Hi there, Mr Malstrom
After your last blog-post I thought, since you didn’t play Spirit Tracks, let me tell you about all the great adventure and maze gameplay you have been missing out :) Yes, I’m being sarcastic. The game is an abomination, not only of the Zelda series. Imagine there was no Zelda game ever before. Spirit Tracks is still so low, it would end up on the Angry Video Game Nerd’s review list.
Please allow me to explain my point.
First of all, the game starts with a little background story about some demon king, who wanted to destroy Hyrule. Standard stuff. Then the gods banished him below the earth and put him into chains. So guess what, these chains are not railroads and that’s why we have a game with a heavenly train.
I admit that I found the idea of having a train kind of odd, when I heard about it, but never thought about it as much as others. But this explanation just blew me away. That’s the worst excuse for “we’ll just do whatever we want” I have ever seen. In fact it makes things even worse. How stupid does Aonuma think I am, that I would buy such nonsense?
Anyway, on we go. The whole story was apparently just a slideshow by one of the pirates from Wind Waker. Or at least he looks exactly like one of the pirates and has exactly the same name, only now he is an old man. So it turns out, he is Link’s roommate (that’s just wrong) and Link’s railroad engineering mentor (god, i’d never thought, I would ever write that) comes in to remind him, that it’s Link’s graduation day, when he will become a real railroad engineer. And who else would carry out such a trivial task, than the princes of the entire kingdom herself (wait, what abut the king?)? So yes, trains are serious business in Hyrule.
You hop on the train and then it’s time for the thrilling, mind-blowing, heart-pounding action of having a steaming pile of steel run on a predetermined course. And this time I’m not even sarcastic. That’s all there is to it: you draw the course on the map and just sit there and wait. Yeah, I can truly see, where the “action” part in action-adventure comes from. Oops, sorry, my bad, I missed something: There are two more trains on the rails, so you can’t just blast ahead with full speed. Noooo, you have to make sure, you don’t crash into them by driving slowly. Sounds like fun, doesn’t it?
So, once you FINALLY arrive at the castle it’s back to walking and constantly being interrupted by stupid NPCs (look, the mail man now pretends like he is a train, how cute ^_^), who will just waste your time with unnecessary dialogue. So you make it to the princess, who just does not shut up. Oh, and look at the minister, with the evil smile and the two hats, conveniently placed as if they were hiding a pair of horns. I wonder if he’ll turn out to bee eeeeevil ^_^
The princess has some more talk with Link, how she has a bad feeling blah blah… the point is, she hast to go with you to the tower of the gods, you have to sneak her out. I’ll spare you the details. I believe, you can imagine how tedious it is, especially when having to sneak out two persons at the same time.
Once you’re finally on your way to the tower, a cutscene stops you. Look who’s there… it’s the minister! And he’s evil! And he has a pair of horns right under his hats! Gasp, what a super special awesome plot-twist! So the bad-guys “kill” Zelda and take their body, Link and his mentor get knocked out and it’s back to the castle AGAIN.
There you can pick up your sword ( we’re an hour into the game by now), meet Zelda’s ghost (she’s your side-kick in this game) and pick up her magic flute (get ready for some gimmicky microphone use), which will serve as our deus-ex-machina plot device.
Back on the train (the game has a very clear pattern of useless dialogue and tedious train-driving) and yet again to the tower of the gods, where an old woman, who is half train herself (or just has a steam-powered wheelchair, it is never explained) gives you the task of finding a dungeon, in order to unlock the next area with the next dungeon. And after each dungeon you have to return in order to do five floors of puzzle-solving in the tower of the gods.
OK, I’m not going to keep narrating the game scene by scene any more, or I’ll be stuck writing this forever. This is a good point to make a summary, because now, after more than an hour, you finally get to actually do something. But I’m not talking about kicking ass, nooooo, I’m talking about getting to do anything other, than walk and read.
First of all, the train sucks.
Not only does it not belong into the game, the developers, or rather Aonuma, screw things up royally by trying to justify that nonsense. Even that would be forgettable, if it wasn’t for the idiotic attempt, to make the train the centre of the gameplay. You have constantly to get on the train, to travel from A to B. Why? Why not just walk, ride a horse, whatever! It’s painfully slow, and to make things worse, there are demon-trains all over the place. You cannot defeat them, you have to stop, wait until they drive past you (they don’t chase you, they simply follow their route). So instead of driving from A to B, you drive from A to C to D to E to B. You can’t even simply close your eyes and wait, because warthogs crawl all over the landscape and you have to use your whistle to scare them away. Apparently the divine train can be destroyed by a warthog charging three times at it.
The train was a stupid idea from the start, and somehow they managed to turn it into a torture.
Next, why does Link need a side-kick in the first place?
It started in Carina of Time, and since then only the Oracle games (which were not even by Nintendo) didn’t rely on some annoying thing permanently attached to you, interrupting the game and telling you how to do the simplest tasks, or reming you of what was just said a minute ago.
Remember when Zelda was just about some elf boy, who went to save the kingdom from the evil monster? Of course you do, but Nintendo developers don’t seem to. Man, even Mario now has a side-kick, a big fat dumb purple POS.
The puzzles are stupid!
I like puzzle games, but I hate it when the puzzles consist of simply using a stupid gimmick (that would qualify as a puzzle in preschool), and when the developers try to turn the puzzle game into something else (e.g. a platformer). If you’re making a puzzle game, admit it!
Spirit Tracks does both. The puzzles are not mind-challenging, but just annoying. They are not puzzles at all.
The world sucks.
You have the huuuuge overworld, which can ONLY be accessed by train. The places on the other hand are jokes. There is nothing but NPCs, who have nothing useful or interesting to say. Yet you have to solve their personal problems over and over again. Never mind that you are the hero, and that the demon king is about to be resurrected. Also there is nothing interesting in any location. No secret areas (unless plot-relevant).
The mythology is a giant mess.
I don’t care, how magical trains are for Aonuma’s son, for most people they are just steaming piles of steel (maybe it might have worked if it took place in some sort of steampunk universe… hey, there is an Idea for an entirely new Nintendo universe; that wasn’t hard at all). There is no way, you can come up with a “train of the gods” and have it make any sense. And those half train, half person things are just… wrong. Also, what happened to the Triforce and Ganon? I know, this is just a handheld game, but come on, it takes place in Hyrule.
The dungeons are lame.
I liked you maze gameplay post. It is part of what made the old Zelda games so magic. In fact, I have described it as a “maze” game before, unfortunately, nobody reads what I write. As for Spirit Tracks, the dungeons look kind of like mazes at first, but there is always only one way, which happens to pass through some rooms several times (but always through another door). The enemies are not worth mentioning. They just crawl around mindlessly. The “puzzles” are not worth being called that way. Only the bosses were actually interesting, until you figured out their pattern.
Enemies?
Well, if you happen to run into some enemies, just tap them. Some need to be tapped a few times, but that’s it essentially. It’s about as dangerous as stepping on snails in your garden. Oh no, wait, you could actually slip on a dead snail, so stepping on snails is far more dangerous. It’s almost as if Japan has an extra tax on enemies in videogames.
The game wastes my time over and over again.
I have to endure the same stupid text every time I trigger something. I have to
watch the mail man pretend to be a train every time I get a letter (why does Link get letters in the first place?). Every time I play the stupid flute I have to watch Link dance. Every time I hop on the train, I have to watch Link stop, salute, jump in and slowly start getting off. Every time a door opens, it gets its own low-angle camera shot.
NPCs keep sending me from place to place to carry out some stupid quest, constantly forcing me into driving the train. Worse, those quests are just talking to a specific person (or half-train).
You know what? Spirit Tracks is not a Zelda game. It’s a landscape simulator, the landscape being composed out of ten different kinds of assets. Watching a computer-rendered landscape is what you will spend most of your time with. In fact, the game forces you to spent as much time on the train as possible.
I never feel like I accomplished anything.
So, why did I endure this self-torture to the end? Well, as a matter of fact, I didn’t. I was on my way to the third dungeon, when I met Linebeck, a character from Phantom Hourglass. Well, he looks exactly like him, wears exactly the sam clothes, has the same name and the same voice. So, is he an ancestor of PH Lineback? Or a descendant? I was just about to give up all hope, when he told me I have to drive all the way across the world map back to the snow region, in order to tell the carpenter, to repair the bridge. In other words, to pointlessly waste even more time.
That’s when I was not only done with the game, but with the whole series. I envy your optimistic outlook for Skyward Sword, but I have no more trust in neither Aonuma, nor Miyamoto, nor Iwata. Aonuma for making this ****, Miyamoto for not saying “WTF are you doing to my creation? Heresy, stop it you madman!” and Iwata for actually greenlighting it. After all, if the developers get crazy it is his job to put them back into reality.
I don’t care, what they announce for Skyward Sword. I don’t trust them. And for that matter, I especially don’t trust reviewers (ST has a score of 86.92% on gamerankings.com – talk about game journalism being a joke). So, who shall I trust? My own experience. No more Zelda for me (except the classic ones of course, they are still awesome and timeless).
Out of curiosity I gave the game to my sister. I did not tell her how I feel about the game. I was curious if a girl might like the cute stuff in the game. It failed miserably. My brother did not even want to try a Zelda game with trains.
Spirit Tracks makes me actually angry. Aonuma, Miyamoto and Iwata will all get paid for this. The game is selling and makes profit. More than many great games, which performed worse. Just look at the used prices for Phantom Hourglass and Spirit Tracks. On the other hand, a few days ago I bought Castlevania: Dawn of Sorrow (awesome) for 9€ (including postage). And all just because it has the name “Zelda” on it. I know I sound like a hardcore whining about WiiFit sales, but I can see why WiiFit sells. I will not buy it, but I see the value, quality or whatever one wants to call it. In Spirit Tracks I can see nothing redeeming. Well, except if you want a landscape simulator. OK, to be fair the graphics and control are pretty good as well. Aside from that there is nothing. I could have made a better game!
Take a look at the amazon ratings, ratings written by consumers instead of game “journalists”. What is wrong with these people? Don’t believe me it’s that bad? Go ahead, watch a let’s play on YouTube. It’s far worse, when you can’t just fast-forward.
And you know what the worst part is? I did not even buy it. It was a gift from friends. It turns out it IS important what other people think of you. Seems like I screwed up big in the past, if I get a videogame for my 22nd birthday -.-
Thank goodness I didn’t play it. I prefer to play no video game than a bad one.
One thing I think separates the Old School gamer from the more modern gamers is that the Old Schoolers identify the classics as the standard of quality. To the old schooler, the classics are not ‘legendary games’, they are the expectations of the quality that games should be and ought to be.
Video games used to be exciting because they were getting better in quality. If anyone remembers when the 16-bit generation came out, there was much excitement. Why? It is because of the belief that as awesome as the 8-bit games were, the 16-bit games were going to be at least as good and probably better. When Super Mario World came out, many of us thought this was very good for a launch game. But man, we couldn’t wait until Super Mario Brothers 5 came out. (Took us 18 years to get the game.)
People like me were disenchanted with console gaming at the end of the 16-bit generation where everyone was trying to make another Mortal Kombat type game. So we left. But younger people, who may not have been aware of the earlier quality standards, took the present as their quality. For example, many Zelda fans think Ocarina of Time is the best Zelda game. This is fine and good. But look what happened. They took Ocarina as the standard of quality for a Zelda game. And then, every Zelda after that has felt like a decline to them. So it isn’t just older people like me. Younger people can feel the decline.
When the earlier Zelda sequels came out such as Zelda 2, Link to the Past, and Zelda on Gameboy, I never felt any decline at all (I arrived at Ocarina way too late to put it in perspective). All these games felt different, but definitely felt like Zelda games. Perhaps the only disappointment was that Link to the Past had no ‘New Quest ’ like Zelda I did.
I remember being very excited looking at the ‘exclusive screenshots’ of “Zelda 3″ that was in Nintendo Power (when they were churning up excitement for the launch of the Super Nintendo). I even remember being excited looking at this magazine cover:
Heck, Zelda 2 was previewed even in issue #1 of Nintendo Power. Howard Philips could not contain his excitement.
Now, when I hear about new Zelda games, I feel only despair. I had some hope for Skyward Sword, but Aonuma’s comments about wanting to make everything in the game a puzzle, and doing things like taking Link’s sword away again (I so despise that), leaves me feeling no hope.
You ask why anyone would buy Spirit Tracks anyway or give it good reviews. The quality has so fallen out of gaming that even bad Nintendo games are considered ‘awesome’ in comparison to the garbage games out there today. When games are put out there that matches our quality standards, that competes with the quality games made decades ago, such as Wii Sports or Mario 5, the result is that their sales overrun everything. Nintendo says their competition is other media. They are wrong. Nintendo’s true competition is their shadow. In the same way, a world class athlete’s true competition isn’t other athletes, isn’t the track or stadium or the weather, it is himself and his old records.
Above: Nintendo’s true competition is their own shadow.
With the early Zelda games, they all contained the core gameplay. It was Link being a swordsman and attacking monsters in an action sort of way. Link could get better swords, better strength, and items to assist him. But what is more important is that the player would learn to get better with the fundamentals of the gameplay. The player might be horrible at first using Link’s sword. But as time went on, the player got better. This was the core gameplay that everything else in the game revolved around.
Today, in Zelda games, this core gameplay is either completely missing or exists in fragments. There are no ‘fundamentals’ of the player getting better with the gameplay. Link does not become a better swordsman because the player learns the games better. Link does not get a sword that strikes stronger (of which the player had to go on a sidequest to get). Instead, the new sword is nothing but a key to open up a new door.
There are things that I call ‘sins’ in a game that a game designer must never, ever allow. As an example, one of these things would be ‘taking control away from the player’. It would feel as if I jumped from the television and took your controller away from you while I began to start playing. You would be very unhappy if I did that! Yet, modern games do this frequently. The player must always remain in control.
One of these ‘sins’ is for a game to start out with one sort of gameplay and then radically change it, without warning or need, in the middle of the game. For example, if you were playing a Super Mario Brothers game and you come to a level where the game designer decides to take away your jumping ability and force you to do ‘puzzles’ instead of platforming. How would you feel? You would feel very pissed off. A Super Mario Brothers core gameplay is about platforming. The entire game revolves around that core gameplay. When someone plays the game, he tries to better his skills with the platforming as it allows him to progress throughout the game. Taking away Mario’s jump and switching the gameplay to ‘puzzles’ is extremely bad.
Yet, Zelda does this ‘sin’ all the time. Once Link has the sword, the player gets used to the core gameplay of fighting with the sword and all. What does the game do? It takes the sword away and throws Link into a ‘scenario’ where he does something completely opposite of the core gameplay. It could be something as ridiculous as grabbing a chicken and using it to parachute from the sky to hit a target (no, I am not joking, this is a real example).
I’m convinced now that the Zelda team hates the core gameplay of Zelda and does everything they can to not use it. Even though some of the early Zelda games were radically different from one another (Zelda I and Zelda II for example), they had the exact same core gameplay: Link attacked monsters with a sword and shield. What the player expects is that this core gameplay to be added on to, to be fleshed out, as the game continues. In modern Zelda, this does not happen. Instead, Link is controlling other characters (like a statue), Link is doing puzzles with the item-in-the-dungeon, and Link is going further and further away from the core gameplay mechanics.
The Zelda team is not this stupid. If you play any of the earlier Zelda games, it is so clear and obvious what the gameplay is about. While the Zelda classics may be epic games, they are not complex games.
The reason why we do not see it is because they do not want to make it. It is as plain and simple as that. I just wish Aonuma would say…
“We don’t want to make games for you, Malstrom. We want to make Zelda games with things like trains, puzzles, and tons of NPC dialogue! That old swashbuckling gameplay of old-school Zelda? Guess what. I don’t want to do it. What I want to do instead is take Link’s sword away. Then all Zelda will be is a cell-shaded puzzle game with tons of ‘story’.”
I wish Aonuma would just say that instead of stringing us along with false hopes. Just as Miyamoto once said: “I do not want to make that type of game again” (meaning 2d Mario), I want Aonuma to say, “I don’t want to make that type of game. Just stop buying our game consoles please. You’re wasting your time.”