Games 12/15/09: The Legend of Zelda: Spirit Tracks, James Cameron’s Avatar: The Game, Crazy Snowboard

The Legend of Zelda: Spirit Tracks
For: Nintendo DS
From: Nintendo
ESRB Rating: Everyone 10+ (mild fantasy violence)

Twenty years on, “Zelda” games are creatures of habit to their own detriment. Link never speaks, Zelda’s always in trouble, and the road to fixing that trouble typically runs through approximately eight dungeons, which each contain a special item that numerous times thereafter will come serendipitously in handy.

Superficially, it all holds true yet again in “The Legend of Zelda: Spirit Tracks,” which brings back the cartoony art style and stylus-based control scheme that worked pretty well two years ago in “The Phantom Hourglass.” “Tracks” even recycles a few ideas “Hourglass” introduced — most prominently, setting half of its dungeon-related content inside a single building Link will have to revisit multiple times before the credits roll.

But “Tracks” also gets right what “Hourglass” got wrong. Players don’t, for instance, have to start the dungeon from scratch each time they reenter: This time, whenever the story dictates a return to the tower, a new door takes Link straight to the next portion. More importantly, there’s no time limit hanging over Link’s head, which means the challenges are free to be a little more intellectually interesting than they were in “Hourglass.”

These portions also benefit from Zelda joining Link in (literal) spirit as a playable character. Players can chart a path for Zelda to take, and she can distract and even possess enemies while Link works elsewhere. Stealth levels are nothing new to “Zelda” games, and “Tracks” doesn’t go overboard with them, but the dual character control makes them one of “Tracks’” better assets.

The smarter central dungeon design trickles down to the rest of “Tracks’” labyrinths, which appear to have benefitted greatly from Nintendo’s further refinement of the control techniques it introduced in “Hourglass.” The brainteasers in “Tracks” are among the most satisfyingly intricate to appear in a “Zelda” game this decade, and the dual-screen boss fights, while easy, are nonetheless clever.

As always, a new “Zelda” game introduces some new items to complement the usual bombs, sword and boomerang. Revealing them here would spoil the surprise of finding them, and opinions will diverge on how ingenious or annoying Nintendo’s application of the DS’ special abilities are with regard to using them. If you plan to play “Tracks” in a public space, just know a few items — including the musical instrument that once again provides mock spell-casting capabilities — require you to blow into the DS’ microphone and potentially look a little strange doing so.

No mention of “Tracks” would be complete without discussing the train. The wildly convoluted (but, to Nintendo’s credit, satisfactorily explained) storyline explains the train’s importance, but its utility — like the horse and boat before it — is to get Link and Zelda around the world map.

This, likely, will amount to most players’ least favorite portion of “Tracks.” Controlling the train’s path, though a mix of route planning and speed/track switch toggles, is actually pretty fun, and the experience improves once you outfit it with some necessary weaponry. But after a few instances of backtracking across the map to a village before trucking back to the next dungeon, the experience loses its luster.

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James Cameron’s Avatar: The Game
Reviewed for: Playstation 3 and Xbox 360
Also available for: Wii, PSP, Windows PC and Nintendo DS
From: Lightstorm Entertainment/Ubisoft
ESRB Rating: Teen (animated blood, mild language, mild suggestive themes, violence)

If “Avatar” movie experience is as extraordinary as early critical returns seem to imply it is, then, “James Cameron’s Avatar: The Game” doesn’t do it a great deal of justice. Rather, it’s one of those highly imperfect games that, if engaged with dampened expectations and viewed presentationally as nothing beyond a respectable companion to the film, still can amount to a good time.

Problems and deficiencies are never game-breaking, but they are numerous and creep into most facets of the experience on some level — and regardless of whether, as an early storyline twist explains, you play primarily as the invading human military or the indigenous Na’vi tribe.

Most visibly flawed is the combat, which feels dated and awkward by the standards of modern third-person games. There’s no cover mechanic when shooting, nor is there a way, with most weapons, to stare down the sights for a more precise shot — a surprising omission given the slight behind-the-shoulder perspective the game adopts. Some weapons have a semi-automatic aim, but the vast majority feel unwieldy and underpowered.

Melee combat, which plays a major role on the Na’vi side of things, feels similarly unchained thanks to some loose character movement that also makes traversing narrow, elevated terrain dicier than it should be.

And so on. The game’s A.I. occasionally loses its mind on both sides of the battle. The mission structure is primarily some variation of kill x enemies or fetch x items, and the occasional offshoot mission feels predictably half-baked for one reason or another. All of it ties together around a storyline that takes place two years before the events of the film but struggles mightily to wrap an engrossing scenario around several hours’ time.

But with all that air cleared — and if you can believe it or not — “Avatar” still emerges as a pretty fun (and pretty lengthy, especially if you replay it from the other side) single-player game. The action mechanics are dated, but the game sends lots of targets at you and moves at a high enough speed to engender some old-fashioned, arcade-style fun. For good measure, there’s a nice upgrading mechanic that affords you unique weaponry and some very handy special abilities unique to both sides.

Lastly, while the game’s storytelling is spotty, it nonetheless adequately educates players about the world in which “Avatar” exists. Between story content and an encyclopedia of people, places and things, the game hands off a ton of mythology that can only help players’ appreciation for the more narratively capable film.

For good measure, if not much else, “Avatar” includes a multiplayer component and fills it out with the usual batch of modes found in a game of this ilk. It’s hard to argue with more content for the buck, but given the rash of amazing multiplayer games that have released in the past couple of months, it likely will be equally difficult to see a lively community develop around this portion of the game.

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Crazy Snowboard
For: iPhone/iPod Touch
From: Ezone
iTunes Store Rating: 9+ (infrequent/mild cartoon or fantasy violence, infrequent/mild horror/fear themes)
Price: $3 (free demo available)

With all due respect to Ezone’s naming conventions, “Crazy Snowboarding” isn’t terribly crazy at all. To the contrary, it rather conventionally acts just as one might hope a pick-up-and play iPhone snowboarding game would. Tilting the device controls the onscreen snowboarder’s steering, and a tap or hold on the screen preloads a jump when a rail, ramp or mound of snow is near. Once in the air, touching each of the four corners of the screen activates whatever trick players have assigned to that corner. The dead simple control scheme makes “Snowboard”  a no-brainer to play, but achieving gold medal scores requires some skillful trick stringing and sharp risk/reward management while in the air. “Snowboard” currently offers 30 missions, and the Halloween- and holiday-themed levels suggest Ezone will occasionally add more as more special occasions pass by. A modest rewards system allows players to use their points scored as currency toward unlocking new boards, outfits and tricks. And while the current online leaderboard system is pretty bare-bones, Ezone says the next update will incorporate support for the Plus+ social network.

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