Post by
MinisterofDOOM »
https://forums.nicoclub.com/ministerofdoom-u16506.html
Sun Dec 21, 2008 9:51 am
I had EXACTLY the opposite opinion.
I thought PH was easily the worst Zelda game I've ever played. It was still a fun game, but by Zelda standards it failed on numerous levels.
Nintendo oversimplified the Zelda recipe for PH and it came out worse for it. Much of what makes a "real" Zelda title was missing. The collection sub-quests were limited to a few FULL heart pieces and a dozen treasure bits. That's it. That SUCKS for people like me who enjoy searching the world for every item. Windwaker was amazing in it's "this is my world to explore" feel that encouraged you to sail to and explore every nook and every cranny. That was completely missing from PH. No wallet. No desire to explore (indeed, sailing was amazingly tedious thanks to the need to sit and watch for enemies all the damn time...exactly the opposite of WW's relaxing fun sailing).
The game is missing all the "optional" side activities that normal Zelda games feature. No side-things you can choose to take the time/effort to do in order to become stronger.
It was super-linear.
Dungeon designs were uninteresting for a Zelda title. Sure, they had the new map features, which were very cool. But beyond that, they were simple. And the damned temple got really really really old after not very long at all. Especially toward the end of the game, I got very tired of going back through that stupid place.
The touch controls I have mixed feelings about. The whole game was built around the touch-screen scheme, so they "fit" well. But they were nowhere near as responsive as button controls. There are just too many commands you can give Link for them all to function seamlessly. I would really have preferred a Metroid: Hunters style "D-pad plus touch screen" style control scheme. It would have left steering to the d-pad and everything else to the touch screen, which would have benefitted both "sides" of the control clutter. And you'd still have access to a shoulder button for the "item shift" mode. Again, I ask Nintendo: why restrict the player on this? Why not offer button AND touch-screen modes? It's the same mistake they've made with so many Wii games which have stubbornly refused to include support for GCN or Classic controllers--even in games that don't have any gameplay elements that "need" the unique Wiimote functions (I'm looking at you, Animal Crossing and Twilight Princess).
I'm a big nerdy Zelda fan, and I was definitely let down by PH's super-lightweight content and general lack of inspiration.
As for Link's Awakening, it remains among my very very favorite Zelda games. The control, sound, enemies, story, dungeons, characters, world design, and coloring (in DX)...everything just feels spectacular beyond anything I ever expected to experience in a game boy game. The exact opposite of my impression of Phantom Hourglass, which was underwhelming in every possible way.
Oh, also, the final boss fight was too easy and totally lacking in that classic Zelda "I overcame THAT?!?!!?!?!" feel.
I will say one thing for Phantom Hourglass, though. It didn't have an effing Moldorm boss fight. That's worth a lot of points. Stupid Moldorms. I hate them so much.