Review lingsdook 4/5 · Feb 9, 2024
Choo choo, motherheckers!!

I have quite special memories of Spirit Tracks, as it was the first Zelda game I played during my university years. I was busy doing plenty of stereotypical college student activities, but I always made time for Zelda. It had been quite the hiatus since the last game in the series, so I ate this game up like …

I have quite special memories of Spirit Tracks, as it was the first Zelda game I played during my university years. I was busy doing plenty of stereotypical college student activities, but I always made time for Zelda. It had been quite the hiatus since the last game in the series, so I ate this game up like the famished fanboy I was.
This is an iterative Zelda in the same sense as Majora's Mask or Tears of the Kingdom, in that it takes the engine and assets of its direct predecessor and spins it into a new direction. Thus, it's tempting to summarize Spirit Tracks as Phantom Hourglass, but better, though it's actually a little more complicated than that. Regardless, maybe check out my thoughts on Phantom Hourglass, since I won't repeat myself much on certain topics, such as the touch controls.
Spirit Tracks takes place one century after the events of Phantom Hourglass, and it is set in the kingdom founded by the Hero of Winds and his friend Tetra. This time, you'll be swapping the sea for steel, as our heroes just happened to colonize a land populated by the Lokomo, a tribe of spiritual sages with a penchant for trains. These trains are ridden on the titular Spirit Tracks, which serve as a convenient form of transportation, but also double in function as the chains binding the evil demon Malladus. Something is causing the Spirit Tracks to disappear, and you'll quickly learn that evil forces gather to plan the resurrection of the demon lord. This time, Link is joined by the spooky ghost of Princess Zelda herself, who I'll get into in a bit.
Spirit Tracks looks and plays identically to Phantom Hourglass, with only a few quality of life changes (Thank goodness they changed the way you roll, because it was annoying as heck). You still navigate the overworld in a vehicle, with the only difference being that you are now bound to the tracks that are available. The world is still split into four quadrants that you have to unlock, and there is still a central dungeon that you have to return to after every temple.
This works for me, because I liked Phantom Hourglass's core gameplay, for the most part. The new dungeons are still quite strong, and I loved the more unique assortment of items this time around. As I mentioned in my review of the previous game though, all of it was brought down by the abysmal repeating dungeon, which single-handedly dragged down what was an otherwise pleasant game.
Well, I'm pleased to say that its replacement, the Tower of Spirits, is a stratospheric improvement. First and foremost, you no longer have to repeat sections of the tower each time you revisit it. Instead, you unlock new wings to visit with each dungeon you complete, with optional treasure being available if you backtrack. The important difference being, that now you can backtrack at your own pace, or not at all if you don't feel like it.
Another frustrating element that has been completely removed is the time limit (Thank Hylia!). Phantoms and safe-zones still exist, but you no longer feel completely helpless, thanks to your new companion. Zelda has run into unfortunate circumstances and turned into a ghost, but she has also conveniently gained the ability to possess Phantoms. With her, the Tower of Spirits becomes one of the most fun sequences in all of Zelda, taking full advantage of controlling two characters at once. Zelda is able to lift Link up to higher areas, carry him across pools of lava, and even distract other Phantoms. In addition to this, there are several different variations of Phantoms that Zelda can possess, each with their own unique abilities and puzzle potential.
The final few floors do have moments where they try to jack up the difficulty, but end up making things feel a little tedious instead. But overall, I loved the Tower of Spirits, and I always looked forward to revisiting it, a complete flip to the dread I felt having to go back into Phantom Hourglass's Temple of the Ocean King.
There are also small improvements to the exploration in the game. Now that you are limited by what tracks are available, the game makes a point to open up the map little by little, adding new tracks with each story milestone. You can also complete optional side quests that reward you with new tracks, which can mean overworld shortcuts, entirely new areas, or rabbits that you can find and catch for rewards. These side quests take full advantage of the train fantasy, and usually involve transporting passengers or cargo from point A to point B. They can be quite fun!
This is all great stuff, but once the novelty of being a train conductor wore off, I did feel a bit burnt out by the overworld. Now that you are forced to navigate on rails, it takes much longer to get around than in Phantom Hourglass. It doesn't help that they occasionally add Dark Trains that trap you and kill you in one hit. I have a big beef with these, especially because they culminate in a frustrating sequence near the end of the game where you have to take out a bunch of them without getting hit once. The biggest issue for me is that, compared to the freedom of navigating the ocean, being on a train just feels like a limiting regression.
Spirit Tracks does repeat a lot of what Phantom Hourglass did, so when played back-to-back like this, I think the déjà vu hurt the experience a little. But when I really think about it, Spirit Tracks is the better game in almost every sense. It has better items, better dungeons, better progression in the overworld, better music and a more memorable story. To this day, it's a nice conclusion to the Wind Waker saga, though I wouldn't mind it if Nintendo re-explored this branch of the Zelda universe.
Zelda's touch screen era was a fascinating one, but ultimately I'm glad that we returned to standard controls. The feedback you get from having physical buttons and sticks just feels more natural, which is why the fan-made D-Pad control patches for these games help make them more enjoyable today. Nintendo wasn't done experimenting with the DS era, though. They carried on this spirit into the Wii with the next major console Zelda game, which promised to take the series sky-high.
