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Challenging Conventions 5: Zelda Steams Along by not Veering off the Tracks
Posted by Jeffrey Matulef, 210 days ago

At this column’s moniker would imply, I usually focus on a particular aspect of a game’s design and how it challenges design conventions. Not this week. Instead, I’m focusing on a sequel that doesn’t challenge any conventions and considering what that means for the game, the series, and the industry as a whole. That game is The Legend of Zelda: Spirit Tracks. Depending on what side of the fence you reside, it either represents the best or worst tendencies of the Zelda franchise.

In many ways Spirit Tracks is the least innovative Zelda title in ages. Ocarina of Time brought Zelda into 3D for the first time. Majora’s Mask redefined the Zelda structure in a mess, yet fascinating experiment that has yet to be replicated. Wind Waker brought an all-new visual style, as well as a new mode of travel in the sailing. Phantom Hourglass innovated upon that with its use of DS-specific controls. Even Twilight Princess had Link switching into a wolf for half the game. All these Zelda titles marked a step forward for the series in at least some capacity. Spirit Tracks, by extension, is a step back.

Take out the train, throw in an hourglass...

Aesthetically, it sticks to the rather tried-and-true formula of forests, snow levels, fiery mountains, etc, with hardly a new visual gimmick to its name. Link goes back to having a musical instrument (a series mainstay dropped from Twilight Princess). The game’s formula of going into a dungeon, getting an item, and then using said item to solve a bevy of puzzles and defeating a boss for a heart container is as old as the series itself. Even the one notable new addition, the train, is no more than an offshoot of Phantom Hourglass’ steam-paddler.

Those tired of the Zelda formula will likely write it off as a by-the-books Nintendo sequel, but I say there’s some value in it being exactly that; the game is exceptionally well designed and learns from the mistakes of its predecessors to deliver a tighter, crafted refinement on 20 years worth of Zelda goodness.

While the game owes its strengths to two decades of the series, the game is most widely influenced by its two immediate predecessors in this, the cel-shaded branch of the franchise; Wind Waker and Phantom Hourglass. Wind Waker set the mold with its expressive art style and playful tone. Sadly, it had a host of problems with pacing; offering too much clutter, useless collectibles, and copy-and-paste side-quests.

Its immediate sequel, Phantom Hourglass, offered a far more streamlined adventure. Gone were the bevy of items rarely ever used and the traveling was better paced, and it was a leaner, tighter experience for those improvements. Unfortunately, Phantom Hourglass too had its problems. Being the first DS incarnation, the game played it safe with its puzzles, offering far fewer head-scratching moments than the series is renowned for. It tested some new waters (quite literally with the introduction of the boat), but was still rough around the edges.


Rating: 2.0, votes: 2
 
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