
System: DS
Dev: Nintendo
Pub: Nintendo
Release: Oct. 1, 2007
Players: 1
ESRB Rating: Everyone
Review by Nathan Meunier
Ocean faring plays a similarly important role in Phantom Hourglass as it did in Wind Waker, although this is one area where we see big improvements. Your ship is controlled by plotting your course with the stylus on the map screen, and players are still allowed the freedom to roam where they choose. Once the engines are fire up, you'll chug to your destination. Numerous ship upgrades including cannons, a crane, and customizable parts are available, and hunting for new components for your vessel is one of many side-quests available. In size of the ocean is scaled down somewhat from Wind Waker, yet there's a lot of area to cover and islands to explore.

When it comes to items, Link will utilize many of the same tried-and-true items from past games, though the Phantom Hourglass is perhaps the most unique addition to his gadgetry. The Temple of the Ocean King (the game's first dungeon) - a dark and dismal place which quickly drains your life force unless you stay within small remote pockets of protective energy - is so large that it can only be completed in short sections at different times throughout the game. The Phantom Hourglass provides limited protection from the soul-sucking evil, and completing other dungeon catacombs will give you additional sand for the device. This will extend your protection time, in order to unlock new portions of the main dungeon and delve deeper into its depths. It's a dangerous place indeed, as the ghoulish sentry phantoms that walk the catacombs cannot be slain, only avoided at all costs. The game also has a multiplayer feature which takes place in the Temple with one player controlling Link and the other taking charge of phantoms. It's a blend of item collection and hide-and-seek, only Zelda style: a fun diversion if you're up for it, but somewhat limited and nowhere near as compelling a pursuit as the main game itself.
Other dungeons throughout the game are challenging, though they're not quite as lengthy or difficult as what we've seen in the past. Still, they're full of twists and turns, and players will be required to solve some complicated puzzles and go toe-to-toe with worthy adversaries. Phantom Hourglass does have some of the coolest boss battles we've seen in a long time. Each boss encounter is unique and utilizes both DS screens in different ways. You'll be chucking bombs into whirlwinds to shoot them to the upper screen at a flying beastie, playing dead man's volley with some evil witches, and turning an invisible charging crab thing into a pin cushion, among other interesting boss encounters. Most of these battles are relatively formulaic, and they won't make your palms sweat, but they're certainly interesting.

All-in-all it feels like Phantom Hourglass was engineered to draw in new audiences, in addition to those players whose devotion remains unwavering. Nintendo did a great job transitioning the charm of Wind Waker to a handheld system, which will go a long way with fans. Clocking at about 15-to-20 hours, depending on how much time you spend on treasure-hunting side-quests, the game offers a lengthy adventure that should keep players engaged from start to finish with little lag in-between. For many gamers, this is the Zelda title they've been waiting for on the DS. Even amidst high expectations, Phantom Hourglass passes with flying colors.
By
Nathan Meunier
CCC Freelance Writer
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