Throughout the Zelda series, a huge cast of characters has assisted Link on his quests. From the old man lending him a sword at the beginning of his first adventure to Navi, Midna, Tingle, Gorons, and Zoras in the later 3D titles, he’s had no shortage of companions. However, he’s never had a true partner by his side throughout an entire quest. Fans got a taste of Link and Zelda’s partnership while escaping the sewers in Link to the Past and the castle in Ocarina of Time, but Spirit Tracks marks the first time the princess tags along for the entire experience.
Those who played the game at E3 had a chance to check out a segment featuring Link ordering a “phantom” around, using him to distract guards and the like. What was never explained was why exactly the phantom is helping you out. During our recent visit to Nintendo in Seattle, the company unveiled the story elements leading to this gameplay mechanic.
Early in the game, Link is on the way to his graduation ceremony to become an engineer. He’s scheduled to receive his license from Princess Zelda herself, but it’s in danger of being rendered useless thanks to Hyrule’s mysteriously disappearing Spirit Tracks. Strange storms are forming around the Tower of Spirits, the hub of all of Hyrule’s tracks. As the tower itself falls apart and strangely reassembles out of balance, an ominous train appears from the clouds. Chancellor Cole, an odd little man with two green top hats, steps out and reveals that he’s actually a horned demon with sinister intentions. He uses his power to knock Zelda out, hitting her so hard that her spirit separates from her body.
Cole kidnaps Zelda’s physical body, but her spirit form remains with Link for the rest of the adventure. She acts as a guide in the same fashion that Link’s faeries have in the past, but she’ll have far more impact on the gameplay than his former partners. Early in the game, she inhabits the body of the phantom seen in the E3 demo. The player can switch back and forth between the characters easily, controlling Link in the same fashion as in Phantom Hourglass (although the roll has thankfully been re-mapped to a double-tap of the stylus). When you switch to Zelda, it’s a matter of drawing a path for her to follow. She’ll attack enemies, distract guards, and interact with objects.
These segments feel less like an extended escort mission and more like a cooperative one-player experience. Utilizing both Link and Zelda is crucial in the Tower of Spirits. You don’t control both characters throughout the entire experience; she only inhabits the phantom in certain areas. Dungeons are more of a traditional Zelda experience, with Link handling all the combat and puzzles. In these areas, the princess operates as a guide for the player rather than a controllable partner.
One of the primary complaints of Phantom Hourglass involved the repetitive Temple of the Ocean King segments that players were constantly forced to revisit. Spirit Tracks has similar areas in the Tower of Spirits, but their focus is more on progression than repetition. Fighting through each floor over and over isn’t required as you reassemble the tower; instead you go directly to the newly restored floor without trudging through those below it.While Zelda’s involvement in Spirit Tracks brings a new element to the series’ standard gameplay, it’s still filled with old trademarks. Dungeons still involve collecting keys and items, grabbing the Big Key, and using your newly acquired weapon to take out the boss. We played through the Forest Temple, which is where Link receives the Whirlwind item. By aiming it and blowing into the microphone, you can clear clouds of poison gas and affect certain enemies. Link’s quest to restore the Spirit Tracks is looking like a worthy and exciting addition to the Zelda series, introducing plenty of new elements while not straying too far from what made the franchise so beloved.
(For a look at Zelda in action, check out Meagan's media post)
Thanks so much for this Dan. This has me going nuts about this game. I can't wait for it.
I love trains.
That would be cool for this game.
The idea sounds so much better now that I know what the game's really about. I mean, the whole conductor thing sounded really stupid at first, but I think they can pull it off.
this is why i love zelda games. they always introduce enough new content to make the games feel fresh, without straying too far from a formula that is AAA material. people saying these games are rehashes are just wrong.
Final Fall 0, that seems to be Nintendo's trademark. I don't think anyone expected them to be as successful as they are, what with their with motion sensing remotes, touch screens, less powerful systems and games that involve exercise, animal village simulating, and brain de-aging.
Well, this puts the game in a new light for me...When I first heard of the game, I thought it sounded rather...meh. I really enjoyed Phantom Hourglass, but the whole train thing on this one threw me off.
I'm a little more excited for the game now...I suppose Nintendo can pull the changes off. Doesn't seem like they've failed before....I guess I'll have to pick the game up when it comes out then.
Like everyone else, I saw the train and thought "Gimmick." at first.
But now that I know more about the dungeon sequences, this is looking really fun! (I'm adopting a "wait and see" attitude about the train) I really like playing the multi-player mode of Phantom Hourglass, where you are controlling the phantoms half of the time, so having that be a key part of the whole game sounds great!
Wow, Link went supernatural on us, I know this game sounds weird for this game, but thats weird even for zelda
Glad to see some new features added on to the series.
this looks like another great zelda game, and there're always good on the portable systems.
onl[i]ne tra[i]n battlez tell me that dont sound funn[ii]
I have thought for a long while now that this would be a good idea having Link and Zelda team up together much in this fashion. My idea was a console sequel to Majora's Mask that essentially had this happen to both Link and Zelda and they'd use the masks to exist and playthrough the game as a team, one would have been in fairy/ghost mode and thus it would allow it to work on the field and then in dungeons they would split up to work together for puzzles (this game seems to just have them working together, not massive split-ups like I envisioned). Wow, I guess I wasn't too far off, though, I thought it would happen like ten years from now so its awesome my idea is, more or less, happening with this game. Now I'm super excited to see how my idea will turn out, and just like the coverage for New Super Mario Bros Wii last week, this game suddenly jumped to the top of my most wanted games.
SHE'S DEAD! DEAD, AND NO ONE CAN BRING HER BACK! SHE'S GONE, GONE, GONE FOREVER!
.........yeah, who am I kidding? She'll come back to life.
Now I might have to actually get this. I absolutely hate being forced to use the stylus, so much so that PH remains the only Zelda game I own where I never even completed a dungeon. But these new additions sound pretty cool, and may make up for that.
wow, that, might suck
I think this will be great while we wait for the next Wii Zelda. I'm happy to see that you don't have to repeat the same temple over and over again.
I can't wait!
My hype for this game went from about 5 to 90. Looks cooler than I expected.