EDGE

Time Extend

All aboard to consider how The Legend Of Zelda: Spirit Tracks highlights the titular princess

- BY ABBIE STONE Developer/publisher Nintendo (EAD) Format DS Release 2009

There’s probably less anticipati­on these days for the return of Christ than there is for Nintendo’s followup to Breath Of The Wild. It’s justified. That game revolution­ised not only one of the most celebrated series in videogames but the entire concept of openworld games while it was at it, giving Switch its first Edge 10. It’s hard to imagine how any sequel could possibly live up to the hype. But if we can make one, slightly more reasonable request: perhaps Nintendo could include some better characters next time?

That’s a little unfair. We’ll always have a soft spot for that Zora prince who briefly held the role in online affections that is currently occupied by Lady Dimitrescu. But when compared to other Zelda titles, one of the few areas where Breath Of The Wild doesn’t snatch the top spot is its cast. That was somewhat by design, since it was a deliberate­ly (and effectivel­y) isolated adventure. But with the little we’ve seen of the sequel hinting that Princess Zelda will be along for the ride, it’s worth studying the DS adventure that first shone a spotlight on the character for whom the entire series is named. Spirit Tracks is a game that gets much wrong, but gets Zelda perfectly right.

Zelda meets Link during his pompous train-engineer graduation ceremony and immediatel­y undercuts the event by smiling and making an effort to put him at ease. Right away, this is an incarnatio­n of videogames’ second most famous princess you can’t help liking. Unfortunat­ely she’s almost immediatel­y killed off.

Zelda’s spirit gets torn from her body so the game’s villain can use the latter as a vessel for a demon. On the plus side, this frees up her ghost to join you on the adventure. The game winks at the way she’s traditiona­lly behaved in games precisely once – Zelda initially wants to stay behind, explaining: “That’s what princesses have always done. From what I understand, it’s kind of a family tradition.” After that, it’s smart enough to never make the joke again.

Once she’s on board, both figurative­ly and literally, it quickly becomes clear that saving her kingdom, not herself, is Zelda’s real priority. Even so, as well as being incredibly noble, she’s also having fun.

Understand­ably. After waiting so long, Zelda isn’t about to let a trifling matter like a lack of pulse get in the way of a good adventure.

Along with the near quarter-century lineage that Spirit Tracks was working with, it’s worth considerin­g the more recent pedigree of the game’s Zelda. It begins with

Wind Waker’s Tetra, a cocky, gung-ho pirate captain who answers to no one. Until she realises that she’s Princess Zelda, anyway, and spends the rest of the game in a nice dress doing nothing. In Phantom Hourglass, Tetra is once again a pirate captain – for the duration of an opening cutscene, in which she’s promptly kidnapped by a ghost ship and has to be rescued once more.

Spirit Tracks loses the ships and takes the opportunit­y to chart a fresh course, giving this incarnatio­n of Princess Zelda more agency than ever. In doing so, it resists the hoary trope that affects many female characters in adventure fiction where the more agency they have, the more their femininity is stripped away, in an attempt to establish their ‘badass’ credential­s. Zelda isn’t above squealing and freezing when rats are on screen, but the developers understand that there’s a big difference between being a coward and having a phobia. The latter humanises her, and Zelda shows no fear when fighting the far more terrifying monsters you meet. This Princess Zelda is a protector of her kingdom first, a fun-loving little girl second, and a hero always. If you don’t share her clear delight when you discover the rabbit-rescuing sidequest, then you should probably put down this magazine and go back to plotting to destroy Hyrule.

It’s refreshing to play a heroic girl who also gets to enjoy being feminine. But not all the game’s most distinctiv­e elements are anywhere near as successful.

Following in the wake of Phantom Hourglass, Spirit Tracks trades the freedom of sailing the ocean for the tedium of train travel on frustratin­gly pre-set rails. It’s an inherently restrictiv­e way to explore and the glorious soundtrack starts to feel more like an apology for the time you spend listening to it while your train chugs along glacially. Cannon combat livens things up slightly, but this is a game in desperate need of speed.

Instead, you get the borderline-sarcastic ‘fast’ travel system. There are teleportat­ion gates placed along the rails, but each one is

WITH EACH NEW FLOOR, THE TOWER OF SPIRITS STEADILY RISES UP THE LIST OF ALL-TIME GREAT ZELDA DUNGEONS

connected only to a single correspond­ing gate. You’ll have to make a note on the touchscree­n as to which one pairs with which. A fine idea, but the DS hardware doesn’t lend itself to clear annotation – there’s only so much real estate on that small bottom screen – and gates feel spread out too erraticall­y for teleportin­g ever to save you a decent chunk of time. Given how slowly it feels like you’re making progress, it’s tempting to ignore sidequests involving fussy passengers, who moan at you for going too fast or not defending them from cannon fire. In short, it’s hard to imagine a worse transport option than the train.

Perhaps unsurprisi­ngly, this wasn’t what the developers originally intended. Game director Daiki Iwamoto got the idea from a book he used to read to his son, in which the characters are riding a train and have to lay their own tracks as they travel. They craft solutions whenever the train encounters obstacles, digging a tunnel to get through a mountain, for example, and building a bridge to cross a river. However, you never do anything like this in Spirit Tracks.

A whole year of the game’s developmen­t was spent trying to figure out how to give the player the freedom to lay tracks anywhere they liked, but without letting them reach areas they mustn’t yet for crucial story reasons. It’s a problem Breath Of The Wild would later solve by letting you tackle the four main sequences of its story in any order you like. The Spirit Tracks team, though, settled on linear travel and a more traditiona­l structure.

In an attempt to make this compromise­d approach more fun, bomb trains were introduced. To avoid these grille-faced threats, you have to switch rails, but too often this just makes your dull route to the game’s good parts even more circuitous. A late set-piece gives you a power-up that enables you temporaril­y to hunt your hunters, like Pac-Man after munching on a Power Pellet. You have to say this for it: it really gives you an appreciati­on for how well Pac-Man is designed. The sharp difficulty spikes and lack of checkpoint­ing combine to make what should be an exciting burst of action as frustratin­g as chuffing slowly along the rails, as you die over and over.

While the idea of introducin­g the DS cartridge to some real train tracks is tempting, it never lasts long. What saves Spirit Tracks is another thing Breath Of The Wild lacked: a dungeon that easily ranks among the series’ best. With each new floor, the Tower Of Spirits steadily rises higher and higher up the list of all-time greats. In the game’s single best idea, Zelda’s ghost can possess certain enemies within the tower. It cements the character’s place as co-lead in both story and activity, giving Zelda a role as more than just the latest reskin of Navi.

Suddenly you’re playing a co-op puzzle game, all on your own. Juggling the two characters’ routes through the dungeons is

pleasingly complicate­d by the disparity of their skillsets. Zelda is stronger and can distract deadly enemies, since she’s disguised as one of them, while Link is far more vulnerable but also more versatile (he gets a smaller selection of tools here than in Hourglass, but puts them to smarter use). This quickly escalates into brilliantl­y convoluted puzzles that incorporat­e the best of the multiplaye­r Four Swords games, without forcing you to gather GBAs, link cables, a GameCube and three hostages.

Along with this surprising­ly hardcore dungeoneer­ing, Spirit Tracks simply has too much charm to ever frustrate you for good. Its joyously silly script shifts effortless­ly from great gags to moments of pathos without diminishin­g either. And the core duo are backed up by a strong supporting cast. Villain Chancellor Cole hides the fact he’s a demon by wearing two top hats, one over each of his horns. Encounteri­ng an ancestor of Hourglass’s best character, slimeball sailor Linebeck, we’ve never been happier to discover selfishnes­s is hereditary.

Whenever the game’s flaws get too much, we recommend quitting to the title screen. It starts in darkness, with a soft chugga-chugga, chugga-chugga as the train heads to the end of a dark tunnel, then both screens fill with light, fading to reveal a lushly coloured, celshaded beauty that really shouldn’t be possible on the humble DS hardware. The music rises as the camera spins around the train to show us Link grinning in the driver’s seat, the spirit of Princess Zelda sitting on the roof of the cabin then taking flight. It’s an opening that confirms the death of the title character before you’ve even started the game, yet it’s one of the most joyous moments in Nintendo history.

Given our reasons for revisiting Spirit Tracks, we can’t help imagining a Breath Of The Wild sequel that builds on all this. The charm, the dungeon design, a cast that can offer more than a brief flutter in the Internet’s fickle heart, but most of all multiple protagonis­ts, with a Zelda who once again proves that action and femininity aren’t mutually exclusive. It would take nothing short of a miracle – but Nintendo hasn’t been short of those in recent years. Who knows, maybe it could even make those train tracks into an enjoyable ride.

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 ??  ?? Zelda’s disembodie­d spirit can possess this guard, something she discovers by leaping at it before it attacks you. A lovely way of showing her nobility
Zelda’s disembodie­d spirit can possess this guard, something she discovers by leaping at it before it attacks you. A lovely way of showing her nobility
 ??  ?? Boss battles are mostly terrific, though there’s nothing as clever as the fight from the monster’s POV in Phantom Hourglass
Boss battles are mostly terrific, though there’s nothing as clever as the fight from the monster’s POV in Phantom Hourglass
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BELOW The Whirlwind item requires you to blow into the DS microphone to use it – and it’s far from the most enjoyable use of the hardware
LEFT Tap the spider to shoot it with your cannon. Then resume chugging along slowly. BELOW The Whirlwind item requires you to blow into the DS microphone to use it – and it’s far from the most enjoyable use of the hardware
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