While some gameplay revisions move the series backwards, many new aspects of Spirit Tracks are a breath of fresh air.

User Rating: 8 | The Legend of Zelda: Spirit Tracks DS
Another year, another game for the critically acclaimed Zelda series. Building upon the fresh mechanics used in the Wind Waker sequel Phantom Hourglass, Nintendo makes some tweaks for the newest installment in the highly popular series: Spirit Tracks. While it doesn't always feel like a true Zelda game, Nintendo adds enough new concepts, both bad and good, to counter the problems that are still present from Phantom Hourglass. Spirit Tracks is a great new addition to the series, and, despite being a bit weak for a Zelda title, it's definitely near the top in the handheld games department.

One of the biggest and most subtle changes (but definitely the best) is to the storyline. A bit of a surprise considering that the storyline is the one thing that is almost always recycled in this series. It was a pleasant surprise to many Zelda gamers when it was learned that Zelda would be Link's new guide in this game. An even bigger surprise being that she would be controllable at times. Unfortunately, she's not the lovable character she was in past installments; in fact, she comes off as more of a spoiled brat than anything else. Regardless, the setting in a new, more advanced Hyrule and the very well-told story are certainly a breath of fresh air. The cast of characters is different and even digs into The Wind Waker and Phantom Hourglass (Niko returns) for nostalgia. Spirit Tracks does an excellent job of connecting past Zeldas while also making the present plot relevant.

The base gameplay remains mostly unchanged from Phantom Hourglass. Link is still controlled with the touchscreen, as is virtually everything in-game. Detection issues with controlling Link during hectic battles still need to be addressed, but for much of the game, it works well. The items, with new appearances like the Sand Wand, are just as innovative as they were in Phantom Hourglass, which makes this Zelda title stand tall with all of the games that made appropriate use of the touch and dual screens. Zelda being controllable is one of the three most striking additions to the series. She can take control of Phantoms (so luckily, you don't have to) and it's up to the player to control her to complete puzzles and battles. The game does a great job of integrating her into the combat and puzzles and it never feels awkward or forced. Another new gameplay element is the use of the microphone for music. Spirit Tracks puts the greatest emphasis on music since The Wind Waker, forcing you to use the Spirit Flute to advance in the story and solve certain puzzles. While the controls for the flute have some issues, it is usually a fun element of the gameplay. The last, and most problematic, gameplay revision is with the train. While it basically works the same way as the boat in PH, it unfortunately destroys the overworld exploration, ruining one of Zelda's biggest strengths in the gaming universe. It certainly has its moments early on, but it gets old horribly quick and the lack of free-roam is a major disappointment.

As with all Zelda titles, the dungeon design is second to none. The dungeons in Spirit Tracks are creative as always, and even though they aren't as good as most in the series, they're still far ahead of most games in the action/adventure genre. Well-made for the DS dual screen and motion controls, the puzzles continue to build on the creativeness of those in Phantom Hourglass. The puzzles take advantage of both the DS's unique controls and the creative items, and, as always, get tougher as they go along. That said, both the puzzles and the combat are much too easy, and Zelda veterans should have no problem blowing through the game without having to look at a walkthrough. Having to use both Link and Zelda for some battles is certainly interesting, and overall the combat is just as good as it was in Phantom Hourglass. The bosses are a bit more difficult (still too easy) and just as creative, even though detection problems shine brightest here, as Link will sometimes perform incorrectly on a command, inevitably making the battle drag on longer than it should. The game culminates in one of the longest, most creative, fun final bosses in any Zelda. The battle takes advantage of the new train system and ends on a great note, perfectly utilizing both the dual and touch screens.

As always, there are many mini-games and side quests to enjoy while playing through the main storyline. However, the bad overworld exploration kept me from really wanting to drag myself throughout the new Hyrule, and I therefore didn't find much use in those extra quests. Players have the option to look for bunnies or haul loads for people, among other things, and while the missions can be rewarding, they usually get fairly tedious. If you want to squeeze out as much content from ST as possible, then a multiplayer mode is available. For whatever reason, Nintendo opted to not add an online mode this time, but made the multiplayer playable for up to four people, even if the other three don't own a copy of ST. Like in PH, the players have to collect force gems to win, but this time there are no phantoms around to harry them. There are a decent amount of maps and items to mix the action up, and it keeps stats and rank. If you please, you can also trade items with other people that also own the game.

Graphically, ST is about the same as PH, except it can handle a few more enemies on-screen at one time. Even though is holds a few more enemies at times, it's obviously got to be pointed out that ST has more framerate issues than PH, and it sometimes dips down quite bad while on the train. The world is still very large and there are still many places to explore despite the backwards overworld exploration. The cell-shaded style is still pretty and gets the job done despite muddled textures outside of the dungeons. Other than that, it's basically the same as PH: big bosses, colorful, and a large world.

The soundtrack in ST one-ups PH quite easily. The tunes played on the Spirit Flute are catchy and very reminiscent of the ocarina and wind waker from previous installments. The soundtrack does a better job of matching the environments and is great to just sit back and listen to. It changes pace to hectic or light and whimsical when it should and the final boss music is strong. The sound effects are pretty much recycled from PH and about what you'd expect from a handheld Zelda title.

Despite the glaring issues with the overworld exploration and some of the controls, ST is one of the better games to hit the DS to date. It's definitely not up to par by Zelda standards and I won't pretend that it is. But as a handheld game, it's still around the cream of the crop. The innovations that ST makes can't be overlooked, and like PH, it sets the bar higher for how to make a game work with DS controls. The story is simple but fresh, and it complements the story laid down by The Wind Waker very well. Ergo, it beats PH in every category and deserves the recognition it gets by most accounts, although its criticism is warranted. For major fans of the series or people looking for a great handheld title, Spirit Tracks is a must-have. Otherwise, you might be better off waiting for Zelda to hit the Wii.