LoZ: Spirit Tracks Final Boss – The Bad, the Good, and the Ugly Part 3 (SPOILERS!)

Phase 5 – Finish Him!: The final part to this boss battle is what I actually thought the battle would be like. This part is more like the LoZ: OoT final Ganon fight. Zelda is on the sidelines while Link fights (Or rather distracts) the Ganon-like boss. You control both Link and Zelda, but the only thing Zelda can do is shoot an arrow of light, which you’re supposed to do when the boss is facing away from her. This fight, while not original at all, was actually quite fun, and, as I mentioned, was what I was expecting out of this last boss fight.

All in all, the last boss fight could have certainly be cut down to just the train (Phase 1) and Ganon-like (Phase 5) fights. Sure, it was a great way to show off Nintendo’s mechanics, but does that really make a good boss fight? Sorry, but no. Fun factor is far more important than showing off mechanics. Sometimes, less can be more.

So what could Nintendo have done to make this boss fight better? For starters, as I already said, they could have shortened it to the two best parts of the boss fight (Phases 1 and 5). Instead of this, if they wanted to keep the parts in that they did have, they could have simply switched the D-Pad and stylus functionality. The D-Pad could have been used for movement, as it always has been, and for the stylus, they could have added a small icon on the bottom screen that functioned as the shortcuts to different menus (What the D-Pad functionality is currently). They would also have to make a button (Or stylus icon) to charge up or use a spin attack for the fireball fight as well. Sure, it’s not new, but it’s more fun, which is what’s important. Doing this would have made movement and attacking different buttons, and would have solved some of the problems that I mentioned with the fights. They could have even made the movement and attack style toggleable. Furthermore, I believe that the song part (Phase 4) should have been taken out altogether.

So there you have it, my first review ever, which covered the final boss fight of The Legend of Zelda: Spirit Tracks! I hope you found it informative. Next time I’ll try to review a game as a whole, and as such, I won’t have to explain so much.

LoZ: Spirit Tracks Final Boss – The Bad, the Good, and the Ugly Part 2 (SPOILERS!)

Following my previous post, here are two more phases of this fight. There will be one more part to this review (It’s a long fight), so hang in there:

Phase 3 – You Tryin’ to get Invited to my Next Barbecue?: In this phase, the main boss appears – essentially a blue version of the real form of Ganon from LoZ: Ocarina of Time, but without the two large swords. He stands north of you and fires balls of fire in a pattern down at Zelda, who is charging something or other at the bottom of the screen. If Zelda gets hit, the boss starts his pattern over again. The problem with this fight is similar to Phase 2 – movement and attack are the same “buttons.” As such, when you have to perform two spin attacks in a row to stop two shots of four boulders (When one spin attack is hard enough to time perfectly to hit all four of them), this fight gets pretty hard, only due to the controls. Now I have to be honest, you pretty much cannot lose this fight, because Zelda has no health, the fireballs drop hearts, and the boss never moves towards you, but it got so repetitive that I nearly gave up. The only hard wave to stop is when he does two sets of four fireballs, but that one is pretty much impossible due to the controls.

Phase 4 – Guitar Hero Hyrule Tour: Throughout the game, you have to play these Locomo Songs to get past certain parts. Most of them have a practice option that will help you get the beat of what you’re supposed to play. In this section of the final boss battle, you have to play a song (Pretty lame, right?) to charge up Zelda’s power (Or something like that). However, this section has no practice or anything like that, leaving you to pretty much guess how your part is supposed to go. Furthermore, the “blow into the mic” mechanic is quite broken, often not recording when you want it to, or recording even though you’re done blowing. As such, this part was a pain. So, while it’s super easy for a percussionist like me to get the beat down, and a gamer like me to know what I’m supposed to do, actually doing what the game wants isn’t so easy.

The final phase of this long fight will come later.

LoZ: Spirit Tracks Final Boss – The Bad, the Good, and the Ugly Part 1 (SPOILERS!)

My first of many (Hopefully) game reviews will come in parts, because I feel that it is too big to swallow in one post. Here we go:

Game Name: The Legend of Zelda: Spirit Tracks
Publisher: Nintendo
Developer: Nintendo
Platform: Nintendo DS

I would usually start off a review with what I loved about the game, and then go on to what I would change (Kind of a “Get them to like you first, then tell them what you really thought” type of approach), but seeing as I’m just doing the final boss battle instead of the whole game, I feel it will flow better if I do it in chronological order, especially seeing as I will be doing it in parts.

Phase 1 – The ‘Cole Train’ Always Runs on Time!: The first phase of the last boss fight takes place with you in your train, and the enemy train driving next to you (Or on top of you, if you’re not so good). The objective is to defeat the different compartments of the enemy train, which just involves firing at the train when a weak point is exposed. This fight was actually pretty good. They could have done far more boring things with it, so good job Nintendo!

Phase 2 – IMMA CHARGIN’ MAH LAZER!: In this fight, you and Zelda (In her phantom armor suit) are fighting atop the enemy train. One major enemy is floating slightly north of you and sends small enemies that path towards Zelda. If they reach her (Because you didn’t attack them), she gets stunned, and he takes over her suit with strings (Like a marionette) and starts attacking you with the suit. When he’s doing this, you have to attack the strings (By getting around Zelda, or with the boomerang) to release his hold on Zelda. There is another enemy way north of you that fires a laser beam at you if you go too far north of the aforementioned baddie. The goal of the fight is to use Zelda as a shield and get to the very top (Baddie #2). Sounds easy, right? Wrong, but for only one reason: Moving Zelda, controlling the boomerang, Link’s movement, and attacking all use the same “button” – the stylus.

Here’s how most of the fight went for me: I see a small enemy heading towards Zelda. They start out decently close, and don’t more particularly slow. There are also multiple enemies sent out within a small period of time. Naturally, I try to attack said enemy, but I either move Zelda, miss the enemy because I attacked in the wrong direction, accidentally move towards the enemy and get hit instead, or anything EXCEPT what I want it to do. This makes Zelda get taken over by baddie #1. Before I knew I could use the boomerang to break this hold, I kept juking Zelda (Trying to hit the marionette cords with my sword), only to be shot by the laser beams, and hit by the possessed Zelda. Double punishment isn’t cool Nintendo. Anyway, that part was frustrating, but what happens next? Find out next time!