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SHMUPGurus said:

Now Helios, I don't really see the progress you're talking about. Because it is a handheld version of a Zelda game, I don't really see how they can improve on the narrative when everything is made simple. Your point about the main cast being involved in Link's quest is weak, have you ever played The Wind Waker? Simple characters at the beginning of the game become important ones, such as Medli and Makar. You needed to use those characters in order to complete certain temples in TWW (and they made the story advance by becoming Sages of those temples, praying to restore the power to ban evil from the Master Sword). It was both unique and sad at the same time, because they would have to dedicate their lives to Link's cause from that point on. In Phantom Hourglass, you do use that little Goron to finish a temple, but the interaction wasn't as important as in previous Zelda games. In PH, it's just rehash of ideas put in a simpler way.

Using a stylus to do everything isn't much of a progress if you want my opinion. It's a different way to play, but it would have work as good, if not better, with traditional controls and we would have been able to see the result of Link's quest the same way.

I'm not saying Phantom Hourglass is bad game, but it didn't revolutionize anything in the franchise. For what it was, it was amusing that's for sure! ;)

First, let me tell you: You are correct - Interface is where PH truly "shines" (whether you like it or not is another matter - I was rather indifferent to be honest) However, you cannot deny that the new controls gave birth to some fresh and clever ideas. The way you control the boomerang, the hammer, and the Goron ally are just a few examples of things that would have been impossible with a "normal" interface. I also thought the puzzles were quite good and made use of the game's strengths, although the LoZ-style dungeon designs failed to impress me.

Now as for story... You are right about that too, but your examples are different from the things I am talking about. Even if other games started the process (and really, it started with ALttP) PH can still better those games. In that regard, I feel it is rather strange of you to pass judgment on my arguments before you even know them.

So, what am I talking about? Well, what about Link's quest? What is this game about? To save Tetra, of course. It's a simple premise, but it's never been as clear, or told well. The game never lets you forget about it. It's the first time Link and Zelda have any real relationship to talk about, and the game makes the most of this, which makes me feel this part of the story was better told in PH than any other Zelda game.

Of course, the plot involves more people than just Link and Tetra. Oshu, for one, is, for the first time, not just some spirit you go to once and never see again until the ending (a la the Light Spirits, or just about any supernatural creature in the series) I know this is a special case, with him having lost his powers, but feel that this is worth mentioning.

More importantly, there is Linebeck, whom, besides being a surprisingly well developed and interesting character, is actually involved with other characters, like (the otherwise bland) Celia, as well as Link himself. Together, they make quite a cohesive cast. Funny thing is that we've never seen that in a Zelda game before (when did multiple characters interact in any meaningful way in TP?). Of course there is also that crazy woman that haunts Linebeck throughout the game - they way this resolves - juxtaposing Link and Linebeck and their outlook on life - is another brilliant example of PH's unique narration.

As for story-gameplay interaction, just consider the quest for the Phantom Sword, and the way this changes how you tackle the Temple of the Ocean King. That is good design, unlike anything seen in TP or TWW. The Temple itself is very interesting, as are the Spirits - how often do the "quest items" you collect (Spiritual Stones, Fused Shadows) actually affect gameplay (with the proper uppgrades)? I think PH does the best job of combining story and gameplay elements since MM.

I could go on, but these are things that impressed me as a game designer. I just though PH was the first to get things right where previous games have struggled.