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A playthrough of Nintendo's 2007 action-adventure game for the Nintendo DS, The Legend of Zelda: Phantom Hourglass. This is the first part of a two-part playthrough, showing from the beginning through the run-up to the Temple of Ice. Part two can be found here: • The Legend of Zelda: Phantom Hourglass (DS... The Legend of Zelda: Phantom Hourglass is the sequel to the GameCube game, The Legend of Zelda: The Wind Waker, and it was the first 3D Zelda game to be released for a handheld system. Sometime after the end of The Wind Waker, Link and Tetra are sailing the high seas when they come across a mysterious ghost ship. Tetra decides to check things out, but the ship disappears without warning while she's still on board. Link attempts to save her, but fails, lands face-down in the drink, and is swept away by the current. He eventually washes up on a beach where he's found by a fairy who decides to help him out, and so Link sets off on an adventure to rescue Tetra. The Zelda franchise has reinvented itself several times over the years, and Phantom Hourglass marked one of the sharpest deviations yet from the series' signature elements. Instead of using the d-pad to move and hitting buttons to interact with things, here, everything is done through swiping, tapping, and gesturing with the stylus on the touchscreen. It doubles down on the RNG-based elements and the chattiness of the previous handheld Zelda game ( • The Legend of Zelda: The Minish Cap (Game ... ), and it goes to extreme lengths to ensure that you won't become lost or confused. You aren't allowed to simply wander into a room, look around, and experiment with whatever you find. If there's anything in an area to do, your fairy will announce it the moment you enter. Or you might see a new type of obstacle and stop for a second to consider your options, only to have the game interrupt your train of thought and yank control away to spoon feed you a solution before you even know what the "puzzle" is. Phantom Hourglass doesn't trust you to think for yourself, as if the designers were afraid of turning players off by asking for honest mental engagement. I remember first playing this and reflecting on how, twenty years earlier, elementary schoolers loved the original The Legend of Zelda ( • The Legend of Zelda (NES) Playthrough ) because of the immersion and sense of freedom that stemmed from its relative complexity and lack of rails. I don't feel any sense of agency or adventure in a Zelda game that denies my creativity, scolds me for not doing as I'm told, and forces me to repeat the same dungeon a half-dozen times. Of course, that's all from the perspective of someone who once was that kid playing Zelda 1 in the late 80s. Had this been my first Zelda game, I might've loved it, but I don't think that I was part of the target audience. Phantom Hourglass feels like it was intended to be Zelda for a new generation, unencumbered by the expectations that the series had built over the years. That being said, I don't think that Phantom Hourglass is a bad game. I didn't like it, but I see why it appealed to so many people. The mechanics are unique, the visuals are nice for a DS game, and I'm sure that the emphasis placed on the story helped it to capture many a kid's imagination. As disappointed as I was, in the end, I just had to accept that this wasn't the game for me. _____________ No cheats were used during the recording of this video. NintendoComplete (http://www.nintendocomplete.com/) punches you in the face with in-depth reviews, screenshot archives, and music from classic 8-bit NES games!