the red door. You can copy these places on your own map and visit these spots. On every X mark there's a statue with a number. By putting this numbers on the map at every spot you can see how you need to connect the dots on the door. Of course, you could have taken paper and pencil to make note of the order, but making your own notes in the game is kind of cool.

The return of the sailing parts was not good news for every Zelda fan. Endless hours roaming around at sea wasn't the ideal thing to do in a Zelda game. In this game sailing isn't done manually - gamers have to draw the route of the boat on the map and put the boat in gear one or two. It still took my ship some time to arrive at its destination, longer than I had expected, but the shooting at enemies with the cannon made up for it. Right before my arrival at the docks a boss popped up. Drawing paths around him and shooting at the same time was quite overwhelming, and could be one of the drawbacks of big Zelda fights on sea.

As you can see from the screenshots, Zelda: Phantom Hourglass is coming along quite well. It's looking very good at this point. The animations are fluid and they're nice little details in it, like your ship burning in flames when your health is almost down. The basics of Zelda: Phantom Hourglass is great. Let's see what they make of the full adventure.

Nik Wouters
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