I love Wind Waker. It's easily my favorite Zelda game of all time. So when I heard a direct sequel was being made for the Nintendo DS, I was excited to see cell-shaded Link being brought back, but worried that the stylus-only control would ruin the experience.


Wind Waker's beautiful cell-shaded style is somewhat murdered by the DS.

Instead, the touch-screen control is what make this game both fun and unique. It only takes a few minutes to become familiar with the stylus, and at times I actually prefer it. At times.

It eliminates tedious button-pressing by replacing them with simple one or two touches of the stylus. This doesn't make the game easier, it just makes it more comfortable for everyone. For example, throwing bombs in past Zelda games requires you to move Link to stand the correct distance away from your target before tossing it. Now you simply touch the target you want the bomb to hit, and Link will automatically walk to the correct location for the toss to make direct contact.

There are also more subtle ways this game works well on the DS. For one, the action in seen from a top down view. Since you're not looking at a TV screen, and instead looking down at your DS, you naturally feel as though you're over the action and giving Link commands through your stylus. The Wind Waker style was actually used for this exact reason, as it makes more sense to use simplified textures and details for a top-down view. I'm a little bugged as to how little cell-shading is actually being used, but it still looks similar to Wind Waker.


The touch-screen controls and dual screens make this Zelda game unique.

What I enjoy most about Phantom Hourglass is the pace of the game. Since the DS is a handheld system meant for playing-on-the-go, so is the gameplay. You're not required to do two-hour long dungeons. Instead, dungeons are kept simple and sweet - just long enough to satisfy you, but just short enough to make you want to keep playing.

This isn't to say Hourglass is a short game - there are more than seven dungeons with a large number of sidequests and minigames, and plenty of items to collect. Those who want to blaze straight through the game certainly can, but there is so much more for those who want to take their time and find each item. Granted, it's nothing even close to the statue collecting in Wind Waker.

There's a good amount of puzzles that would only work on the NintendoDS, but they definitely did not mutate the game into a DS gimick parade. My favorite of them all is the ability to write notes on your map. It's very refreshing to be able to make note of treasure chests you can't reach, or write down the order in which you need to pull sets of levers. That, and being able to take notes while playing during an important meeting.


Sea travel in this game is clearly designed for the people who whined about Wind Waker's.

Every Zelda game seems to have a unique portion you either love or hate, and the award for Hourglass' goes to The Temple of the Ocean King. It's a dungeon you visit around five times during your adventure, each time using your newly acquired skills to go deeper and deeper. The reason this is unique is because you're exploring it under a time limit, and sneaking by guards.

Those who don't enjoy this game, generally feel that way because they didn't enjoy The Temple of the Ocean King. It was difficult, but I enjoyed the challenge, so guess what? I enjoyed the game!

I'm not sure if I can call this game a true Wind-Waker sequel. Maybe its too difficult to see such a beautiful-looking game on Gamecube downgraded into what's basically Nintendo64 graphics. Maybe it's the strange feeling I get from a sequel having much less than the original. Or maybe I simply want a Wii sequel.

Regardless, Phantom Hourglass is a wonderful Zelda game that's perfect for the DS, and I encourage anybody and everyone to play it if you have a DS.

Nice to see cell-shaded Link is still loved.


Verdict: Good, clean Zelda DS fun.

9.1/10