Modojo
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Zelda: Phantom Hourglass - A good foundation

  • Written by Modojo
  • posted October 5, 2007

Sometimes the freshest ideas may not always equal the best games. Recently I've seen that certain individuals believe that if you're "fresh" and "innovative", this is an inherently positive thing. I've noted that while I always encourage developers to try something new if they believe it will work out, I don't want them to force that because it's a new system that allows new control dynamics. For example, don't feel forced to use the DS microphone just because it's there... if you can't find a decent use for it, by all means skip over it.

Which brings me to Zelda: Phantom Hourglass. The talented team headed by Aonuma was apparently given a task to make a Zelda game that simple enough to be accessible to casuals. For whatever reason, they felt that Twilight Princess was too difficult and dense for the masses to get into. Even if you actually believed TP was challenging - and this is such a subjective thing - I cannot imagine you actually wanted no challenge at all. Zelda: Phantom Hourglass represents this shift in all its glory: there is simply no barriers to progression whatsoever, and while the puzzles still manage to be clever and the dungeons are still well designed they're simultaneously so simple and linear that the very rarely require any lateral thinking at all.

Let it be known this IS the freshest Zelda game in basically ever. It changes so much, from touchscreen only controls to map and note taking to the way you get around the world by tracing your route to the destination. But I'm not sure this change was always for the best: the traditional controls for a 2D Zelda game always felt precise and exacting, but here the game is distant and you always feel slightly disconnected from Link. You are, after all, controlling a fairy which Link follows around like a loyal puppy. But there are sacrifices: rolling is a complete disaster, and sword fighting is relegated to simple pointing and clicking (and the occasionally stylus slash) removing any remote resemblance to skill requirement. Some of the bosses are quite literally taken down within 30 seconds or less.

The result is something that reminds me of a "My First Zelda" game. Yes, it's accessible - it has the difficulty level of a toddler - and yes it's fresh... but the net result is something that improves in some areas (tossing and boomerang throwing is better with a stylus) but fails in many others. The net gain is slim to none. For someone like me who loves the Zelda franchise, and has played every incarnation on day one, it's a bit disconcerting to see this direction. Ultimately there's a foundation for a brilliant game, but it doesn't go far enough.

Early on the game presents you with a incredible puzzle that I thought might be setting the tone for the rest of the game, but unfortunately it is the high point of the title. I won't ruin the surprise, but to see it involves cartography to the extreme. It is very clever, takes more than ten seconds to see the full picture, and rewards your effort fantastically. It is a shame the rest of the game didn't follow suit, and didn't feel its audience would be intelligent and skilled enough to actually consistently complete such high quality "brain" puzzles.

Now if I'm sound overly negative, I don't want to be... this is still a great game. The dungeons, while linear, still display that trademark Zelda team talent and are briskly paced and brilliantly laid out. And the Wind Waker style is and always has been a perfect fit for the franchise, so it's a joy to see it return - even considering the DS limitations with 3D. It's just that at the end, it feels like a foundation for something greater to come. And hopefully it will be.

~ Chris Goldberg

Coming Soon: Yoshi's Island DS

  • Written by Modojo
  • posted November 8, 2006

With all the Final Fantasy goodness, thanks to XII, V, and III being released within weeks of each other, it's easy to overlook other games coming out at the same time. Yoshi's Island on the original SNES was an underappreciated jewel of a platformer, and Yoshi's Island DS is no different. The visuals bring a smile to my face because the heavy outlines and bright colors remind me of how much fun I've had in the SNES version. Those familiar with the original should feel right at home with this one, as it controls the same.

With all the next gen craze, it's good to see what looks to be a quality platformer. It's endearing when developers are still interested in making a fun game even if it's not the most technically advanced game out there.

Geometrically challenged!

  • Written by Modojo
  • posted November 3, 2006

So in case you didn't read the news yet over in our news section, Bizarre Creations' hit 360 XBLA game Geometry Wars: Evolved is due to arrive for cell phones in the next few months.

This game is a miracle of classic game design in this, the modern game world. It's highly addictive and contagious, and one of the best games from last year (and well into this one). Seeing it on a mobile platform makes me happy, as I can now go anywhere I want with the game and continue to try to dominate Mr. Davis' high score. Yeah, like I can do that.

Damn it.

- Robert Falcon

Initial thoughts: Touch Detective

  • Written by Modojo
  • posted November 1, 2006

touch detectiveTouch Detective has been getting mediocre reviews mainly because of the difficult puzzles, which is important since the game consists of mainly puzzles. Not one to trust reviews, I tried out the game for myself.

First off, the visuals are charming. I like the use of the top screen for McKenzie's (the player controlled character) reactions and thoughts. The mini tutorial quest was easy and logical enough, so I thought the rest of the game would follow suit. How wrong I was.

I got stuck on the first part of the first episode. I didn't think I was that rusty with adventure games, having finished the new episode of Sam & Max. It's not that the puzzles are illogical. It's just that attention has to be paid to every little thing, no matter how minute it seems. We've been getting soft-bellied by the dearth of good point and click adventures and forgotten that.

Hopefully, Touch Detective will open the door for many other point and click adventures on the DS. If the smooth and intuitive controls in Touch Detective are any indication, the DS was made for point and click adventure games.

Capcom loves them some PSP!

  • Written by Modojo
  • posted October 25, 2006

Today marks the release of Capcom Classics Collection Reloaded, another 19 Capcom classics in one handy little collection. The games may not be fully up to par with what was included in the first collection, but there's still some gems here for two-player fighting, including Street Fighter II, Knights of the Round, and King of Dragons. Not bad for $30. But...why Eco Fighter?

Anyway, Capcom Puzzle World drops in a couple of weeks for a similar reasonable price. It includes two classics that cannot be overlooked, Super Puzzle Fighter II Turbo and Buster Bros. Collection. Between both of these, players are bound to find hours' worth of entertainment. Hell, SPFII Turbo alone is going to guarantee a wear-out of AdHoc.

Look for reviews on both of these soon.

- Robert Falcon


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