Showing posts with label Reviews (DS). Show all posts
Showing posts with label Reviews (DS). Show all posts

Friday, 20 November 2009

[Rev.](Games) The Legend of Zelda: Phantom Hourglass (DS)

The Legend of Zelda: Phantom Hourglass

Developer: Nintendo

Publisher: Nintendo

Year: 2007

With Spirit Tracks just around the corner, it makes sense just to have a brief look back at Phantom Hourglass, the game that was seen as the next logical step for the Zelda series. I would say that it was, but it wasn’t the best Zelda experience.

Setting the problems aside for the moment, let’s look at what makes Phantom Hourglass great. 

First is the controls. When I picked up the game I did doubt that the controls would actually work; but my doubts were unfounded: the controls work like a dream. Sliding the stylus about the screen to move Link feels fresh and intuitive, and there is never a point where it feels intrusive. Enemies can be attacked by just touching them, with Link performing simple slashes, which is all well and good on simple enemies, but on harder ones you want something better. And here is where the controls work perfectly; draw a circle to initiate the classic spin attack. The forward roll also returns, but is slightly tricky to master.

Using the touch screen for items feels really natural, especially for items like the boomerang and grappling hook, where all you need to do is draw a line on the screen. It’s also nice to see the return of a particular item that was sadly missing from the GameCube prequel.

The touch screen also comes into its own with the new note function built into the map screen, handy for solving puzzles and noting where items are in the dungeons; of which there are eight and  some see you exploring places not really seen in a Zelda title before. And they all connect with the story really well, which is an absolute corker.

Picking up directly from Wind Waker’s spectacular ending, it sees Link sailing the high seas once more , and although I won’t spoil it for those who haven’t played the game, I will say that it is a great setup with a brand new series villain. Like any other Zelda game, the story sucks you in with danger, charm, and gallantry, and never lets up. The characters are funny and charming, while the boss battles really build in the DS hardware, using both screens; and I couldn’t imagine not using the touch screen for some of them. There’s also plenty of side-quests to divert you from the main adventure, including treasure hunting at sea, fishing, and the useful spirit jewel side-quest. 

Puzzles also require more thinking, which is designed to work hand in hand with the note function. From remembering symbols to hitting switches in the right order, there’s quite a bit to work out.

And let’s not forget those visuals. With the same graphical style to Wind Waker, they are perfectly suited to Nintendo’s handheld. Sure it doesn’t look as smooth, but the lack of extra polygons really has no effect on the quality of the game, and it’s not until you’ve seen the vastness of the Great Sea can you truly revere the game’s beauty.

And through all this beauty I have only two problems; it’s too short, and its too easy. Phantom Hourglass is one of the shortest Zelda games, and will not have you on for forty to fifty hours collecting everything like in Ocarina of Time or Twilight Princess. There are the ship parts and treasures to collect, but do you really want to be salvaging in the sea for hours on end? Also cutting down the length is the exclusion of heart pieces, with you being rewarded with full heart containers after completing certain in-depth side-quests. But all except one, these aren’t challenging enough; and neither are the bosses and dungeons. Usually it would take me a couple of tries to beat the final boss, but in Phantom Hourglass I done it first time, and in a quick time for a Zelda game too.

My only other gripe with the game is that first dungeon, which you visit multiple times throughout the story. This wouldn’t be too bad if you started where you left, but you have to go though the entire thing again and again. After the second visit it becomes a chore, and it takes a lot of effort to get to that final boss at the bottom.

Indeed, Phantom Hourglass seems aimed at newcomers to the series,  which is a shame, as it sets a dampener on a hugely enjoyable Zelda adventure. If only it was harder, longer, and didn’t have the repetitive dungeon, we would have a perfect game.

+ Excellent use of the DS controls

+ Graphical style works really well

+ Great storyline

- Seems aimed at newcomers – too easy and too short

- That repetitive dungeon

8/10

Saturday, 11 April 2009

[Rev.](Games) Race Driver: GRID (DS)

Developer: Firebrand Games
Publisher: Codemasters

Year: 2008

So, this the sequel to one of the DS' finest handheld racing games, Race Driver: Create and Race, and in my opinion, it has sadly lost it's magic.

Create and Race was the DS reworking of the console and PC game Race Driver 3, and it was great; offering a selection of real-world racing championships, while catering to those who wanted their race sim on the more arcadey side. But, with GRID they have totally lost the true racing and gone done the Need for Speed route of arcade-style racing.

By doing the game this way, it has lost what the Race Driver and TOCA series was known for: pick up and play simulated racing using real-world championships. GRID turns this on it's head and focusses on sports cars and the like. Which, for me is disappointing, as I have always liked racing in the proper championships.

And where are the iconic British tracks?! They are sadly missing from GRID. I bought this excitedly thinking of racing cars round Brands Hatch in a better game, but it didn't happen. They even left out Silverstone!

One of the best things about Create and Race was the track designer. With no limits, I could create some crazy long tracks, but GRID imposes a limit on the number of track pieces you could put down; so no more five minute random drawing sessions to create mad tracks.

When I was told there was a Japan section in the game, I was expecting stuff like Formula Nippon and Japanese F3; but instead we get street racing??!! God, I have had enough of that to last a lifetime in NFS. The street racing genre has outstayed its welcome, and has become boring and clichéd, with every game being the similar sort of thing.

Ultimately, for myself as a dedicated motorsport fan, this was disappointing. I expected the thrilling real-world circuit racing from C&R, and we get clichéd arcade style racing instead. So, motorsport fans: put down the DS and boot up the PC, for when there are games like GTR Evolution and rFactor, there is no need to be buying games like this.

+ Simple arcade racing
+ Fun for short bouts
+ Uses Wi-Fi

- Loses the real championships
- Imposes limits on track design
- Includes clichéd street racing

Rating: 5/10