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Forums - Nintendo - Battle of the Zeldas: Phantom Hourglass or Spirit Tracks?

 

Battle of the Zeldas: Phantom Hourglass or Spirit Tracks?

Phantom Hourglass 28 25.93%
 
Spirit Tracks 37 34.26%
 
Just want to see results 43 39.81%
 
Total:108
NYANKS said:

I like the water travel better, but I cannot stress enough how LAME the Ocean King's Temple was.  I got so bored with the repetitiveness that I just didn't feel like playing anymore. 

Like people have said though, neither game is anywhere close to the best Zelda games.  Link's Awakening and the Oracle games destroy these two in my opinion.  Zelda didn't have the strongest presence on DS to me.

the repetiveness of ocean temple gets brought up a lot

but how did you not get annoyed by the repetitiveness of sitting on a train, following tracks to every location.  I dreaded getting on my train, i hated it.  the ocean temple was once every so often, the train was all the time throughout the whole game, it was its main component and it was beyond repetitive. there was crap to do on it, but shoot pointless snowmen/trains or bunny rabbits

all you could do was go faster or slower.  at least in boat you have some control over it.



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irstupid said:
NYANKS said:

I like the water travel better, but I cannot stress enough how LAME the Ocean King's Temple was.  I got so bored with the repetitiveness that I just didn't feel like playing anymore. 

Like people have said though, neither game is anywhere close to the best Zelda games.  Link's Awakening and the Oracle games destroy these two in my opinion.  Zelda didn't have the strongest presence on DS to me.

the repetiveness of ocean temple gets brought up a lot

but how did you not get annoyed by the repetitiveness of sitting on a train, following tracks to every location.  I dreaded getting on my train, i hated it.  the ocean temple was once every so often, the train was all the time throughout the whole game, it was its main component and it was beyond repetitive. there was crap to do on it, but shoot pointless snowmen/trains or bunny rabbits

all you could do was go faster or slower.  at least in boat you have some control over it.

Well you could say the same thing about the repetitiveness of the water in PH, which people even brought up for Wind Waker but I love the water.  See the train required no thought or brain function, so it was easier to deal with.  With the stupid dungeon, you had to actively do stuff over and over AND OVER.....and it was just a bad design choice imo.  Also, if you just got buy timewise on your last visit to the dungeon, the crappy time carries over no? So it makes it tougher the next time you visit.  I dunno, it made me not finish the game lol.  At least I finished ST. 



Helios said:

With Spirit Tracks, the essence of the concept that made the original so great is gone; just what is the point of a central dungeon if the player never treads a section of said dungeon more than once? Its purpose is reduced to a narrative convenience - a structural component that does nothing in-and-of-itself to further the story or game play.

I have no objections in particular to the rest of your post, save what would amount to subjective bickering. This segment gets to me, though.

The only quantifiable difference between the Tower of Spirits vs. The Temple of the Ocean King is a lack of (necessary) retreading; this I will freely grant. More, there are some aspects in which I prefered the TotOK (it is maybe the best dungeon ever, taken as a cohesive whole), which has to be acknowledged. However, I don't see how the lack of retreading subtracts from its value as a dungeon, nor how it reduces the status of the temple to a "narrative convenience" in a way that any other temple in the series is not. I mean, the distinction here can't be down to the integration of disparate gameplay concepts, because the ToS has that in spades.

What do you mean, here?



NYANKS said:
irstupid said:
NYANKS said:

I like the water travel better, but I cannot stress enough how LAME the Ocean King's Temple was.  I got so bored with the repetitiveness that I just didn't feel like playing anymore. 

Like people have said though, neither game is anywhere close to the best Zelda games.  Link's Awakening and the Oracle games destroy these two in my opinion.  Zelda didn't have the strongest presence on DS to me.

the repetiveness of ocean temple gets brought up a lot

but how did you not get annoyed by the repetitiveness of sitting on a train, following tracks to every location.  I dreaded getting on my train, i hated it.  the ocean temple was once every so often, the train was all the time throughout the whole game, it was its main component and it was beyond repetitive. there was crap to do on it, but shoot pointless snowmen/trains or bunny rabbits

all you could do was go faster or slower.  at least in boat you have some control over it.

Well you could say the same thing about the repetitiveness of the water in PH, which people even brought up for Wind Waker but I love the water.  See the train required no thought or brain function, so it was easier to deal with.  With the stupid dungeon, you had to actively do stuff over and over AND OVER.....and it was just a bad design choice imo.  Also, if you just got buy timewise on your last visit to the dungeon, the crappy time carries over no? So it makes it tougher the next time you visit.  I dunno, it made me not finish the game lol.  At least I finished ST. 

The only reason you did the same things over and over in the Temple of the Ocean King is because you didn't put any thought into it. Each floor has multiple solutions to its puzzles based on what items you have. And no, the time only carries over from the halfwaypoint - running through the first half of the temple even once with a decent time is enough to get to the end with more than enough left to spare.



Khuutra said:
Helios said:

With Spirit Tracks, the essence of the concept that made the original so great is gone; just what is the point of a central dungeon if the player never treads a section of said dungeon more than once? Its purpose is reduced to a narrative convenience - a structural component that does nothing in-and-of-itself to further the story or game play.

I have no objections in particular to the rest of your post, save what would amount to subjective bickering. This segment gets to me, though.

The only quantifiable difference between the Tower of Spirits vs. The Temple of the Ocean King is a lack of (necessary) retreading; this I will freely grant. More, there are some aspects in which I prefered the TotOK (it is maybe the best dungeon ever, taken as a cohesive whole), which has to be acknowledged. However, I don't see how the lack of retreading subtracts from its value as a dungeon, nor how it reduces the status of the temple to a "narrative convenience" in a way that any other temple in the series is not. I mean, the distinction here can't be down to the integration of disparate gameplay concepts, because the ToS has that in spades.

What do you mean, here?

 

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.



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Spirit tracks for me.



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Helios said:
Khuutra said:

I have no objections in particular to the rest of your post, save what would amount to subjective bickering. This segment gets to me, though.

The only quantifiable difference between the Tower of Spirits vs. The Temple of the Ocean King is a lack of (necessary) retreading; this I will freely grant. More, there are some aspects in which I prefered the TotOK (it is maybe the best dungeon ever, taken as a cohesive whole), which has to be acknowledged. However, I don't see how the lack of retreading subtracts from its value as a dungeon, nor how it reduces the status of the temple to a "narrative convenience" in a way that any other temple in the series is not. I mean, the distinction here can't be down to the integration of disparate gameplay concepts, because the ToS has that in spades.

What do you mean, here?

 

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.



RolStoppable said:

Neither of these two is a real Zelda game. I have no want to replay either and that says it all.

RolStoppable!

You should not call yourself terrible, even if you're only implying it.

Self-deprecation is most unbecoming for a lady.



RolStoppable said:
Khuutra said:
RolStoppable said:

Neither of these two is a real Zelda game. I have no want to replay either and that says it all.

RolStoppable!

You should not call yourself terrible, even if you're only implying it.

Self-deprecation is most unbecoming for a lady.

Okay sorry geez



RolStoppable said:

Neither of these two is a real Zelda game. I have no want to replay either and that says it all.

Eeeexactly.  Link's Awakening, on the other hand, I've beaten 4 times and wouldn't mind another go lol.