Regardless of its legacy today, Windwaker was a game that started in controversy. A tech demo showing a dark, gritty, Ocarina of Time-esque adventure on Gamecube hardware garnered much attention at Space World 2000, but when Windwaker was shown the next year with its cartoon style, Internet message boards were quick to decry “Cell-da.” It’s no surprise that it’s sequel, Phantom Hourglass, shared a similar malalignment.
Phantom Hourglass started life as a sequel to Four Swords Adventure, a spin-off the required so many peripherals to play that it was doomed to be the worst selling game in the series, regardless of quality. As this sequel materialized on DS, focus appears to have shifted to the control scheme more so than the game’s content. In demos of the game before its release as well as interviews with Aonuma, the focus was usually on the input method and not the game itself. In fact, Aonuma has stated that Phantom Hourglass is his personal favorite game in the series because of the “new style of gameplay.”
Indeed, in 2007 there wasn’t anything like Phantom Hourglass. Touch controls for movement were not new, but not to this extent. Super Mario 64 DS, a launch title for the Nintendo DS, had an input setup that combined using the touch screen for movement with a one-handed grip, similar to Metroid Prime: Hunters. Other games on the DS used the touch screen for various functions with varying degrees of success, but Phantom Hourglass is one of the few action games that uses the touch screen exclusively. Running, jumping, throwing, grabbing, attacking, rolling--every action Link can traditionally do can be accomplished with just the touch screen.
Even today, the mere fact that the touch screen is the sole input method is astounding. Before gaming with touch screens on mobile devices was a thing, Phantom Hourglass did touch input and it did it extremely well. After a few minutes of re-training my old gaming habits, controlling Link with the touch screen became second nature. Not only that, it was actually enjoyable.
Link always stays in the center of the screen,and is moved by holding the stylus in the direction you want him to go, moving the stylus further away to move faster. Unlike Super Mario 64 DS, Link appears on the touch screen so you need to hold the stylus closer to the top so your hand doesn’t obscure your view of the playing area. The sword is controlled by tapping (to lunge) or drawing a line between you and the enemy (to slash). The only technique I couldn’t easily execute was a roll, which is made by drawing circles near the edge of the screen.
Controlling Link with the touch screen works far better than I would have expected. Not pictured: your hand
The humble boomerang works so well here I will genuinely miss it in other Legend of Zelda games
Controlling your boat by drawing a path is neither engaging or fun
Yes, I get it. You’re lazy. Can you let me play the game again?
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Community review by dagoss (May 06, 2021)
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