Thursday, February 14, 2008

The Legend of Zelda: Phantom Hourglass - The pursuit of a ghost ship

In ancient marine legends contains many stories about so-called "ghost-spacecrafts' meeting which does not augur well and the crew of any vessel normally carries misfortune or deaths. The most famous of these is "The Flying Dutchman". When the unknown circumstances of the sailboat team lost in 1641 and has since roamed the seas and oceans, still wreak havoc on the couple sailors. Not surprisingly, the cursed ship became a hero multitude of films, including the popular "Pirates of the Caribbean".

Unable to avoid meeting with the legendary ghost and courageous Link, the hero project adventure The Legend of Zelda: Phantom Hourglass. Returning from another trip he, along with his friends, stumbled upon on the kind of a strange vessel, not signs of life. A girl named Tetra decided to explore the ship, but as soon as she was able to move on the board, she immediately disappeared uspev call for help. Last, in the person Link, came too late - jumping to the ghost, the hero landed on the wooden deck, but failed in a black hole, lost consciousness and woke the crew is already on the island, no names lost in the midst of vast ocean archipelago.

Paint or lose

Link awakened jolly little fairy - she also povedala nezadachlivomu hunter for the ghosts that escape from this piece of land and find a lover him will be very difficult. But thinking about another out-of-tune character and does not want to listen. Fortunately, he quickly finds himself assistants, as well as the right sword, which is administered and lay their way through the crowds of enemies, incidentally solving numerous puzzles.


Escape from the island hero helps captain Lineback - holds scary ships with steam engine. In exchange for its salvation from the burning dungeon he agreed to carry Link ocean, but personally take part in military action not in a hurry. Personage had to rely only on ourselves, and help from other residents archipelago is expressed only in endless councils and pencil. To avoid confusing plenty of incoming information, they can and should use a variety of terrain maps, which are useful stylus tip. For example, paints a safe passage trajectory rooms with hidden divide. Or designated key points that need to visit before you engage Ockeghem conversation with ordinary witches.

Unfortunately, too complex tasks hero almost no placeholders, so often you can do without the help of a pocket notebook. Study any of the existing islands took a few minutes, and riddles like nuts. Complications with a high degree of probability arise only from the players who understand little English, as not only peripetii plot, but all the important information and check the levels fed through dialogues. Even tell commentators as necessary to kill the most dangerous and big monsters than several diminish the pleasure of your own research methods to destroy them.

So stylus on life

In the original scheme of management developers should put a monument in life. Like an obedient puppy, Link wears on screen stylus tip over - it looks somewhat comic, but addictive happens instantly. About buttons can be set aside once and for all - with the help of "magic wand" absolutely all acts performed, whether to open the door, brandishing a sword or throwing stones. Master possession stylus in Phantom Hourglass just need to hold otherwise never be the hero through a maze of burning or ask for the ideal trajectory flight boomerang. Never forget, and the microphone - it handy to extinguish torches or set in motion windmills, and is sometimes used to frighten monsters and loud shouting. The main thing is not to get involved in this crowded field of large, otherwise the will of violent psycho.

Most of the time the hero is not undertaking under the bright tropical sun, and in the dark underground, full-traps and scary monsters. Some of the dungeon, and just look simple, but this impression is deceiving. Thus, in the castle of Temple of the Ocean King had to return Lincou several times and with each visit he opened all the new rooms, previously inaccessible. Pity only that, in parallel, and has already had to destroy already defeated enemies - after the third-fourth times like "deja vu" are beginning to strain tired.


For the game, which looks DS holders waited for a few years, the Phantom Hourglass prohibitively small passage of time. Kill all riddles and save reckless girl from confinement get a little more than ten hours - it is three to four nights, with the stylus held in the hands. Stretch pleasure can only be artificially - refusing, for example, to replenish health, but want to engage in such mazohizmom not everyone. That's the case that the Phantom Hourglass like "The Flying Dutchman" and the spectre of rising, though, bestowed a bunch of emotions and forcing wait for the next meeting a few years.

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