Helios said:
You're correct; and that's just the thing. The TotOK built upon the fact that you did re-tread its floors, and it incorporated this effectively - on multiple levels (items, sand, player experience, narrative) - into the game structure. It could not have been segmented into multiple dungeons and still have retained its essential qualities. The Tower of Spirits is essentially a hub containing many mini-dungeons. It's a structural component of the game/narrative, and a convenient way of accommodating the Phantom Zelda segments. It's economic in its design, no doubt - but it isn't what the TotOK was. Ultimately, there is no reason why the Phantom segments are allocated to the ToS - they could just as easily have functioned as separate dungeons. That's what I meant when I said it was a narrative convenience. In and of itself, that's not a bad thing - as you said, it is no different from any other dungeon - but it also fails to capture the essence of the TotOK, doesn't it? For the record, while I may have been hard on Spirit Tracks, I still don't consider it a poor game. It's deeply flawed, at times, but still enjoyable. Some things were improved upon, like the music (I enjoyed the leitmotifs used throughout the game, like the town themes) and it didn't have the plot holes associated with the sea charts. The world was also made to be better realized and more "alive" which was probably the most damning of PH's flaws, in my opinion. |
Thank you for explaining your position; I to prefer the TotOK for the reasons you mentioned, and have no particular points to argue in reference to what you said.
I should go back and play both those games again, this conversation has given me the inch.







