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Phantom Hourglass was a surprise
announcement during Eiji Aonuma's Zelda speech at GDC 2006. The game
makes good on a promise made by Nintendo that gamers would
one day see a return to the graphical style first used in The Wind Waker. The cel-shaded adventure uses full use of the
Nintendo DS touch-screen, used to control Link (via
Ciela, his fairy companion), swing his sword, write on maps,
unlocks doors, and much more. The microphone is used to blow
out candles, blow off dust and yell over great distances,
while even the clam-shell form factor is used to its full
potential in one hair-tearingly obvious puzzle.
The connections to The Wind Waker don't end with the title's
style, as the title is a direct sequel to the original sea-faring adventure. Indeed, the DS
game is set on the Great Sea once again, though the awkward
sailing of TWW has been replaced by touch-screen sea
battles, route planning and, best of all, a steamboat that
doesn't require the wind to be directed in a particular
direction.
Despite being modelled in 3D, the game takes a top-down view
of the action - reminiscent of old-school Zelda games. This
removes camera problems and allows the game to be more
effectively controlled via the touch screen. Apart from the
sword, other weapons are enhanced by the touch screen too,
for instance you can now draw a path for your boomerang, allowing for
more complex puzzles. Adventuring is naturalised, as you now
receive clues around the dungeons that you can make notes of
on your map. No character recognition is needed - the map is
now a tangible item for you to interact with as if it was
your own. Once again, Nintendo makes strides towards making
the player feel as if he is Link. The game lays down
important foundations for future Zelda titles. |
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